• Title/Summary/Keyword: Cultural Contents Ecosystem

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Augmented Reality Framework for Archeological Site Tours (유적지 투어 지원을 위한 증강 현실기반 프레임워크)

  • Kim, Eunseok;Woo, Woontack
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.35-43
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    • 2015
  • As augmented reality (AR) technology has been utilized to enhance the user experience, several AR applications have been developed in the cultural heritage domain. Although there has been significant progress in this area, naive augmentation representation becomes an obstacle to provide an enhanced user experience and there has been little research on an effective AR experience methodology that reflects the characteristics of AR technology. Furthermore, the development of temporary content that comes from the absence of the authoring framework restrains the content ecosystem, which is an essential requisite for sustainable service. To resolve these issues, we propose a space-driven AR experience methodology, Spacetelling, to extend established object-oriented augmentation trends and Storyscape that generates spatio-temporal related contents for the spacetelling and supports sustainable service. Moreover, we present the wrap-up system framework covering both features mentioned above for the archeological site tour. Finally, we present our work-in-progress project, K-Culture Time Machine Project, to investigate the practical feasibility of our proposals. Through these proposals, we expect that sustainable AR applications with improved user experience will be possible in the cultural heritage domain.

Analysis of the Purpose of Visiting Wetlands Using Pictures Posted on Social Media

  • Park, Woong-Bae;Park, Siae;Choi, Tae-Jun;Kim, Dae-Hee;Lee, Do-Hee;Do, Yuno
    • Proceedings of the National Institute of Ecology of the Republic of Korea
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    • v.3 no.2
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    • pp.97-102
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    • 2022
  • In this study, 4,136 pictures posted on a social media platform were analyzed to discover wetlands that are worth visiting to experience our cultural values. Pictures from 300 of the 2,499 listed wetlands have been posted in South Korea. Proximity of a wetland was the most important criterion, regardless of the type of wetlands that were visited. People visited wetlands at the time and season when they were good for recreational activities. Most of the subjects in the pictures were the visitors and natural scenery of a wetland. There was no correlation observed between the wetland conditions and the number of pictures taken by the visitors. Sightseeing and leisure activities are a significant part of various ecosystem services offered by wetlands, but most of the visitors seem to be unaware that the place they have visited is a wetland. Therefore, wetland awareness programs are needed, even for wetlands close to the residential areas that many people have already visited in this study.

A Study on the Environmental Assessment Criteria for Designation of Conservation Zones in Urban Area (환경성 평가시 도시보전용도지역 확보기준에 관한 연구)

  • Lee, Sang-Moon;Jeon, Young-Ok
    • Journal of Environmental Impact Assessment
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    • v.14 no.6
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    • pp.403-413
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    • 2005
  • The environmental conservation-targeted zoning in urban planning process has been functioned as securing a ecological core in urban green spaces management. Hence, the designation of conservation zones in land use planning is considered as a key task to achieve the sustainability of urban planning. The recently introduced pre-environmental review system for the proposed urban plan, by which the conservative measures for urban ecosystem and landscape are suggested in aspect of environmental impact mitigation, has played an active role in enhancing the environmental performance degraded by wide range of development pressure. This study is aimed at drawing out of objective criteria for designation of environmental conservation zones, which can be applied to urban planning establishment and also to environmental assessment process. To achieve this goal, the study adopted the following methods; pre-study review, analysis of existing official opinion statements released by the Ministry of Environment, contents analysis of related laws, and experts' panel discussions on the finally arranged criteria. The results of this research can be summarized as follows: First, the total criteria of 48 are drown out with categorizing into environment-ecological and socio-cultural sectosr. Second, the environment-ecological part is composed of 33 criteria such as vegetation, animal, geomorphology, watershed, environmental land suitability, and etc. Here, the Degree of Ecological Function, Degree of Environmental Land Suitability, and Vegetation Map are mainly utilized. Third, the 15 socio-cultural criteria relating to the history, social ecology and landscape have such components as forest around relics, Seo-won(school), castle, tomb, landmark, skyline, natural landscape, and etc. Forth, these individual criteria can be applied to designation of each conservation zones among total of 11 conservation areas(or districts).

Creative Place-making for Regional Development in the Era of Glocalization (글로컬라이제이션과 지역발전을 위한 창조적 장소만들기)

  • Lee, Byung Min;Nahm, Kee Bom
    • Journal of the Korean Geographical Society
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    • v.51 no.3
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    • pp.421-439
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    • 2016
  • Global society is shifting and now evolving towards glocalization, meaning the increasing role of region and multi scalar interactions between region and global social world. In this glocalization era, there has been mushrooming literature and much discussions on the impacts of place-branding and place-marketing on regional development both in academia and practical researches. The inclusive and participatory creative place-making process, however, is more quintessential than the resultant place marketing strategy. This paper tries to reassess the creative place-making based on culture-led regional development perspectives. Specifically it compares Korea and Japan's strategies and suggests a hybrid model of place-making-branding-marketing, utilizing cultural content industries. It then stresses the importance of building a virtuous circle of sustainable regional cultural industrial ecosystem including culture-based interpretation of places and improvement of community quality of life.

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A Research for Methodology of Culture Semiotics for Smart Healing Contents (스마트 힐링콘텐츠의 문화기호학적 방법론 연구)

  • Baik, Seung-Kuk;Yoon, En-Ho
    • Journal of Information Technology and Architecture
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    • v.11 no.3
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    • pp.347-357
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    • 2014
  • This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.

A Study on the Solutions to overcome the obstacles of Digital comics contents industry development (디지털만화산업 발전의 장애요인과 활성화방안 연구)

  • Kim, Soo-Young;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.709-723
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    • 2013
  • This study aims to diagnose the present condition of the Digital comics industry, including the "webtoon", which is receiving attention as the new Korean wave (Hallyu) cultural content, and explore ways to vitalize these contents. Considering the fact that the distribution rate of smart devices in Korea is the highest in the world as of June 2013, and that comics as contents have been known to show the easiest and fastest adaptation to changes in the media, the Digital comics industry is certainly an area with high expected growth, but its actual size of the industry shows a very low growth rate compared to other digital contents. This study analyzes the present condition of the Digital comics industry through theoretical and precedent study, and deducts 7 major factors that inhibit the growth of Digital comics industry by summing up the industry structure through making surveys of major businesses in the industry. Further, problems and possible solutions of the digital comics industry are discussed through in-depth interviews with total 10 digital comics industry experts. Building a ecosystem based charged service, realizing a total management system, government support and improvements on restrictions are discussed as solutions to a sustained growth of the Digital comics industry.

An Exploratory Study on the Improvement of Industry Classification System of Start-ups (창업기업 업종 분류체계의 개선방안에 관한 탐색적 연구)

  • Park, Dae Han;Sung, Chang Soo;Jung, Kyung Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.1
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    • pp.59-71
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    • 2019
  • In the rapidly changing industrial environment, the continuous increase in demand for entrepreneurship emphasizes the effective support of the government for the survival and growth of entrepreneurs and the necessity of establishing systematic initiative promotion policies. To this end, Of the total number of enterprises. The purpose of this study is to establish a new classification system for entrepreneurial industry that reflects the trend of entrepreneurship based on convergence technology that emerged during the 4th Industrial Revolution era in order to establish a systematic initiative upbringing policy. In this paper, we propose a new classification system for entrepreneurial ecosystem by using Delphi technique. As a result of the study, the categories of entrepreneurial industry are classified into technology entrepreneurship and general entrepreneurship. Technology entrepreneurship is divided into ICT services, ICT manufacturing, general manufacturing, cultural contents and biotechnology. The results of this study suggest a meaningful implication in the establishment of effective policies to support entrepreneurship in the future by establishing new standards of industry classification system of entrepreneurs.

Development and Application of Participatory Ecological Restoration Program for BaigDooDaeGahn (백두대간 생태 복원을 위한 시민참여 프로그램 개발과 적용)

  • Kim, Chan-Kook;Ahn, Tong-Mahn;Kim, In-Ho;Lee, Jae-Young;Kim, Sung-Jin;Chae, Hye-Sung;Lee, Young;Lee, Jae-Won;Kim, Min-Woo;Shin, Min-Jong;Park, Hyo-In;Cho, Kyung-Jun
    • Hwankyungkyoyuk
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    • v.23 no.2
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    • pp.1-15
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    • 2010
  • Ecological restoration aims to reverse the degradation of ecosystems that occurred as humans have affected landscapes. This study was conducted in part of a larger project to develop participatory ecological restoration procedures for disturbed areas in Baigdoodaegahn which is a major mountain range in the Korean Peninsula. The case of alpine farmland at Kangwon-do was selected to apply the theoretical framework of participatory restoration since the nutrient contents in alpine solid under vegetable cultivation degrade water quality in the watershed while farmers in the region are economically struggling due to imports of vegetables from China. The reciprocal model of restoration was applied to cope with interactions between human and ecosystem needs in ecological restoration. A series of environmental education and eco-tourism programs were developed and incorporated into the participatory restoration project to rebuild social-cultural aspects of the community as well as to restore the biophysically disturbed area while meeting both ecological needs and human needs. This study suggests that participatory projects will be more successful when experts support the local residents and citizens in restoration process, when leadership are developed through social learning, and when ecological, financial and social factors of restoration are integratedly considered.

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User's Emotional Experience Through the Retro Content Trend: A Case Study on the Answer me 1994 (Retro(복고) 콘텐츠 트렌드(Trend)를 통해 살펴본 사용자의 감성적 경험연구: <응답하라 1994>를 중심으로)

  • Shin, Dong-Hee;Kim, Tae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.123-134
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    • 2014
  • Recently, the retro content emerges one of the highest topics in the cultural content area. This retro content has been exponentially expanded through the series of and the success of the series highlights the importance of content that can cause user's emotional experience. Along the line, this research tries to know how the retro contents draw user's emotional experience beyond the role of just user's recall for the past through the Answer me 1994 syndrome. As the result of factorial analysis for the user's emotional experience, five factories were classified: the emotional experiences by music, item, sensory, story and actors exposed in the drama. Also, the five emotional experience factories influence the relations between the viewers and retro content. Specifically, the factories for the emotional experiences are statistically significant to the viewer's satisfaction. They significantly influence the viewer's trust and attachment for the retro content as well. The influence for the emotional experience factors which affect to viewer's satisfaction are music, item, sensory, story, and actors in order. The influence on the trust about the retro content are music, sensory, story, item in order. On the other hand, the emotional experience by actors are not significantly affect to the trust for the retro content. Lastly, The influence for the attachment about the retro content are music, item, actors, sensory, and story in order.

News Big Data Analysis of 'Media Literacy' Using Topic Modeling Analysis (미디어 리터러시 뉴스 빅데이터 분석: 토픽 모델링 분석을 중심으로)

  • Han, Songlee;Kim, Taejong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.26-37
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    • 2021
  • This study conducted a big data analysis on news to identify the agenda of media literacy, which has been socially discussed, and on which relevant policy directions will be proposed. To this end 1,336 articles from January 1, 2019 to September 30, 2020 were collected and a topic modeling analysis was conducted according to four periods. Five topics for each period were derived through the analysis, and implications based on the results are as follows. First, the government should implement a nation-level systematic approach to media literacy education according to life cycle stages to generate economic and cultural value. Second, local communities and schools should provide systematic support and education guidance activities to ensure a sustainable ecosystem for media literacy and prevent an educational gap and loss in learning. Third, efforts should be made in various aspects to minimize the side effects resulting from constantly providing media literacy education; furthermore a culture of desirable media application should be established. Finally, a research environment for scientific research on media literacy, active exchange of experience and value obtained in the field, and long-term accumulation of research results should be encouraged to develop a robust knowledge exchange culture.