• Title/Summary/Keyword: Cultural Arts

Search Result 837, Processing Time 0.03 seconds

A Study on the Development Activation Plan of Housing Cultural Center as Local Complex Community Center (주택문화관의 지역복합커뮤니티센터로서의 활용가능성에 관한 연구)

  • Shin, Hae-Chul;Park, Kyung-Nan;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2008.05a
    • /
    • pp.116-122
    • /
    • 2008
  • As a model house has attempted a role change from a conceptual perspective as a housing cultural center starting from the 90ties, it began to direct the change into a high end building. In particular, large construction companies have recently invested on an unimagined scale, unlike in the past, in building a model house and pursued the construction of new attractions of cities as well as the upgrade of a brand image by hiring and implementing the designs of celebrity architects or designers. In addition, they have been in pursuit of a change by enhancing the satisfaction and pride of residents by offering spaces and programs for various cultural arts for apartment residents or potential customers and having them participate in those programs. This study aims to expound on the possibility of the utilization of a housing cultural center as a local complex community center by analyzing the spatial organization and the operational program of a housing cultural center appearing since the 90ties. With this aim, the study analyzed the cases of a complex community center and the program and the operational method of a housing cultural center within the case study in order to propose the possibilities for the utilization of a local complex community center. The elevation of the cultural and economic level of citizens and a rapid social change are shown as various demands for welfare, and the subsequent social physical change has led to the expansion of a space as a complex community. A housing cultural center is also directed to grow as a complex community center from the perspective of diverse demands and participations of consumers, and prepares a field for a broad spectrum of communications from the perspective of housing and cities.

  • PDF

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.11
    • /
    • pp.519-528
    • /
    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.401-404
    • /
    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

  • PDF

A Study on the Remodeling of The Training Center for Performers of Korean Traditional Music(Studio 'Byeol') for Historicity Conservation (역사성 보존을 위한 구 국악사양성소(별오름극장)의 리모델링에 관한 연구)

  • Lee, Wan-Geon
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.5
    • /
    • pp.165-172
    • /
    • 2010
  • Recently, the recognition is changing about cultural heritage, and the various types of buildings or facilities of modern or contemporary times have been designated as cultural properties after that Registered Cultural Properties System is enforced. The purpose of this study is to survey how the newly born the historic buildings of modern or contemporary times through the remodeling process of the Studio 'Byeol'(the Training Center for Performers of Korean Traditional Music) in the National Theater of Korea so-called a microcosm of performing arts history. In the process, it will examine the merits and demerits of various alternatives and the direction of the remodeling etc., and propose an utilization as a basic data of post evaluation for the remodeling of a historic building. The result are as followings. Firstly, the remodeling that gave a new physical properties to a building can be used a method of conservation and reuse on a historic building. The remodeling of a historic building must be eclectically progress between the owner and the citizen or the economic value and the historicity conservation. And, the remodeling of historic buildings such as the Training Center for Performers of Korean Traditional Music must consider the conservation of the exterior walls in whole or in part at least. Secondly, an architect Lee Hee Tae(李喜泰) who had been to develop his own architectural vocabulary and to test based on the korean traditional architecture and the Training Center for Performers of Korean Traditional Music must be newly evaluated today. Lastly, the remodeling alternatives of the Training Center for Performers of Korean Traditional Music have been analyzed with three types, which is 'repairing only the interior which maintains the size and an appearance of present', 'extending the outer wall to the external column line', 'extending the basement'. And, it was analyzed with the appropriate final decision that it remodels only the interior in the current situation because of a historicity, a budget, a relevant law etc.

Comparison of the Acceptance and Development of Opera in Korea and Japan - Focusing on Development of Contemporary Opera (한국과 일본의 오페라 수용과 발전과정에 대한 비교 - 창작오페라를 중심으로)

  • Sohn, Soo yeoun
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.2
    • /
    • pp.149-159
    • /
    • 2017
  • South Korea and Japan are closely located in the Chinese character cultural area, so we have developed our culture not only with many similarities but also with own distinct ways. These were also in adoption and development of Western music. Unlike Korea, Japan is showing its potential through Opera 'Yuzuru'. Even though opera is Western music style, communicating Asian culture through their own language is one of the important issues to secure status as a cultural power in the world. As the field of opera is expanded to media entertainment with the development of digital technology, it is necessary to compare the development process of Japanese and Korean opera, which used contemporary opera as a tool of communication between cultures, It will help to develop into performing arts contents.

Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.39 no.2
    • /
    • pp.233-246
    • /
    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

Analysis of K-Pop Dance as an Academic Subject

  • Eunjoo, Oh
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.268-276
    • /
    • 2022
  • This study examined whether K-pop dance is qualified as an academic subject and how university students perceive K-pop dance as a liberal art subject. The survey was conducted with 138 students. Among the total of 138, 40 participants were male, and 53 participants were female. Fourteen(14) participants had experience with K-pop classes, and 124 participants did not have any experience with K-pop dance classes. According to the study, K-pop is a form of Korean culture that adds unique cultural and social characteristics to Koreans. It is in the cultural and art education category. In addition, K-pop dance is a socio-cultural phenomenon characterized by dance. However, K-pop dance is not qualified as an academic subject because it lacks theoretical foundations. The survey result also revealed that the students did not perceive that K-pop dance had personal, aesthetic, social, or educational value. They did not want to take a class if K-pop dance is offered as an academic subject in liberal art class. When analyzing the data by gender and experiences with dance classes, there was a difference based on gender in the two questions. In the case of females, they responded to having fun and joy from K-pop dance, while male respondents did not. Regarding the learners' interest in Kpop dance class, female respondents were more optimistic about the learner interest than male respondents. In conclusion, K-pop dance is a sociocultural phenomenon, and many informal online courses are created daily, spreading everywhere. However, the status of K-pop dance as an academic area is not set up yet.

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.391-396
    • /
    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

Effect of theater service quality on performance satisfaction : focusing on customer experience value mediation effect (공연장 서비스 품질이 공연 만족도에 미치는 영향 : 고객 경험가치 매개효과를 중심으로)

  • Kim, Beom-seok
    • Journal of Venture Innovation
    • /
    • v.1 no.1
    • /
    • pp.181-195
    • /
    • 2018
  • The purpose of this study is to investigate the effect of service quality of a theater on the customer experience value and performance satisfaction and to test causality between variables. For this purpose, Study model was created from the previous studies and performed a survey with the customer who visited Performance Theater. In this study, employee kindness, facility excellence, convenience, and facilities were set as independent variables, and performance satisfaction was selected as a dependent variable. The cultural value and economic value of customer experience were examined as Moderating variables between two variables. Based on the results of this study, It was found that employee's kindness, facility excellence, and convenience have a significant effect on performance satisfaction in performing arts facilities. convenience, there was perfect mediated effect of customer experience between service quality of a theater and performance satisfaction centered on cultural value and economic value. The employee's kindness variable was examined as a perfect mediation of cultural value, and economic value as a sectoral mediation. The excellence variables of the facilities appeared as partial mediations in cultural values and as complete mediations in economic values. In the case of the auxiliary facilities, the significance test failed. According to the results of the research, it was confirmed that convenience service for customers is the most important variable. This result suggests that the service quality of a theater should be basically maintained in terms of the kindness of the facility and staff, and that the customer is more satisfied with the performance than the audience convenience service provided from the Theater. The venue suggests that customer service and reception, purchase of tickets, refund method, and staff training should be thoroughly done so that audiences can make the Theater.

A Study on the Evaluation of Equality and the Direction of Location Selection for the Concert Hall in Jeju (제주지역 문화행정과 예술경영의 영역설정과 체계정립에 관한 연구)

  • Ko, Hye-Young;Hwang, Kyung-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.3
    • /
    • pp.560-567
    • /
    • 2021
  • The purpose of this study is to examine the concepts of cultural administration and art management, their context, and elements that each concept pursues, and to establish the domains and systems of cultural administration and art management in Jeju. Seven values were selected through the consideration of commonalities and differences and previous studies, and sub-indicators of each value were determined. Factors were analyzed using the AHP method. Cultural administration is based on the areas of publicity, equity, and transparency, while art management is based on productivity, publicity, and responsiveness. Cultural administration needs to focus on a system for the preservation and utilization of local culture, co-evolution of culture, and expansion of culture and arts education. Art management needs to focus on the level of achievement of goals, the level of output versus input, and the system for preserving and utilizing local culture. In addition, it was found that there is a need to establish a system in Jeju with a common aim of the co-evolution of culture and preservation and the utilization of local culture.