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A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.575-584
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    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

The Social Influence of the Landscape Architecture Engineer Examination on the Establishment of Authenticity in Landscaping History Department (조경기사 '조경사' 과목이 조경역사학(造景歷史學) 분야의 진정성 확립에 미친 사회적 영향)

  • Lee, Chang-Hun;Shin, Hyun-Sil;Kim, Kyu-Seob;Lee, Won-Ho
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.3
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    • pp.128-136
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    • 2018
  • This study was centered on the protested data of the issue of "History of Landscape Architecture" in the handwritten course of landscaping articles of National Qualifications Test. The purpose of this study is to examine the types of social problems in the process of correcting erroneous historical facts. The purpose of this study was to find alternatives for the development of the field of landscape and culture history that can assist in the verification of the historical facts of the landscape sciences examination questions. The main results are as follows. First, as a result of analyzing the contents of the landscape architects' subject matter, the establishment of concept of landscape style and form and the confirmation of historical facts were investigated as important types to be established for development of landscape landscape history department. It seems that the social consensus of the expert group is needed to supplement the lack of data to refer to landscape architectural theory. Second, the analysis of the problematic narrative contents resulted in a total of five types of questionnaires. The appeared in the Undefined style and form(52.94%), Unproven historical facts(25.13%), Obscurity Era classification(11.77%), Lack of specificity(6.95%), Content scope of obscurity events(3.21%) Third, it is not only the lack of information to learn the theory by comparing and analyzing the contents of the statements in the landscape architect 's question items, but also the difference of contents between books was analyzed as the main cause of the problem. As a result of examining the characteristics and examples of the issues raised in landscape architectural problems, it was related to the social phenomenon, and it was classified into cultural factors and political factors. Fourth, the resolution of problematic issues in landscape architects' landscaping articles, which are national technical qualification tests, shows positive results. The information determined in the process of solving the perceived content can be used directly in landscaping field, and it helps the accuracy of the verification process by identifying the types and characteristics of the issues.

Contemporary urbanism represented in game : Focusing on 'Hacking' and 'Parkour' system (게임 <와치독2>에서 재현되는 현대 도시성)

  • Kwangtaek Park;Seungjea Lee;Sangjoon Bae
    • Global Cultural Contents
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    • no.34
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    • pp.67-91
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    • 2018
  • This article analyzed how contemporary urbanism is revealed in the digital game (2016) with the contemporary city as a setting. The city in the game is a precisely directed space, so the experience of the user in the space has a special meaning. It's because the urbanism implied in player's game experience. Urbanism is properties of the city constructed between citizen's everyday life and space. Of course, it as the self of the city is influenced by cultural tradition and modern infrastructure. Therefore, contemporary cities inherit the modernity that is standard and norm, and at the same time, it can be unique space caused by network system installed around the city. In this context, contemporary citizenry accepts the urbanism as matter of course but try to surpass the modern limits and imprisonment of the network. This challenge reveals as resistance, creativity, and amusement in the relation in contemporary urbanism. Hacking and parkour are the representative examples of resistance, creativity and amusement acts of the citizen in the virtual and non-virtual environment. A protagonist in the game is a hacker and also traceur who resist modern network power. The playable character does the hacking and parkour striding the city. And these acts melt into the worldview, interface, and visualization to represent contemporary urbanism. In this regard, hacking and parkour performed by the player character are interfaced in different ways, giving the user a creative urban experience of the city in the game. In addition, the game's high-angle view of the hacked CCTV and the low-angle view of the small device show contemporary people's play on the city. This way, city people represented in are not different from contemporary fläneur who actively practice. Consequently, the city as the space in the game contents are not just settings, but one of the important axes that implies the message of the contents.

A Study on Characteristics of Alloy Materials through Reproduction Experiment of High-tin Bronze Mirror with Geometric Designs (고주석 청동정문경(靑銅精文鏡)의 재현실험을 통한 합금재료의 특성 연구)

  • Lee, In Kyeong;Jo, Young Hoon;Cho, Nam Chul
    • Journal of Conservation Science
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    • v.35 no.5
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    • pp.508-517
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    • 2019
  • This study analyzed on alloys and by-product samples produced through the reproduction experiment of bronze mirror with geometric designs. The alloy ratio used in the first and second reproduction experiments was based on the analysis results of bronze mirror with geometric designs(Cu 61.68%, Sn 32.25%, Pb 5.46%) which is the national treasure No. 141. As a result of portable X-ray fluorescence analysis on the raw materials used in the reproduction experiment, the contents of copper raw materials were 98.85 wt% for Cu, tin raw materials were 99.03 wt% for Sn, and lead raw materials were 70.19 wt% for Pb, and 21.81 wt% for Sn. Sn and Pb were added 5 wt% more considering the evaporation amount of tin and lead during alloy melting. The result produced by the first reproduction experiment were 58.75 wt% for Cu, 36.87 wt% for Sn, 4.39 wt% for Pb, and the other result produced by the second reproduction experiment were 58.66 wt% for Cu, 35.89 wt% for Sn, and 5.50 wt% for Pb. The composition of the components was about 3.00 wt% in Cu and Sn respectively, and the microstructure was similar to the previous studies because the δ phase was observed mainly. The results of this study will be used as basic data for the materialistic characteristics of ancient bronze mirror in the future.

Physical property analysis of sediments for development of maritime archaeological survey techniques (수중문화재 탐사기법 개발을 위한 퇴적물 물성분석)

  • Kim, Sung-Bo;Ko, Eun-Ji;Jung, Yong-Hwa;Lee, Young-Hyun;Kim, Jin-Hoo
    • Journal of Advanced Marine Engineering and Technology
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    • v.38 no.3
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    • pp.333-341
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    • 2014
  • Since distribution and preservation of cultural artifacts in the submarine sediments are directly affected by not only ocean currents and tides, but also their composition, it is very important to investigate geological characteristics of sediments and ocean-sediment interactions for maritime archaeological survey. Physical properties of submarine sediments, which are collected by grab sampler and vibro-corer, are analyzed in order to investigate effects of submarine environment on development of maritime archaeological survey techniques. Result of physical property analysis showed that bulk density, shear strength, and magnetic susceptibility increase with depth, while water contents and porosity decrease with depth. Since the magnetic susceptibility of bedrock is about 40 times that of submarine sediments, it might impact greatly on the response of magnetic survey. Physical properties of sediments with depth and sediment classification by Folk's ternary diagram indicate that submarine sediment mainly consists of silt, and cultural artifacts can not penetrate no deeper than 1.5 m in sediments.

On the Design Characteristics of Ornaments in the Three Kingdom Period (Focused on Baekje's ornaments) (삼국시대 장신구에 나타난 조형적 특징에 관한연구 (백제장신구를 중심으로))

  • Sin, Mi-Young;Park, Seungchul
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.603-612
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    • 2012
  • When it comes to a country's traditional ideas. that country's geographic setting and religious thought show the people's consciousness, and the characteristics of historic sites and relics show their cultural aspects. Our country has 5000-year cultural history. Especially, the Baekje cultural history created very remarkable relics in our history. With regard to Baekje's own patterns and workmanship, their ornaments were more focused on the beauty of soft and voluptuous curves than that of Goguryeo and Silla This study researched design characteristics of ornaments and symbolic aspects of the patterns by focusing on crowns, crowns' accessories, earrings, necklaces, chignon ornaments of the Baekje's ornaments, To put emphasis on Baekje's ornaments by comparing Baekje's ornaments with Goguryeo's and Silla's. This study collected data on Baekje's ornaments, and reviewed domestic references and specialty publications at the Buyeo National Museum, Gong-ju National Museum, home and abroad, and studied the images of Baekje's metal crafts and patterns through theses. Baekje had splendid and glorious artistic culture, but there are not many historical data and supportive relics left these days. Therefore, a lot of attention, researches and development on Baekje culture are needed. This study found that the ornaments of the Baekje era have not only ornament functions but also the people's creative mind. The culture contents in recent technological development and industrialization change people's recognition, and now they have interest in Baekje culture. Therefore, the purpose of this study is to widely popularize Baekje by studying the patterns of the Baekje era more and developing various and new designs.

The Effects of Social Capital and Acculturation Stress on School Adaptation of Adolescents of Multi-cultural Family (다문화가족 청소년의 사회적 자본 및 문화변용스트레스가 학교적응에 미치는 영향)

  • Jeon, Byeong-Joo
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.29-38
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    • 2012
  • This study conducted a survey 185 adolescents in multi-cultural family to measure the level of their social capital and their acculturation stress and examined how it affects them to adapt to school. Followings are the main results of this study. First, after measuring the social capital level of those surveyed, their average was lower than the normal level, showing 2.24(SD=.32), and their acculturation stress showed 2.54(SD=.58), a bit higher than the normal level. Second, their level of adapting to school showed 2.26(SD=.39), which was lower than the normal level, and there was statistically a meaningful difference between the groups depending on their grade, academic level, economic level, parents' marital status, mother's Korean ability. Third, the factors that affected in adapting to school were in the order of their network of social capital(${\beta}$=.225), mother's Korean ability(${\beta}$=.195), acculturation stress(${\beta}$=-.175), interpersonal trust of social capital(${\beta}$=.171), norm of social capital(${\beta}$=.161), parents' marital status(${\beta}$=.156), academic level(${\beta}$=.151), economic level(${\beta}$=.145). Based on these results, this study suggest ways to promote trust building among people and network formation through active use of information communication, and to improve multi-cultural acceptability by developing and using various contents.

A Survey on the Visitor's Cognition of Admission fee in National Park - The Case Study of Songnisan National Park - (국립공원 입장료에 대한 이용객 의식 조사 - 속리산국립공원 이용객을 대상으로 -)

  • 김용근;조중현;박태희
    • Korean Journal of Environment and Ecology
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    • v.16 no.3
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    • pp.261-270
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    • 2002
  • The purpose of this study is to survey and analyze of the visitor's cognition of admission fee collection system in National Park. To accomplish the purposes, a questionnaire survey was employed in Songnisan National Park. The contents of questionnaire consist of the socioeconomic characteristics and the types of visiting, the activity, the cognition of admission fee collection system.339 samples of total 345 respondents were used for final analysis. As a result of the analysis, the socioeconomic characteristics and the types of visiting, the visiting purpose were showed similar trends with results from other National Park visitors survey. Most of respondents didn't recognize the raise of admission fee and how to use the admission fee. And they recognized that it is too expensive. Most of respondents recognized the joint collection of admission fee but they were strong against it. About the range of cultural assets in National Park, the cognition of 'Only Buddhism's assets in temple' was almost equal with the cognition of 'It includes not only cultural assets of inside and outside temple but also thick forest in National Park'. But most of respondents were strong against the collection of admission fee of cultural assets.

A Study on the Value Factors of Culture Consumers for Corporate Culture Marketing through Big Data Techniques (빅데이터 기법을 통한 기업 문화마케팅을 위한 문화소비자의 가치 요소 연구)

  • Oh, Se Jong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.31-36
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    • 2020
  • Corporate Culture Marketing is a marketing tool that enhances a company's cultural image or conveys its image through culture. Culture Consumer value analysis is important predictive data in identifying the value and pursuit of life in individual consumption behavior, explaining the choice behavior of culture consumers, and serves as the basis for decision making. The research method was linked to the text mining and opinion mining techniques of big data, and extracted positive, negative and neutral words. The analysis targets culture consumers participating in concerts at Hyundai Card's 'Super Concert', which is subject to domestic consumers, and CJ ENM's 'KCON', which is subject to foreign consumers. The culture consumer value elements of corporate culture marketing are the basic conditions, and they were derived as 'Consensus Communication (Expression of Sensibility)', 'Participation Sharing(VIP Belonging)', 'Social Change Issue', 'Differentiating Services', 'Price Discount Benefit' and 'Location Quality'. In the future, we will need to foster 'Culture Technology Marketers' and apply them in areas such as arts management planning, cultural investment, cultural distribution, cultural space, Corporate Culture, CSR and K-pop marketing to enhance corporate interests and brand value and enhance brand value.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.