• Title/Summary/Keyword: Cultural production

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A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

Influences of Cultural Medium Component on the Production of Poly($\gamma$-glutamic acid) by Bacillus sp. RKY3

  • Jung Duk-Yeon;Jung Sunok;Yun Jong-Sun;Kim Jin-Nam;Wee Young-Jung;Jang Hong-Gi;Ryu Hwa-Won
    • Biotechnology and Bioprocess Engineering:BBE
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    • v.10 no.4
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    • pp.289-295
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    • 2005
  • In this study, the cultural medium used for the efficient production of $\gamma$-PGA with a newly isolated Bacillus sp. RKY3 was optimized. It was necessary to supplement the culture medium with L-glutamic acid and an additional carbon source in order to induce the effective production of $\gamma$-PGA. The amount of $\gamma$-PGA increased with the addition of L-glutamic acid to the medium. The addition of 90 g/L L-glutamic acid to the medium resulted in the maximal yield of $\gamma$-PGA (83.2 g/L). The optimum nitrogen source was determined to be peptone, but corn steep liquor, a cheap nutrient, was also found to be effective for $\gamma$-PGA production. Both the $\gamma$-PGA production and cell growth increased rapidly with the addition of small amounts of $K_2HPO_4$ and $MgSO_4\cdot7H_{2}O$. Bacillus sp. RKY3 appears to require $Mg^{2+}$, rather than $Mn^{2+}$, for $\gamma$-PGA production, which is distinct from the production protocols associated with other, previously reported bacteria. Bacillus sp. RKY3 may also have contributed some minor $\gamma$-PGA depolymerase activity, resulting in the reduction of the molecular weight of the produced $\gamma$-PGA at the end of fermentation.

Effects of Carbon and Nitrogen Sources in the Production of Cellulolytic Enzymes by Trametes trogii (Trametes trogii에 의한 섬유소 분해효소의 생산에 있어서 탄소원과 질소원의 영향)

  • Kim, Myeong-Sook;Hong, Jai-Sik;Kim, Myung-Kon;Yoon, Sook;Choi, Yoon-Hee
    • The Korean Journal of Mycology
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    • v.25 no.1 s.80
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    • pp.68-76
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    • 1997
  • For the purpose of utilizingcellulosesresources by cellulolytic enzymes of Trametes trogii, its cultural conditions for the production of cellulolytic enzymes in synthetic media were investigated. The optimum conditions for the production of cellulase by T. trogii in synthetic media were $30{\sim}35^{\circ}C,\;pH\;4.0{\sim}6.0,\;and\;11{\sim}15$ day's cultivation. Among the carbon sources, carboxymethyl cellulose was good for the production of avicelase and ${\beta}-glucosidase$, but cellulose was good for the production of CMCase. The optimum concentration of Na-CMC was 3% for the production of all the three cellulolytic enzymes. As the nitrogen source, $0.03{\sim}0.04%$ N as ammonium tartrate was effective for the production of the cellulases.

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A Study on the Soluble Salt and Deterioration of Ceramics from Taean Shipwreck (태안 마도 출토 도자기의 염에 의한 손상상태 연구)

  • Jang, Sung-Yoon;Nam, Byeong-Jik;Park, Dae-Woo;Kang, Hyun-Mi;Jung, Yong-Hwa
    • 보존과학연구
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    • s.30
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    • pp.189-202
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    • 2009
  • Ceramics from Taean shipwreck were studied to investigate the deterioration by soluble salts and desalination pattern according to each ceramic characterization. NaCl crystals were found as a crystal growth on the ceramic microstructure and deteriorated to push off the glaze layer of some Puncheong ware sample. As a result of monitoring the desalination pattern of ceramics for 74days, the earthenware sample with big pores and no glaze removed soluble salts so fast, but Puncheong ware and Whiteware samples removed lots of soluble salts slowly and continuously. Generally, it takes long time to remove soluble salts from porcelains, due to small pores and glaze, but the long-term desalination probably can cause the damage on the surface layer such like glaze. As some soluble salts still remains in the ceramic microstructures after desalination, it is very important to control and keep the relative humidity stable through the proper storage. There are various ceramic deterioration patterns by soluble salts. Therefore, it needs to select the desalination method of ceramics from shipwreck, considering the material characteristics and the production techniques.

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Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play - (온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 -)

  • Choi, Han-jeong;Ryu, Seoung-ho
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.95-110
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    • 2019
  • This paper aims to study on attribute of interaction between user from cultural capital perspective of Bourdieu who expanded the concept of capital and presented class production and reproduction through 'World of Warcraft' play and analysis. The results of this study is that First, game ability showed properties of cultural capital that embodied, objectified, institutionalized. Second, the types of interaction by difference of cultural capital appeared that lurking, reciprocity, exclusion. This study identified game ability have attributes of cultural capital and that Due to the nature of the interaction for 'Disticion', individual actions are related to the process of accumulating power and contribute to class reproduction.

Development and Production of Cultural Products Using Jumchi Technique (줌치기법을 활용한 문화상품 개발 제작)

  • Jung, Jin Soun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.83-89
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    • 2022
  • For the purpose of promoting the excellence of Korea's unique traditional hanji around the world, it was intended to promote 'modernization of tradition' by producing and presenting cultural products suitable for modern sensibility using traditional hanji which is widely used in the arts. First of all, using hanji as a material, jumchi hanji was made by jumchi technique. Cut to a certain width according to the cultural products such as laptop case, cell phone case, hat, and bag. Weave the cut jumchi hanji with plaine weave, twill weave, and hexagon depending on the purpose of the cultural products to be made. A cultural products were made by matching the woven jumchi hanji with artificial leather, cotton, and denim.

Constructing a Conceptual Framework for the Development of Cultural Tourism based on 'place image' and 'local systems for cultural activities' ('장소의 상징적 이미지와 문화적 활동의 영역적 체계'에 입각한 문화관광개발의 개념적 모형 정립)

  • Lee, Jeong-Hoon
    • Journal of the Korean association of regional geographers
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    • v.11 no.5
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    • pp.405-425
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    • 2005
  • Transition from mass tourism to post tourism is closely related with developing various types of cultural tourism. This study attempts to construct a conceptual framework of the development of cultural tourism through identifying the existing development stages of cultural tourism sites from birth to full development. This study clarifies that there exists an organic system among tourism, cultural activities and the production of cultural artifacts. It also found that development of cultural tourism sites goes through the following three stages: positioning and building place image, hard branding, and constructing local system. This study analyzes several key elements for respective of stages, which proved helpful in understanding the development mechanism of cultural tourism sites. It also tries to analyze tourism from an integrated, geographical perspective. The analysis gives us an understanding to the relations between tourism and various aspects of regional society and economy, thus contributing to the development of a system that will lead to active interchanges among those factors. Most of the theoretical background of this study: place identity, place image, activity space, local system and network are based on the concepts and ideas of human geography.

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A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.

Transnational Reception of Korean Film: Analyses of Film Reviews (한국영화의 초국가적 수용: 영화리뷰를 중심으로)

  • Chung, Soh-young;Nho, Yunchae
    • Cross-Cultural Studies
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    • v.26
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    • pp.405-444
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    • 2012
  • This paper is based on the view that film should be conceived as a form of cultural practice whose meaning is always in the process of being produced within diverse socio-cultural contexts and aims to examine the ways in which the meaning of Korean film is (re)mediated or received in diverse cultural contexts outside the country. In this paper, we employ two theoretical grounds. Firstly, it positions itself in line with the audience studies within the field of cultural studies where the audience is conceived as active agents who produce the meaning of a popular culture text. The recruitment of the theoretical propositions from the audience studies enables recognition of the significance of the reception in film practice which recently seems to be oriented on production and distribution. Secondly, we conceive transnationality of film as that which is being produced in the process of transaction between the film and the audience, that is to say, transnationality is a form of discourse that emerges upon cultural interaction. The empirical work involves examination of a set of reviews of four films--Chihwaseon, Oldboy, Thirt, Poety--that have been published in daily newspapers and some popular film magazines in the U. S., the U. K. and France. Through the analysis of the film reviews, we identify four interpretive schemes or rather discourses recruited via which the Korean films are approached and understood: auteurism, formalism, universal themes, emotional response. We propose that these four kinds of discourse provide a common ground for the audience from different cultural backgrounds to understand Korean film. Furthermore, we also suggest that transnationality of Korean cinema needs to be reconsidered in terms of the reception as the audience from different socio-cultural backgrounds should be understood as active agents who are capable of engaging in Korean cultural texts such as film in their own way producing various meanings and these are also constituent of the meaning of the cultural texts.

A Study on Content Characteristics of Hyperrealism Web Drama (하이퍼리얼리즘형 웹드라마 <좋좋소>의 콘텐츠 특성 연구)

  • Lee, Jun Seok;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.114-123
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    • 2022
  • Korean web drama are undergoing changes before and after the popularization of the OTT platform. The previous web drama were mainly aimed at teenagers, with school content as a genre feature, and the active casting of new idols and the use of B-grade emotions as production characteristics. After the popularization of OTT represented by YouTube and Netflix, there are signs of significant change. This study examined the hyperrealistic content characteristics of the web drama , which can be the center of the change. Through this, it was considered that has a greatly changed aspect from previous web dramas through stereoscopic typification, emphasis on detailed expression, active use of experiential narrative characteristics, and a new media creator-centered production method.