• Title/Summary/Keyword: Cultural Technology

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Application Method of Virtual Reality by Types of Intangible Cultural Properties (무형문화재 유형별 가상현실 적용 방법에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1489-1494
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    • 2018
  • Recently, culture technology (CT), which combines cultural contents and IT technology, is being watched as a new growth engine, and IT technology is actively utilized in preserving, inheriting and utilizing cultural heritage. For this, new areas of convergence of IT technology and cultural heritage are attracting attention. In particular, virtual reality is a representative area of IT convergence in the era of the fourth industrial revolution. Although some studies have been conducted to utilize virtual reality technology to preserve and inform cultural heritage, it is mainly limited to tangible cultural properties. In this study, we propose a methodology to develop contents of intangible cultural heritage using virtual reality technology in intangible cultural properties. To do this, we classify the types of intangible cultural properties to apply the technology to each type of intangible cultural property. Next, virtual reality, augmented reality, and $360^{\circ}VR$ video technology are applied to the intangible cultural properties classified.

The Conceptual Cultural Model of Information Technology Transfer (정보기술 이전의 개념적 문화모형)

  • Kang, Byung-Goo
    • Journal of Information Technology Application
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    • v.1
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    • pp.153-170
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    • 1999
  • Business organizations suffer from transferring information technology(IT) into practice. If the problem is solely an technical issue, the strategy to solve the problem is assumed to be identical regardless of the cultural differences of the organizations. Many studies, however, indicated that the cultural differences between organizations were attributed to the differences of championing behaviors in the organizations. The study develops the cultural model of IT transfer from well developed countries to the less developed countries. It is assumed that the outcomes of IT systems are affected by the cultural sets, technology acculturation, and national technology infrastructure. This study examines the effects of cultural sets and technology acculturation on the outcome of IT systems, however. The analysis results show that technological acculturation has strong relationship with the individual IT outcomes and the cultural sets. The cultural sets, however, did not show any significant relation with the individual IT outcomes in the context of the structural model even though the correlation between the cultural sets and the IT outcomes were relatively high. Thus, kit is considered that the interaction between the technological acculturation and the cultural sets might interfere the relations.

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Dynamic Relationship in Creative Manpower, R&D Technology Level, and Tolerance in the Culture Industry (문화산업에서 창조인력, R&D 기술수준 및 관용성의 역동적인 관계성)

  • Choi, Hae-Ok;Lee, Man-Hyung
    • Korean System Dynamics Review
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    • v.10 no.2
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    • pp.81-102
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    • 2009
  • Based on various employment and technology data in the cultural sector from the mid-1990s to the mid-2000s in Seoul, Korea, this research examines whether technology- and human resource-oriented programs exert significant impact on creative manpower, R&D technology level and tolerance. After briefly introducing Seoul's trends in the culture industry, it tries to explain major reinforcing and balancing loops. The stock-flow diagram of the culture industry in Seoul is applied to estimate relative effectiveness of technology- and human resource-oriented cultural programs cultural programs. Judging from a series of simulated experiments, technology-oriented cultural programs are essential to increase creative manpower and R&D technology level in the short term. For the first half of research period, this research finds that human resource-oriented cultural programs put forth minimal impact, if they even exist at all. The trends, however, are reversed in the long term: Both size of creative manpower and R&D technology level absolutely depend on human resource-oriented cultural programs in the second half.

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A Study on Cultural Learning Through Cultural Comparison Activities: Focusing on Learner Perception

  • HyeJeong Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.80-87
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    • 2024
  • The aims of this study were to introduce cultural teaching procedures and propose cultural comparison activities as a practical method of cultural learning. It also analyzed learners' attitudes toward cultural learning through the aforementioned activities and examined considerations for holding cultural classes in the future. The research involved conducting a class underlain by four stages: warm-up, a cultural item comparison activity, wrap-up, and opinion submission. Data were collected through self-opinion journals and open-ended questionnaires, after which they were qualitatively analyzed. The results showed that the learners were highly satisfied with cultural learning through cultural comparison activities (73.7%) because of the efficiency of such a learning method, opportunities for proactive learning through interaction, increased interest and motivation, and the fact that it helps them understand their own cultures. We need to develop activities that enable learners to participate in a variety of ways through the mutual exchange of opinions when planning cultural classes. Pedagogical implications for integrated language and cultural classes are provided.

Inspirations for China's Cultural Industry Development from the Construction of Korea's Cultural Industry Chain

  • Guo, Pingjian;Fang, Haixia
    • The International Journal of Costume Culture
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    • v.13 no.2
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    • pp.88-92
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    • 2010
  • The purpose of this research was to understand the successful establishment of the cultural industry chain in Korea and discover lessons for China to improve its cultural industry. It was concluded that a one-industry development pattern cannot win in market competition and a cultural industry will strengthen its sustainability only through smoothing its relationship with other industries and establishing a cultural industry chain so as to further development and resist crises together.

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Consumption Capital, Cultural Capital and Technology Catch-up in Cultural Industries: An Economic Model of Catch up in Cultural Industries (소비자본, 문화자본과 문화산업 기술추격: 문화산업 기술추격의 경제이론)

  • Ok, Sung-Soo
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.205-221
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    • 2009
  • Since second half of 1990s, Korean "Han-Ryu" focuses international attention, which means Korean cultural industries increase their exports. However, traditional theories of international trade in cultural industries could not explain this phenomenon of increasing cultural goods from developing countries. Using the fact that Becker(1996)'s 'consumption capital' can increase productivity in cultural industries as well as contribute to form 'taste' for new cultural goods. This study suggests the proper conditions for catching-up of developing countries in cultural industries through comparative statistics.

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Mobile Jeju Tourism Culture Contents based on Interactive Storytelling (인터랙티브 스토리텔링에 기반한 모바일 제주관광문화콘텐츠)

  • Youn, Mi-Jin;Kim, Do-Kyoung;Hur, Chi-Hoon;Ko, Jae-Ho;Kim, Ju-Young;Yoo, Min-Young;Jung, Mun-Ik;Chun, Sung-Su;Cho, Jung-Won
    • Proceedings of the KAIS Fall Conference
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    • 2006.05a
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    • pp.143-146
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    • 2006
  • 좁은 국토와 한정된 자원, 주변 국가와의 외래 관광객 유치 경쟁의 심화 등의 이유로 관광산업의 지속적인 발전이 힘들다는 전망이 대두되고 있다. 따라서 날로 다양해지는 관광소비자의 욕구를 정확하게 분석하고, 국내외 관광시장의 흐름을 파악해야 하며, 이러한 관점에서 분석한 결과, 국내 관광지에는 관광객을 유혹할만한 정보를 얻기 힘들고, 이미 통용되고 있는 관광정보 또한 기본적이고 단순한 정보에 지나지 않음을 알 수 있었다. 이에 본 연구는 이야기가 있는 관광지의 정보를 제공하여 보다 흥미 있는 관광정보를 제공하고, 여행자 개개인의 적극적 참여를 유도하기 위해 콘텐츠에 이야기, 애니메이션 및 게임을 제공하고, 주변상점과의 제휴를 통해 상호작용이 가능한 콘텐츠를 개발하였다. 또한 모바일 기기를 기반으로 하여 칼라코드, SMS등의 이용으로 보다 흥미롭고 사용이 편리한 콘텐츠를 개발하고자 노력하였으며, 캐릭터를 개발하여 과학적인 마케팅 전략의 수립으로 지속적인 제주관광발전을 도모하고자 하였다.

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A Study on Cutural Capital Influencing Organization Performance

  • Yookyung Kim;Myoenggil Choi
    • Journal of Information Technology Applications and Management
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    • v.29 no.6
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    • pp.95-122
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    • 2022
  • The rapid development of technology, the spread of information, and the implementation of the government's start-up support policy exponentially increase the number of start-up companies. The purpose of this study is to investigate each company's cultural capital's effect on organization performance by promoting knowledge management activities and forming organization habitus based on Cultural Reproduction Theory and Cultural Mobility Theory. As a result of the study, it confirmed that the relationship between cultural capital, knowledge management activities, habitus, and organization performance was significant. The results of this study have academic implications as follows: First, the field of research has expanded by studying the effects of cultural capital on business administration, which is less active than existing education and sociology. Second, it accepts and supports Cultural Reproduction Theory and Cultural Mobility Theory from different perspectives.

A Study on Use of Advanced Digital Contents of Cultural Archetype in Architecture (건축문화원형의 디지털콘텐츠화 연구)

  • Chang, Young-Hee
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.31-38
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    • 2006
  • An architect for Cultural Technology have the most obligation to improve the cultural inheritance into an industrial resources. From an esthetical point of view, it is possible to put digital contents to a multiplicity of practical usage in the moment of its' digital conversion. These are practical resources out of an only duplication from the original. Developing cultural archetype into the most suitable model for one-source multi-use that is the core of the project. If you want to change an archetype, a Korean traditional architecture, into a creative source, you should develope a reappearance and a practical model harmonized with the image set. In addition, development process of cultural archetype digital contents based on ultimate idea and imagnation in our architectural culture, referred from cultural archetype and digital contents technology was offered by the study.

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Development of Cultural Contents using Auger Reality Based Markerless Tracking

  • Kang, Hanbyeol;Park, DaeWon;Lee, SangHyun
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.57-65
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    • 2016
  • This paper aims to improve the quality of cultural experience by providing a three - dimensional guide service that enables users to experience themselves without additional guides and cultural commentators using the latest mobile IT technology to enhance understanding of cultural heritage. In this paper, we propose a method of constructing cultural contents based on location information such as user / cultural heritage using markerless tracking based augmented reality and GPS. We use marker detection technology and markerless tracking technology to recognize smart augmented reality object accurately and accurate recognition according to the state of cultural heritage, and also use Android's Google map to locate the user. The purpose of this paper is to produce content for introducing cultural heritage using GPS and augmented reality based on Android. It can be used in combination with various objects beyond the limitation of existing augmented reality contents.