• Title/Summary/Keyword: Cultural character

Search Result 584, Processing Time 0.028 seconds

A Comparative Study of International Norms and Korea Legal system related to the Concept of Spatial Safeguarding in Cultural Heritage (국제규범과 국내 법제도의 문화재 공간 보호개념 비교연구)

  • Han, Na-Lae
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.35 no.4
    • /
    • pp.103-114
    • /
    • 2019
  • From the "Recommendation on the Safeguarding of the Beauty and Character Landscapes and Sites"(1962) to the "ICOMOS-IFLA Document on Historic Urban Public Parks"(2017), 'the spatial safeguarding Concept of Cultural Heritage' in International Norms has manifested in various types. In this article, 24 types of International Norms that reflect 'the concept of Spatial Safeguarding in Cultural Heritage' and Korea legal system such as 'Historical and Cultural Environment' were analyzed in the following two aspects. The first aspect is 'Object Type to safeguard' and analyzed in four types such as 'Groups of buildings(A type)', 'Surrounding, Environment, Setting(B type)', 'Cultural landscape(C type)', 'Historic area and Historic towns(D type)'. The second aspect is 'Safeguarding value(analysis elements)' and analyzed in the following tree elements ; 'Landscape value' such as skyline, 'Intangible value' such as the functions of cultural customs, and 'Ecological value' that should preserve life itself. As a result of the study, 'the concept of Spatial Safeguarding in Cultural Heritage' including C and D type and three value which are trends of International Norms are reflected in Korea legal system, and concrete safeguarding methodology is also implemented systematically in case of ecological value. However, intangible values are not specific to the methodology in both International norms and Korea legal systems, and should be developed in the future.

A Study on Hybrid Trend upon Alexander McQueen's Work (Alexander McQueen의 패션작품에 나타난 하이브리드(Hybrid) 경향 분석)

  • Lee Hyo-Jin;Kim Ju-Yeon
    • The Research Journal of the Costume Culture
    • /
    • v.13 no.2 s.55
    • /
    • pp.300-313
    • /
    • 2005
  • Hybrid trend of the 21st century is an important basis to express fashion Alexander McQueen is a representative designer of Hybrid trend which combines heterogeneous elements into oneconcept. Accordingly, this study distributed and analyzed Hybrid trend which was in Alexander McQueen's work like below. First, there was a racial Hybrid trend which combined different local culture in shared space of the world in his fashion work and he challenged to Westernized ideal beauty with new recognition and knowledge about beside countries of Western Europe which were considered as not important culture due to perceiving relative value of a pluralist society and created new way aesthetic consciousness. Second, he expressed a historical character of a combination of tradition and modern by his fashion work based on wide historical knowledge of a dress. He created a new line in contrast to the past with a perfect design through combination of the style from the tradition with the parody and displayed his own design world. Third, he treated instability and disorder from the interior essential dissolution, thus he had a cultural character which broke down the boundary of cultural genre and style. This attitude showed transformation of constructivism and deconstruction view, secession and distortion, mixture, duplication, secession and insert by his fashion work.

  • PDF

Development and Proposal of Korean Character Based on the Story of Shim Cheong as a Motif (심청전을 모티브로한 한국형 캐릭터 개발 및 제안)

  • Lee, Young-suk
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.12
    • /
    • pp.1578-1585
    • /
    • 2015
  • This study aimed to develop and propose a Korean character group with the story of Shim Cheong applied as a motif. By borrowing the four stories (a dream of the birth of a child, filial behavior, regeneration and eyesight-gaining) presented in the story of Shim Cheong which has been passed on orally, the study designed the Korean character group and set up types of characters' roles to visualize these other characters seen in the content such as Shim Cheong the heroine, goblins, a baby dragon, Mr. Shim the blind and others. As a next step, the study applied the types to the seven essential types of Vogler's original characters. A process of how to visualize the group of those characters appearing in the story including Shim Cheong the heroine was offered. In particular, the study concentrates on figuring out how to expand and develop the Shim Cheong character to be this image of one of the most popular Korean princess characters. What this study had discussed will contribute to the field of character production when they try to commercialize characters and develop Korean characters with unique Korean features included.

An Empirical Study on the Sub-factors of Middle School Character Education using Social Network Analysis (사회 네트워크 분석을 이용한 중등 인성 교육의 세부요인에 관한 실증 연구)

  • Kim, Hyojung
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.13 no.2
    • /
    • pp.87-98
    • /
    • 2017
  • The advancements in scientific technology and information network in the 21st century allow us to easily acquire a desired knowledge. In the midst of today's informatization, globalization, and cultural diversification, adolescents experience emotional confusion while accommodating diverse cultures and information. This study aimed at examining three aspects of character suggested by the Ministry of Education, which are ethics, sociality, and emotion, and the actual sub-factors required for character education. To that end, a survey was conducted with adolescents who were at a character-building age, and social network analysis (SNA) was performed to determine the effect of character education on the sub-factors. The statistics program SPSS was used to investigate the general traits of the subjects and the validity of the research variables. The 2-mode data that were finally selected were converted to 2-mode data using NetMinder 4, which is a network analysis tool. Furthermore, a data network was established based on a quasi-network that represents the relationships between ethics, sociality, and emotion. The results of this study showed that the subjects considered honesty and justice to be the sub-domains of the ethics domain. In addition, they identified sympathy, communication, consideration for others, and cooperation as the sub-domains of the sociality domain. Finally, they believed that self-understanding and self-control were the sub-domains of the emotion domain.

A Study on Cultural Product Design Development -Case Study on Concept Design Development from the Cultural Factors of Gwang-Ju (문화상품 디자인개발에 관한 연구 -광주광역 문화요인에 대한 컨셉 디자인 개발 사례를 중심으로-)

  • 김혜숙
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.299-308
    • /
    • 2002
  • Along with the increasing social concern on cultural products and corresponding policy development by government many domestic regions have been trying to establish their own cultural identity. Based on the case stuffy for Gwang-Ju, this paper provides a methodology of developing cultural products from the unique regional resource. Its scope was classified into three categories: alread-developed, regional character and regional theme products. For this purpose, marketing strategies were established for quality improvement and promotion of cultural products through analysis on the current products including a questionnaire to customers. Then, conceptual designs for each scope were developed through the five steps of "selection of items", "target customer analysis", "concept establishment", "extraction of cultural factos7" and "derivation of conceptual design". The concept establishment was based on the expression of the material characteristics, the harmony of tradition and modernity, symbolization of images and so on. The cultural factors taken into account included the natural resources, historical heritages and landmarks. Finally, several examines of the conceptual designs were illustrated for commercial products. This study could be extended further in the future by introducing potential immaterial resources into the cultural factors.

  • PDF

A Study on Construction Plan for Character Archives (캐릭터 아카이브 구축 방안 연구)

  • Pyeon, Hyunchang;Rieh, Hae-young
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.29 no.2
    • /
    • pp.149-168
    • /
    • 2018
  • In modern society, the economic and cultural influence of characters is increasing day by day. However, there is no comprehensive records management system for characters in Korea. The purpose of this study is to identify the necessity of comprehensive character records management system and requirements for records producers and users, and suggest a construction plan for archives that reflects this idea. Related cases in domestic and overseas were identified and analyzed, survey was conducted of character designers and users participating in the '2017 Character Licensing Fair' in order to understand their needs on character archives, and it was followed by interviews of two character designers. From the implications of the related cases and the analysis results of the questionnaire survey and the interviews, plans for records collection, management, and services were suggested for constructing character archives. Specifically, preparation of collection policy, insertion of watermark to prevent pirating, online sales of characters, and one-stop service that can provide licensing for copyright protection and record utilization were suggested.

A Study on the Effect of Sexual Objectification of Female Character in Game on Sexual Perception and Attitudes of Male Users (게임 속 여성 캐릭터의 성적 대상화가 남성 사용자들의 성적 인식과 태도에 미치는 영향에 관한 연구)

  • Jang, Han-Byul;Kim, Min-Young;Kim, Eu-Gene;Lee, Yeon-Jeong;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.91-94
    • /
    • 2018
  • 국내 게임 시장이 활성화되면서 매년 다양한 종류의 수많은 게임이 출시되고 있다. 이에 일부 게임들은 게임을 홍보하는 전략으로 매력적인 캐릭터들을 내세우기도 하고, 지나치게 성적인 측면을 강조한 게임 캐릭터들을 홍보에 사용하는 빈도 수도 증가하였다. 특히 여성 캐릭터의 경우 여자 어린이를 모델로 한 캐릭터를 성적으로 소비하는 등 현재 여러 논란이 끊이지 않고 일어나고 있다. 본 논문에서는 이러한 여성 캐릭터의 소비가 실제 남성 유저들의 성적 인식과 태도에 영향을 미칠 수 있다고 가장하고 조사를 통해 이를 확인해보고자 한다.

  • PDF

′Xixiang′ and ′Dongsang′: A study on the acceptance of Chinese traditional dismas in Korea ane cultural exchanges between Korea and China (′서상′과 ′동상′: 희곡을 통해 본 중국문화 수용문제)

  • 하경심
    • Lingua Humanitatis
    • /
    • v.6
    • /
    • pp.295-320
    • /
    • 2004
  • $\ulcorner$Xixiangji[West chamber]$\lrcorner$ is one of the most popular Chinese dramas which was first translated into Korean by Chung-hee Kim in 1811. $\ulcorner$Dongsanggi[East chamber]$\lrcorner$is a Korean drama which was written in Chinese by Ok Lee in 1791. It adopted the form of Chinese traditional drama, $\ulcorner$xixianji$\lrcorner$. 1 think theses are very interesting examples which show how we accepted Chinese dramas through translation or modification and created our own dramas in the past. 1 quoted their names in the title because it is thought that they can represent the direction of the stream of cultural exchange between two countries in the past. The direction has recently changed. Han stream[Korean cultural effect] has become very powerful in whole Asia in last 10 years. Cultural exchange between Korea and China has been very steady and popular over 2000 years before the 20th century We used to have cultural identity by using Chinese character and accept many of the cultural aspects from China. Now, we are trying to reestablish the relationship which has been cut off for about 50years. In this paper I tried to retrospect the results of cultural exchange in the past and argue about the problems we are now facing by examining interchange or acceptance of the Chinese drama including translations and theatrical performances. 1 also tried to suggest the diverse ways of mutual exchange to uplift the cultural level of two countries.

  • PDF

Development of Quadruped-Walk Game Character Using Inverse Kinematics (Inverse Kinematics를 이용한 사족보행 게임 캐릭터 구현)

  • Jung, Sun-Hyo;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2017.01a
    • /
    • pp.187-188
    • /
    • 2017
  • 본 논문에서는 Inverse Kinematics(IK) 방법을 이용하여 사족보행 게임 캐릭터의 이동 IK를 구현하였다. 게임 캐릭터의 이동 IK는 Unity의 NavMeshAgent를 사용하여 이동하는 사족보행 생물체가 회전 시 척추를 자연스럽게 꺾이도록 구현되었다. 본 논문에서는 게임캐릭터에 이동 IK를 적용했을 때와 적용하지 않았을 때를 비교하였으며, 이동 IK를 적용한 경우에 경로를 따라 이동하는 사족보행 캐릭터의 애니메이션이 자연스럽게 이루어짐을 확인하였다.

  • PDF