• Title/Summary/Keyword: Cultural Property Learning

Search Result 19, Processing Time 0.023 seconds

A Study on the Development of Middle School History Curriculum Standards for Revitalization of Cultural Property Education (문화재 교육 활성화를 위한 중학교 역사교육과정기준 개발 방안 연구)

  • AHN, Daehyun;HONG, Hoojo
    • Korean Journal of Heritage: History & Science
    • /
    • v.54 no.3
    • /
    • pp.150-167
    • /
    • 2021
  • Since the advent of tertiary curriculum, middle school history education has been focused on political history, but many students perceive history as a simple memorization subject and complain about difficulties in abstract learning. The researcher saw this problem as caused by the history curriculum, and carried out this study for the purpose of proposing a revitalization of cultural property education in the middle school history curriculum. First, through the analysis of prior research, the usefulness of cultural property education, such as nurturing creative talent and realizing interactive history classes, was revealed, and the problems of the current political history-centered middle school history curriculum were pointed out. Afterwards, as a result of conducting an opinion survey on middle school 3rd grade students and social studies teachers, it was found that first, both middle school students and their teachers thought that the current political history-centered history had much room for improvement. Second, all groups agreed on the necessity of cultural property education in history education. However, in reality, it was found that it was not easy to sufficiently educate students about cultural property in a political history-centered curriculum. Third, teachers thought that it was necessary to improve the current history curriculum in order to enhance cultural property education. Based on these findings, the researcher suggested an improvement plan for the 2015 revised history curriculum. First, in the 'nature of the subject' section, cultural properties and historical materials should be included, and in the 'objective' section, politics, economy, society, and culture should be included. Contents related to cultural properties should be added to the sub-themes in the 'content system and achievement standards', and cultural properties-related contents should be further reinforced in the achievement standards, 'teaching, learning and evaluation'. It was suggested that this section should include cultural property learning and historical material learning, and guidance on teaching and learning methods of cultural property education should be added. If these aspects are reflected in the 2022 revised curriculum that is currently being developed, cultural property education will be improved, and more lively history education will be provided to students.

Photographic Virtual Reality-based Education Systems for Cultural Property Learning (문화재 학습을 위한 PVR 기반 교육 시스템)

  • Han, Seon-Kwan;Yoon, Kyoung-Nam
    • Journal of The Korean Association of Information Education
    • /
    • v.13 no.2
    • /
    • pp.159-168
    • /
    • 2009
  • This study is a project case research on PVR-based e-book systems for the cultural property learning effectively. In this study, we designed and implemented the systems and contents using a photographic virtual reality technique. This system could provide the students an effectiveness of virtual experience such as a student is at place that has the cultural property. Moreover we developed the educational contents in image DB. We also converted these contents into e-book typed contents that the students easily searched and used the system in class. This systems were applied the students in elementary school. As the result of applying, we found that the PVR-based e-book systems were more effective than plain web-based systems. This study will give advanced education environment to students as well as teachers in future.

  • PDF

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
    • /
    • v.17 no.4
    • /
    • pp.15-20
    • /
    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

A Study on Cultural Appropriation of Fashion Design in the Era of Globalization - Focusing on Traditional Culture - (세계화 시대의 패션디자인 문화적 전유에 관한 연구 - 전통문화를 중심으로 -)

  • Yu HE Chen;Chahyun Kim
    • Journal of Fashion Business
    • /
    • v.28 no.3
    • /
    • pp.69-89
    • /
    • 2024
  • In the era of globalization, cultural appropriation, stemming from the interaction and clash of diverse cultures, remains inadequately defined, leading to controversy in many designs. This study aims to provide a theoretical basis for understanding cultural appropriation by comparing similar concepts and examining specific cases. It proposes methods for the rational use of traditional cultures in apparel to minimize controversy. Firstly, the study investigates the concept of cultural appropriation by exploring differences among related terms. Secondly, it examines instances of cultural appropriation in fashion through form, color, pattern, and material, drawing from papers and Google searches over the past decade. Thirdly, it categorizes representative cases by domestic and foreign fashion brands, analyzing the underlying reasons. The goal is to establish a theoretical foundation for developing culturally sensitive clothing products. Based on the findings, several measures are proposed: understanding and respecting cultural backgrounds through in-depth research on the history and significance of elements; collaborating with cultural groups and consulting experts for feedback; explaining the source of design inspiration to help consumers understand the cultural elements' meanings; avoiding the reinforcement of stereotypes and respecting cultural diversity and complexity; respecting intellectual property and ensuring moral and legal appropriateness; and learning from case studies of other designers' and brands' successes and failures.

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
    • /
    • v.18 no.5
    • /
    • pp.831-837
    • /
    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

The Legislation Process of Landscape Protection and Management: Learning from the Foreign Cases (경관의 보호와 관리를 위한 법제화 과정 -국제적 선례를 중심으로-)

  • Ryu, Je-Hun
    • Journal of the Korean Geographical Society
    • /
    • v.48 no.4
    • /
    • pp.575-588
    • /
    • 2013
  • The concept of cultural landscape, which is defined in the World Heritage Convention, provides a new framework with which to manage the heritage sites. European Landscape Convention proposes that landscape is the basic component of natural and cultural heritage, which in turn contributes to the improvement of human well-being and consolidation of the European identity. While recognizing the international trend, Japan has strived to improve the level of managing and protecting the landscape and cultural landscape through the enactment of Landscape Law and the revision of Cultural Property Protection Law. Now that landscape and cultural landscape has occupied the core of heritage management in the advanced countries, it is required more than ever that the concept of landscape and cultural landscape should be clarified through the legislation and convention in Korea. If the legislation for protecting and managing the landscape and cultural landscape is prerequisite for Korea to be an advanced country, a careful and in-depth examination, along with the consideration of the Korean circumstances, should be further carried out on the international experiences about the legislation from the comparative perspective.

  • PDF

Bibliometric Analysis on Studies of Korean Intangible Cultural Property Dance : Focusing on Events in the Seoul Area (한국무형문화재 춤 연구의 계량서지학적 분석 : 서울지역 종목을 중심으로)

  • Yoo, Ji-Young;Kim, Jee-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.139-147
    • /
    • 2019
  • This study conducted bibliometric analysis on studies of Korean intangible cultural heritage dance in the Seoul area and it aimed to figure out the tendencies of that research. For this, a list of Korean intangible cultural heritage dance studies of 24 events was collected and analysis was conducted through the big data analysis solution of TEXTOM. Text mining was used as the method for analysis. Research results showed that first, most of the studies were conducted on the Bongsan Talchum and studies on teaching and learning methods were especially actively conducted. On the other hand, there were not many studies on Gut and the need for research vitalization in that area was confirmed. Second, in studies on Cheoyongmu events, the term'contemporary Cheoyongmu' was used frequently. This can be considered the use of meaningful terms with regard to intangible cultural heritage dance that has changed throughout history. At this, the vitalization of research that can reveal the typicality of dance is demanded from research of other events as well. Third, there was a notable amount of research that compared and analyzed dance styles with regard to the Munmyoilmu. This was seen as the result of discussions in the Korean dancing world regarding archetypal dance styles expanding into academic discussions. Therefore, it was revealed that academic discussions can connect to academic outcomes apart from whether the matter is right or wrong.

A Study on GAN Algorithm for Restoration of Cultural Property (pagoda)

  • Yoon, Jin-Hyun;Lee, Byong-Kwon;Kim, Byung-Wan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.1
    • /
    • pp.77-84
    • /
    • 2021
  • Today, the restoration of cultural properties is done by applying the latest IT technology from relying on existing data and experts. However, there are cases where new data are released and the original restoration is incorrect. Also, sometimes it takes too long to restore. And there is a possibility that the results will be different than expected. Therefore, we aim to quickly restore cultural properties using DeepLearning. Recently, so the algorithm DcGAN made in GANs algorithm, and image creation, restoring sectors are constantly evolving. We try to find the optimal GAN algorithm for the restoration of cultural properties among various GAN algorithms. Because the GAN algorithm is used in various fields. In the field of restoring cultural properties, it will show that it can be applied in practice by obtaining meaningful results. As a result of experimenting with the DCGAN and Style GAN algorithms among the GAN algorithms, it was confirmed that the DCGAN algorithm generates a top image with a low resolution.

Exploring Considerations for Developing Metaverse Ethical Guidelines

  • HoSung WOO;Yong KIM
    • Journal of Research and Publication Ethics
    • /
    • v.4 no.2
    • /
    • pp.1-5
    • /
    • 2023
  • Purpose: There are already hundreds of millions of users of the Metaverse platform, and within a few years, it is expected to develop into a stage for new economic activities with huge industrial ripple effects due to the size of users. The purpose of this study is to derive considerations for the development of metaverse ethical guidelines. Research design, data, and methodology: The concept of the metaverse was examined through various opinions of industry and experts on the metaverse, and literature related to metaverse ethics was analyzed in the Korean journal database. Results: Six issues were identified through the existing research. (1) Establishing a unified definition of metaverse (2) Necessity of establishing ethical principles considering the operator (3) Personal information protection and privacy (4) Expression in a virtual environment (5) Copyright and intellectual property rights of creations (6) Virtual economy and fairness of trade. Conclusions: Metaverse ethics will be developed and implemented in a form and method different from the real world, but basically, continuous discussions on ethical rationality are needed in the process. In addition, since the ethical judgment in the metaverse environment accompanies cultural differences and epochal changes, it is necessary to focus on metaverse ethics cases.

Implementation and Application of a Web-based Courseware for Learning Elementary School Sociology ′Cultural property and Museum′ (초등학교 사회과 ′문화재와 박물관′ 학습을 위한 웹기반 코스웨어의 구현 및 적용)

  • 정희열
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2001.11a
    • /
    • pp.799-806
    • /
    • 2001
  • 정보화 사회에서는 자기 학습력 신장이 강조되고 있다. 초등사회과 교육에서 자기 학습력을 신장시키기 위해서는 다양한 학습자료의 제공을 통해 개개인의 특성에 맞게 탐구할 수 있는 탐구능력의 육성이 중요하다. 본 논문은 웹 기반 코스웨어를 개발 제작하고 이를 수업에 활용함으로써 개별학습이나 탐구학습에서 바람직한 효과를 거두는데 그 목적이 있다. 본 시스템은 단순히 텍스트와 정지된 그림만을 보여주는 기존의 웹을 활용한 학습과는 달리 Flash를 이용하여 학습자와 상호작용하여 많이 일어나도록 게임학습 위주로 구현하였으며, ASP를 이용하여 자료실, 게시판을 만들어 학습자 상호간에 적극적인 인터페이스가 이루어지도록 하였다. 연구대상은 초등학교 4학년 학생이며, 웹 기반 코스에서 활용 집단과 전통적인 방식의 학습 집단으로 구분하여 연구하였다. T검정과 분산분석을 통해 성적의 변화패턴에 차이가 있다는 것을 알 수 있었다. 이는 '문화재와 박물관' 단원을 학습하는데 있어 웹 기반 코스웨어를 활용한 학습자의 흥미와 호기심을 유발시켜 학습의욕과 교수 학습 방법을 개선하는데 기여하리라 기대되며, 전통적인 방식의 학습보다 효과적이라는 결론이다.

  • PDF