• Title/Summary/Keyword: CulturalContents

Search Result 2,294, Processing Time 0.028 seconds

A Study on Availability of AtoM for Recording Korean Wave Culture Contents : A Case of K-Food Contents (한류문화콘텐츠의 기록화를 위한 AtoM 활용 방안에 관한 연구 K-Food 콘텐츠를 중심으로)

  • Shim, Gab-yong;Yoo, Hyeon-Gyeong;Moon, Sang-Hoon;Lee, Youn-Yong;Lee, Jeong-Hyeon;Kim, Yong
    • The Korean Journal of Archival Studies
    • /
    • no.43
    • /
    • pp.5-42
    • /
    • 2015
  • Korean wave 3.0 is focused on 'K-Culture' which includes traditional culture, cultural art as well as existing culture contents as a keyword. It considers everything about Korean culture as materials of Korean wave culture contents. Since Korean wave culture contents reflect contemporary social aspect, it needs to preserve those contents as archives and records which have the important value of evidence. With this social environment, this study aims to implement RMS based on AtoM that manages various kinds of Korean wave culture contents through analysis of management situation of those materials. Recently, it is in progress individually to manage them through organizations dealing with korean cultures such as K-Pop, K-Food, K-Movie. However, it has problems in accumulating information and reproducing high quality contents because of lack of coordination among organizations. To solve the problems, this study proposed RMS based on open source software Access to Memory(AtoM) for managing and recording Korean wave culture contents. AtoM provides various functions for managing records and archives such as accumulation, classification, description and browsing. Furthermore AtoM is for free as open source software and easy to implement and use. Thus, this study implemented RMS based on AtoM to methodically manage korean wave culture contents by functional requirements of RMS. Also, this study considered contents relating K-Food as an object to collect, classify, and describe. To describe it, this study selected ISAD(G) standard.

Analyzing Korean TV Commercials during Prime Time based on Cultural Background (문화적 접근에 기초한 한국 텔레비전 방송 주요시간대 광고 분석)

  • Cho, Seungho;Cho, Sang-Hoon
    • Journal of Digital Convergence
    • /
    • v.10 no.10
    • /
    • pp.155-163
    • /
    • 2012
  • This study investigated Korean TV advertising's creative strategy and trend. To achieve the goal, we conducted content analysis for prime time TV advertising messages (KBS, MBC, SBS). We found that Korean TV advertising contents showed more direct messages than indirect messages, much relationship between ads messages and product, more brand in advertisements, little humor, relatively many celebrities in ads. and much importance on the reputation of the firm. The findings will be a significant source regarding promotion strategy for global company who plans to enter into Korean market.

Effects of the Musical Characteristic Change of 'Hip-hop' Culture on Popular Fashion (힙합문화의 음악적 특성 변화가 대중 패션에 미친 영향)

  • Park, Han-Him
    • The Research Journal of the Costume Culture
    • /
    • v.19 no.2
    • /
    • pp.416-429
    • /
    • 2011
  • Most of precedent studies related to hip hop culture and fashion, which have been conducted till now were progressed under only theoretical background of hiphop, not the changed status of hiphop currently. Practical studies explaining the status of hip hop in popular culture, especially, the area of popular fashion are insufficient. Therefore, this study was conducted by focusing on cultural characteristics and musical characteristics by the stream of period, for which concept hip hop is accepted to people currently and which effect it makes on the area of fashion. Especially, the study was progressed by dividing periodical background into before and after the 2000s because there was the most noticeable change for the genre of hip hop in that period. Because of the appearance of 'Alternative hip hop' which is a sub-genre of hip hop music, hip hop music was changed to be more popular. Also, hip hop fashion also showed big changes. Hip hop fashion before 2000s had showed poor conditions, resistance, complex and alienation of them by their fashion. On the other hand, hip hop fashion after 2000s also showed popular characteristics because of high-level environment and social status. This study intended to understand and grasp hip hop as a kind of cultural situation coexisted by many-sided characteristics as well as redefine the changed concept and contents of new hip hop currently.

A Study on Design Elements and Infrastructure System of Library Space as a Place of Shared Culture (공유문화의 장으로서의 도서관 공간의 설계요소 및 인프라 체계 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
    • /
    • v.27 no.2
    • /
    • pp.86-97
    • /
    • 2018
  • In modern times, pluralistic social phenomena in which various values are pursed and recognized appear. The modern society called hyper-connected, intelligence information and zero marginal cost society in which shared value is commonly emphasized faces a paradigm shift to shared society system. In particular, sharing-based activities related with intelligence information sectors more prominently emerge in the high-tech informatization which has been accelerated. The purpose of this study is to understand design factors related with how attribution of the sharing culture is expressed in library spaces and examine how sharing infrastructure is established in users' spaces. As a research method, it initially conducted theoretical consideration of the sharing culture and information spaces, which can be regarded as sociocultural phenomena in modern times. Then, it drew sharing culture-based spatial design factors-access, openness and plurality. It analyzed configuration of spaces for sharing information-Cultural Commons (CC), Information Commons(IC) and Learning Commons (LC) - and infrastructure of information spaces, for library cases-five domestic and foreign public libraries-. The findings show that modern library spaces reflect historical needs for the sharing culture and actively serve their roles through spatial infrastructure including contents (programs) and services for sharing knowledge. The study is determined to be valuable as basic data in establishing the infrastructure of information spaces reflecting modern social trends and cultural phenomena, in expecting spatial structures in which knowledge is reproduced and planning spaces of libraries in the future.

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
    • /
    • v.24 no.3
    • /
    • pp.79-86
    • /
    • 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.

A Study on Nave and Platform Design According to Social Function and Service Pattern of Community Church (지역교회의 사회적 기능과 개방적 예배형식에 따른 예배실의 강단구성에 관한 연구)

  • Chong, Geon-Chai;Lee, Sung-Hun
    • Journal of the Korean Institute of Rural Architecture
    • /
    • v.11 no.1
    • /
    • pp.75-82
    • /
    • 2009
  • The goal of this study is to find a design pattern of platform of chapel according to acceptance of community's social activities and classify a forms of platform design between urban and rural community church. It was surveyed by 18 community churches including of 8 rural churches. And it was comprised in main contents that this study surveyed about social functions of church and composition of room, a transformation of worship and platform, and furniture of platform. As a results of this study, I could suggest a conclusions as follows; firstly, community churches are trying hard to make their social functions wide and deep. Secondly it was necessary for them to prepare a spaces and rooms for service of community people like a social welfare and christian cultural activities. Thirdly, the form of platform and style of worship were serviced by transformation for the acceptance of community requirements. Finally, the service style of chapel and platform have been transformed in a view point of accommodation of community since early 2000.

  • PDF

Analysis of the comic governance in region (지역의 만화 거버넌스 실증분석)

  • Yim, Hak-Soon;Lee, Sang-Min;Chae, K. Jin
    • Journal of Digital Convergence
    • /
    • v.11 no.4
    • /
    • pp.443-448
    • /
    • 2013
  • The purpose of this study is to enhance the competitiveness of the city through utilize of cultural content in region. To achieve the purpose, the study empirically analyzed the regional comic governance. The analysis is assessed through survey measurements of the level of cognition of citizens (n=493) in Bucheon city. According to the conceptual framework, the study measures value of comics, comic city policy, cartoonists activity, and utilize effect of the comic & support. Also, we analyzed the significant differences of cognition by respondent characteristics. Lastly, this study used structural equation modeling (SEM) to test the relationships between value of comics and utilize effect of the comic & support.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
    • /
    • v.11 no.4
    • /
    • pp.391-396
    • /
    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

Consideration of the Courtesy Education at the Dining Table in the Books of Social Norms of Joseon Dynasty Era (조선시대 규범서(朝鮮時代 規範書)에 나타난 밥상머리 예절교육(禮節敎育) 내용에 관한 고찰(考察))

  • Ju, Young Ae;Won, Miyeon
    • Human Ecology Research
    • /
    • v.54 no.4
    • /
    • pp.415-426
    • /
    • 2016
  • We researched the modern meanings of traditional dining table courtesy education and its correlation with the main values of contemporary personality education based on dining table courtesy education stated in the social norms texts of the Joseon dynasty. Among the social norms of the Joseon dynasty, we chose Sohak, Naehun, Dongmongsuji, Seonghakjibyo, Gyeongmongyogyeol, Jeungbosallimgyeongje, Sasojeol, and Koamgahoon for research. As a result of our research on these documents and books, the modern meanings of the courtesy education at the dining table can be summarized as follow. First, the courtesy education has table manners appropriate for the development level of early children. Second, it teaches right-handed dining manners that match the features of Korean food culture. Third, it has the self-discipline and the values of community life, sharing, solicitude, and communication. Fourth, parents and grandparents are involved in the education. Fifth, it has the core values of modern personality education: manners, filial piety, respect, solicitude, communication, cooperation, and responsibility. Future courtesy education at the dining table should include practical education programs that can consolidate the bond of sympathy between the home, school, and society, and can improve its practice; in addition, to expand the opportunities for education, proactive social support is demanded.

Study on Game Expandability Pursuant to the Spread of the Korean Wave (한류 확산에 따른 게임의 확장 가능성 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
    • /
    • v.14 no.4
    • /
    • pp.75-86
    • /
    • 2014
  • This study explored the expandability and prospect of the game, one of the cultural contents that may potentially lead the next Korean Wave. The study found that for the game to grow and be recognized as the cultural product of the Korean Wave, it was necessary to develop the strategies to ensure the sustainability of the game and to build plans for powerful storytelling techniques that help the public become more familiarized with the game as part of the Korean Wave and maximize the public's affinity and preference of such game. It was also found that one of the immediate priorities is to develop the games that are characterized as their unique use and representation of the Korean culture in the global market while designing effective localization plans and paving the way for a government-level system of support.