• Title/Summary/Keyword: Cultural character

Search Result 584, Processing Time 0.026 seconds

The study on the social and cultural Characteristic of Entry Space in an Apartment Building (공동주택 진입공간의 사회.문화적 특징에 관한 연구)

  • Jeon Young-Hoon
    • Korean Institute of Interior Design Journal
    • /
    • v.15 no.4 s.57
    • /
    • pp.37-45
    • /
    • 2006
  • The purpose of this study is to stand assembly the meaning and function of entry space with analysing their social and cultural characteristic. The entry space is the linkable place between inner space and out space, and that is the transition place to be experienced two opposing characteristic. Till now the entry space has not taken effect as symbol needed to the resident and observer, and that has been a tendency to shrink as the minimal sign of entrance. So thus, it is in need of studying the entry space's specific and characterizing structurally as expanded function. For the purpose, this study define newly the meaning, function and composition of entry space in an apartment building, and try to find how to reinforce a resident identity. This study propose justification that the entry space isn't boxing space minimally but enforcing symbol presented clearness of composition and vital character.

Character and Sustainability of Built Heritage Listed in the Eight Scenery

  • Kim, Sujin
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.221-231
    • /
    • 2021
  • The purpose of this study is to examine the characters and sustainability of built heritage featured in the eight-scenery listings of Gyeonggi municipalities in South Korea. Eight scenery is a place marketing medium that reflects the community's appreciation of the selected resources. For a research method, we utilize framework analysis to understand the cultural resources in three categories: heritage value identification, preservation, and dissemination. Primary sources for data collection include the chosen eleven cities' eight-scenery webpages, the National Cultural Heritage Portal, and articles about the built heritage resources included in the eight scenery. The results of this study show the public's acknowledgment of diverse built heritage, from prestigious monuments to local heritage interpretations, and various preservation and public program development approaches. The conclusion discusses the research findings regarding historic preservation, sustainable development, and place marketing.

The Cultural Differences between Eastern and Western Epics through the Comparison of Satan in Paradise Lost and Monkey King in the Journey to the West

  • Zhu, Tianyuan
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.151-157
    • /
    • 2019
  • This study tries to evaluate the similarities and differences between Paradise Lost and the Journey to the West through the characteristics of Satan and Monkey King. In Paradise Lost, the spirit of Satan revolts God is just like the spirit of Bourgeois revolts the Feudal Aristocracy; however, Monkey King's figure in the Journey to the West is a character with rebellious spirits. In the western world, they often advocate punishments afterward, while the eastern world notes social orders and rules. Although eastern epics have distinct differences toward western epics due to the different cultural and historical backgrounds, the results that the winners at the end always get supreme powers are the same.

A Study on the Successful Strategy of 2D Masculine Games (2D 남성향 게임의 성공 전략에 관한 연구)

  • Lee, Seong-Hyeon;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.501-504
    • /
    • 2020
  • 모바일 게임 시장에서 많은 게임들이 출시되고 있는 가운데 2D를 기반으로 한 게임들이 많이 출시가 되고는 있다. 하지만 과도한 성적 노출을 기반으로 한 게임이 늘고 있으며 기존 몇몇 게임마저 기존 유저를 만족시키기 위한 방법 중 하나로도 쓰이고 있는 상황이다. 본 논문에선 2D 남성향 모바일 게임들의 과도한 성적 표현을 지양하고 성공한 게임이 무엇이 있는지 알아보고, 게임들의 특징을 분석하고 그를 토대로 2D 남성향 게임의 성공 전략을 제시하고자 한다.

  • PDF

A Study on Using case of Bible character In the game Series (게임 시리즈 내 성경 속 캐릭터 활용사례 연구)

  • Shim, Sang-Uoo;Kim, GongSook
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.493-494
    • /
    • 2018
  • 인디게임 시리즈의 게임 캐릭터 디자인의 특징에 대해 연구하였다. 성경 속의 캐릭터를 중심으로, 게임 내부에서 어떠한 모습으로 특정되고 구현되었는지를 알아보고, 신화적 텍스트를 이용한 게임들이 지향해야 할 방향을 제시하였다.

  • PDF

A Study on the Costume and the inner Symbolic Meaning expressed in the Stanley Kubrick's film (스탠리 큐브릭의 영화 <로리타(1962)>에 나타난 의상의 상징성에 관한 연구)

  • Kim, Hye-Jeong;Lee, Sang-Rye
    • Journal of Fashion Business
    • /
    • v.13 no.1
    • /
    • pp.152-166
    • /
    • 2009
  • By virtue of the development of mass media, the cinema, the composite space art taking the visual and auditory elements together, exhibits the actual life of the realities, thereby having a mutually close relationship to social, cultural and economic fields and continuing to generate the fashion code as well as reflecting the image of the times. Especially, fashion style in movies delivers their image and atmosphere and becomes the means for containing the personality, spiritual world and inner thinking of the characters in the movie and inducing its plot. Therefore, this study was intended to make clear that fashion fuses and shares with a diversity of genres such as movies and the like, becomes the cultural model that proceeds to create a new culture in relation to daily life and induces and presents the trend of contemporary fashion. For this purpose, this study attempted to analyze fashion style in the movie. Lolita is the fiction published by the Russian?American writer Vladimir Nabokov($1899{\sim}1977$) in 1954. It is the fiction that portrays the unethical love between Humbert, a middleaged man, and Lolita, a girl in her 10s. It was cinematized by the director Stanley Kubrick for the first time in 1962 and revived by the movie director Adrian Lyne in 1997. The character of Lolita has a younger look like a girl and looks immature in the movie directed by the movie director Stanley Kubrick and the movie director Adrian Lyne. But the character of Lolita has the commonality that she showed an incomplete female image of having a sexually freewheeling thinking. Thereby, this study sought to prove that the created fashion style of the character in the film not only became the clue to enable us to know the time and space background in the film but also helped the film develop effectively by performing a role of portraying the character in the movie. And it attempted to present that it becomes both the foundation for leading the fashion trend shown in contemporary fashion and the code of mass culture. Fashion style of Lolita in the movie appears to be reflected diversely in mass culture as well as fashion style in the contemporary times.

A Study on the policy of activate Baekje Cultural goods -focus on Gongju-Buyeo national museum- (백제문화상품 활성화 정책에 관한 연구 -공주.부여 국립박물관 중심으로-)

  • Shin, Dae-Teak;Park, Seung-Chul
    • Journal of Digital Convergence
    • /
    • v.10 no.5
    • /
    • pp.333-338
    • /
    • 2012
  • Cultural goods is carrying nature and value above-mentioned a commodity to what a cultural element was commercialized. And it produced for the purpose of manufacture for popular sales and supply, and holding commercial character. Specially, cultural goods of a museum keeps a good memory to a sightseer, and broaden an educational experience, and the source of profit becomes it to a seller a producer. This cultural goods as they all include the artistic historical figurative background that they are displayed directly and got twisted up to collection have background which became a motive. Cultural goods can acquire cultural difference in globalization and have to be based on the soil of cultural heritage, starting around various cultural materials through practical value to a modern life. Internationally, cultural goods using a culture material development have competitiveness of nation as in it. Therefore, Baekje cultural goods need national and positive aid from the government with the customer satisfaction index considering the modern design, an age group, an internal and external commodity as the difficulty of various commodity development and managing museum shop. Furthermore, like overseas museum shop, if we are practically using on-off line, continuous promoting our commodity, and marketing strategy such as a membership system when buy our cultural goods, a special discount event etc., we can contribute to activate local economy as a museum shop when we have responsibility of the function and the part.

A Study on the Development of Children's Clothing Design as a Cultural Korean Wave Product -Focusing on the Production Work (한류 문화상품으로써의 아동복 디자인 개발에 관한 연구 -작품 제작을 중심으로)

  • Byun, Mi-Yeon;Baek, Min-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.11
    • /
    • pp.7485-7493
    • /
    • 2015
  • With the popularity of Korean Wave, making cultural goods specific for Hallyu tourists is getting more important. However, there are mainly daily life goods using celebrity character-based ones. Remarkably, there are only a few cultural goods especially in practicality-based clothing category. In particular, few cultural goods related to children's wear have been developed. Therefore, if children's wear is developed as Korean Wave cultural goods considering Chinese consumers' pattern and Korean Wave cultural goods, it will be helpful for revitalizing the Korean Wave and Korea's fashion market. In this regard, the purpose of this study is to develop children's wear design as Korean Wave cultural goods, thereby presenting empirical research results and fulfilling its following objectives: First, it is to identify the concept of Korean Wave cultural goods, to analyze the current status to finally establish data to develop Korean Wave cultural goods needed at this time. Second, it is to make real-life size works through development of designs to provide the empirical data for Korean Wave cultural goods market. For the research method and contents the review of the previous research, in-depth interview for qualitative research, and empirical research using market research and development of work were performed. Through the final research outcomes, Korean Wave cultural goods, the children's wear that can meet the consumer's needs were presented as empirical data. The study can be used as basic data for domestic fashion market and cultural product market and it is meaningful as a reference for the analysis on the Chinese consumers' needs.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
    • /
    • v.12 no.4
    • /
    • pp.531-539
    • /
    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

A Study on Catholic Villages as an Incultural Architecture Phenomenon - Focusing on Chunho Village, Bibong-myun, Wanju-gun, Chounlabuk-do - (토착적 건축현상으로서 교우마을에 대한 연구 -전라북도 완주군 비봉면 천호마을을 중심으로 -)

  • Kim, Hak-Sam;Jihn, Jung
    • Journal of the Korean housing association
    • /
    • v.16 no.3
    • /
    • pp.89-99
    • /
    • 2005
  • This study aims to give an architectural meaning to the process of change in villages formed to maintain the religious lives. We can draw the following conclusion by reviewing and analyzing primarily the details in relation to the bibliography and actually evaluating and analysing the current status of relevant villages secondly in order to understand the architectural meaning of Catholic village. The architectural Image contained in physical architectural phenomenon displays the change in religious values while the social and cultural characters are responding to the architectural space of Cheonho Village, and this, as a cultural byproduct, is the architectural phenomenon that encompasses the process by which religion takes root in the farming society of Korea that reveals the change in value inherent in the community. The result from study that we conducted via the architectural space of Cheonho Village is interpreted as an architectural phenomenon that encompasses the religion as part of routine lives in a way that is different from the process of becoming in-cultural, and this can be interpreted to have a meaning and character as incultural architecture phenomenon.