• Title/Summary/Keyword: Cultural prototype

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Research on the revitalization of cultural prototype content industry

  • Hur, Kang
    • International Journal of Contents
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    • v.6 no.2
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    • pp.14-20
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    • 2010
  • Korean Cultural Content Industry is developing creative cultural content based on internationally acknowledged manufacturing capacity, however, in order to become cultural industry with international competitiveness, it has to be planned and made in OMSU way. This research studied and analyzed successful cases of cultural content digital restoration and excellent cases of OSMU-type that has been developed and supported by Korean Culture and Contents Agency. This study suggests the direction of growth on the basis of movement of cultural content industry and cultivating plan of human resources.

The Development of Textile Design by Using Prototype of Hwasun Unjusa (화순 운주사의 문화원형을 활용한 텍스타일 디자인개발)

  • Jung, Hyung-Ho;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.13 no.2
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    • pp.100-114
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    • 2009
  • In Honam province, the cultural prototype are largely unknown to the people, also the research on this subject are scarce, the artistic excellence, somewhat under evaluated, both in our country and internationally. It is imperative that we develop the modern design using this prototype. thereby apply it to many areas of cultural products. We should extend the dimension not only to the local festival but also to the mass production resulting in the commercial gains. The Unjusa Buddha festival for promoting the public relation would be greatly benefited by using the concept of the temple, the local prototype, by which we expect to create a ingenious textile design pattern, coinciding with the main purpose of this study. The ancient material around Unjusa come to be the subject of our textile design by way of selecting the most remarkable ones of heritage among the materials of Unjusa. In the long run, the harmonious contrast of both traditional and modern image were sought in this study. Designed patterns were edited using Adobe Photoshop CS3, a multi-purpose graphic program and were simulated in the towel for visual presentation. The design is of two kinds, the one is of the free style using combinations of reclining Buddha, stone Buddha, stone pagoda, and geometric patterns freely not to be standardized. The other one is mixing of lotus pattern, reclining Buddha, and geometric patterns. These designs were applied delicately on the towel, necktie and handkerchief, and the various colors were suggested by the 6 color ways. The brilliance of our traditional cultural property should be noted by these designs and I hope that this study would be a help to develop our cultural prototype and make a product of using the outstanding heritage.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.

Chinese-Korean Cultural Map, the First Step to Asian Electronic Cultural Map (아시아전자문화지도의 첫걸음, 조선족문화지도)

  • Kim, Dong-Hun;Moon, Hyun-Joo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.377-381
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    • 2008
  • Chinease-Korean Cultural Map, which is an electronic cultural map that shows Chinese-Korean culture on maps, is planned as the first step to development Asian Electronic Cultural Map. Chinese-Korean have their unique cultural characteristics same as other small tribes. Small tribes shows same typical cultural characteristics of Asian, and that characteristics are very important factors for understanding the whole Asian culture. This paper proposes a logical and standardized development methodology for construction of Electronic Cultural Map. The methodology consists of 6 steps; information analysis, keyword extraction, keyword clustering, map element extraction, prototype design, and map development. We used and evaluated the methodology during prototype design and development steps for the optimal functions. To generate the base maps for Chinese-Korean Cultural Map, we use Google Earth and KML(Keyhole Markup Language) for standardized and easy development.

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A Study on a Prototype for the Development of a Marine Character Based on the 『Jasan-urbo』 (자산어보를 토대로 한 해양캐릭터 개발을 위한 원형 연구)

  • Lee, Young-suk
    • Journal of Korea Multimedia Society
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    • v.21 no.3
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    • pp.432-440
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    • 2018
  • In this study, we propose a marine character prototype study for development of a marine character as digital contents. This study is a precedent study to build a marine character database with the production of digital contents based on "Jasan-urbo". "Jasan-urbo" is a representative cultural heritage that can highlight the value of Korean marine culture as the first illustrated book of marine creatures in Korea. Therefore, we examined the use value of "Jasan-urbo" through the content approach and looked at the visualization for character utilization and then designed a marine fish species classification standard model. Finally, this study proposed the possibility of discovering prototype sources for digitalization of Korean marine creature's resources.

Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
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    • v.16 no.2
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    • pp.73-94
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    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

A Study on the Evaluation of Value Indicator and Importance of Prototype Landscape in Rural Areas (농촌 원형경관의 문화재적 가치 속성 및 중요도 연구)

  • Kang, Young-Eun;Choi, Dong-Wook;Hong, Sung-Hee;Min, Su-Hui;Kim, Sang-Bum;Im, Seung-Bin
    • Journal of Korean Society of Rural Planning
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    • v.16 no.4
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    • pp.117-129
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    • 2010
  • This study is to make value estimating system to valuate prototype landscape of rural and to derive itemized importance to select priority preservable object The results of the study are summarized as follows, It is examined value estimating standard by analyzing prototype landscape related previous study, law and order. Also, It is derived conclusive prototype landscape value estimating system by doing attribute assessment of preserving objects while surveying the site and interviewing professionals, Value estimating system is classified into five items of physical value which are integration, harmony, diversity, symbolism and aesthetics, The historical-cultural value are divided into four categories which are religious value, originality, historicity and scarcity, The communal values are divided into three categories which are sociality, continuing and regional locality and also divided into three categories which are rarity, primitiveness and diversity as the ecological value, Relative priority of prototype landscape value estimating system result is derived as historical-cultural value as the superior position and physical value, communal value and ecological value as the priority order. In the subordinate, historical categories are derived to be the most valuable and originality, symbolism, integration, regional locality, continuing, harmony, aesthetics, religious value, primitiveness, diversity of physical values and diversity of ecological value in order of the priority assessment The results of the study have the meaning of practical use in prior selection and preservation plan of preserving prototype landscape as practical alternative plan for systematical preservation of damaging prototype landscape.

The Meaning of Learning Methods for Education to Transmit Intangible Cultural Heritages Seen with Seoul-gut (서울굿을 중심으로 본 무형문화재 전수교육 학습 방법의 의미)

  • Hong, Tea-han
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.505-530
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    • 2018
  • The purpose of this study is to examine the meaning of learning methods for education to transmit the items designated as intangible cultural heritages focusing on Seoul-gut. Recently, as the Act on the Preservation and Promotion of Intangible Cultural Heritages was promulgated, 'the archetype' instead of 'the prototype' has become highlighted as a crucial axis for transmission. Although there are some controversies over the definition of the archetype among scholars, it is now possible for transmitters to make use of transformations rather freely being freed from strict orientation to the prototype to follow some fixed frame. Examining learning methods used in education to transmit mudang-gut, one of the items designated as intangible cultural heritages, however, this author has found that the prototype is still emphasized or in the center of learning instead. Presenting learning methods employed for Hwanghaedopyeongsansonoreum-gut of a national intangible cultural heritage, Namijanggunsadang-gut of Seoul Special City's intangible cultural heritage, and Bonghwasandodang-gut as examples, this researcher intends to reveal the reality. In the recent situation that education centering around academies is being widely spread to transmit mudang-gut, setting forth the designation of some of the items as intangible cultural heritages, they are publishing articles on newspaper as an advertisement to encourage learning about mudang-gut. Responding to the advertisement, there are more and more shamans intending to learn mudang-gut coming to the society for preserving items designated as intangible cultural heritages. They can, of course, perform mudang-gut on their own but come to learn it as there is no fixed or definite system for it. Even though the concept of the archetype was introduced, as now it is possible to learn the fixed frame through learning about the prototype regarding the item of mudang-gut as an intangible cultural heritage, those involved in shamanism are coming to it more and more. As transmitting the prototype rather deteriorated the liveliness of gut, those involved in shamanism are coming to it to learn about gut thinking that it is where they can learn the basic frame and also acquire more detailed knowledge about shamanism. Therefore, it is needed for the item of mudang-gut designated as an intangible cultural heritage to accept the aspects of change and develop new methods of education to transmit intangible cultural heritages.

Three-Dimensional Analysis of Cultural Heritage Using Video Camera (비디오 카메라를 이용한 문화재 3차원 해석)

  • 이종출;박운용;장호식;김진수
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2003.10a
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    • pp.175-180
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    • 2003
  • This paper used Non-Metric digital video camera against subject of study, stone cultural assets such as stone pagodas, and examine an error of photographing preliminarily without re-photographing. After that, precise surveying for cultural assets can obtain enough precision of accuracy. Finally, it can be said that study also suggests the efficient and economical measurement when planning to restore prototype of cultural assets in the future and providing specific information on them

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Japanese Mythic Imaginaries and the Symbolic Structure of Traditional Space Designs (일본의 신화적 상상계와 전통공간디자인의 상징적 구조)

  • Park, Kyung-Ae
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.79-86
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    • 2015
  • Myths and architectural spaces are cultural products symbolizing ideologies and objects respectively. Myth has the structure and the contents of a unique view of the world that reflects thoughts and representations of the nationalities. This study is about 'the spaces of the memory' adapted by the mythic tradition among many aspects of the Japanese tradition. The process of this study is illustrated as follows: At first, it mentions the concept of Gilbert Durand's mythic imaginaries and prototype with the method on how the myth is applied to the architectural spaces in the cultural context. Secondly, It clarifies basic meaning arrangement of the Japanese traditional spaces related to the myth. It shows sourceful 'prototipical system' that lies in the relation between thoughts and representations, regarding the shinto's spaces in terms of mythical imaginaries and Japanness. Thirdly, it ascertains mythical structure represented in the traditional space designs on terms with 'prototype' from symbolic system of the myth. It selects the cases among Japanese contemporary architects's works designed after 1960's, and analyses the meanings. In conclusion, it clarifies that this way can be a suggestion as the space design method combining the human's imaginary property with the time-stratigraphic region, and offering creative ideas for the strategy of the space design brand image that embraces a wide range of culture, ecology, and sensibility.