• Title/Summary/Keyword: CulturalContents

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Implementation of Real-time Video Surveillance System based on Multi-Screen in Mobile-phone Environment (스마트폰 환경에서의 멀티스크린 기반의 실시간 비디오 감시 시스템 개발)

  • Kim, Dae-Jin
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1009-1015
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    • 2017
  • Recently, video surveillance is becoming more and more common as many camera are installed due to crime, terrorism, traffic and security. And systems that control cameras are becoming increasingly general. Video input from the installed camera is monitored by the multiscreen at the central control center, it is essential to simultaneously monitor multiscreen in real-time to quickly respond to situations or dangers. However, monitoring of multiscreen in a mobile environment such as a smart phone is not applied to hardware specifications or network bandwidth problems. For resolving these problems, in this paper, we propose a system that can monitor multiscreen in real-time in mobile-phone environment. We reconstruct the desired multiscreen through transcoding, it is possible to monitor continuously video streaming of multiple cameras, and to have the advantage of being mobile in mobile-phone environment.

From the Viewpoint of Technological Innovation, Generation Classification of the Video Game Industry (기술혁신 관점에서 비디오 게임 산업의 세대구분)

  • Jeon, Jeong-Hwan;Son, Sang-Il;Kim, Dong-Nam;Cho, Hyung-Rae
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.203-224
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    • 2017
  • With the development of the IT industry and the growth of the cultural industry, the game industry is becoming an important industry. In this regard, the study seeks to differentiate the generation of video games based on technological characteristics from the perspective of technological innovation. SEGA, Nintendo, MicroSoft, SONY, and ATARI were chosen as research subjects. The survy was conducted from ATARI to 2017. The results of the study are expected to help develop the technology strategy of the future video game industry.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Research on The Photo-storytelling based on Comics for the Children Photo Education (만화기반 사진 스토리텔링에 관한 고찰 : 어린이 사진교육을 중심으로)

  • Park, Eunha;Yoon, Joonsung
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.125-132
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    • 2014
  • This study is a research on the Photo-Storytelling applying factors of storytelling based on comics for the children photo education. Creation of new forms of contents has become possible due to the increase of the image creation and consumption in a new digital environment. Along with this development, the capacity for critical image literacy and the children photo education, as cultural arts, are more in demand than ever before. Therefore, the study proposes a new type of Photo-Storytelling that applies storytelling technique based on comics. First, we investigates the format of comics and compares photo and comics. Second, we analyzes photo education, which applies storytelling based on Comics and analyzes advantage it. This study will contribute to the development of basic research for children photo education by presenting a new form of photo education called the comic photos as the Photo-Storytelling program based on comics.

Theoretical Study on Urban Brand Formation Factors (A Systematic Review of the Literature) (도시브랜드 형성요인에 관한 개념연구 (도시브랜드 관련의 연구동향을 중심으로))

  • Kwon, Ji-Hye;Park, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.202-213
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    • 2018
  • In order to survive the competition, cities are trying to form an original city brand through attractive city contents. The purpose of this study is to investigate the factors of urban brand formation and to present the framework of the theoretical concept. The purpose of this study is to examine the main factors of city brand formation by examining the precedent studies of city brand, and to suggest new urban brand conceptualization based on this. In this study, we analyzed the factors of city brand which are mentioned in 20 major researches on the evaluation criteria or strategy among the previous studies on urban brands. As a result of the study, the main factors that form the city brand can be classified into 1) landscape factors, 2) administrative factors, 3) historical and cultural factors, 4) cognitive factors, and 5) empirical factors. Based on these factors, it is possible to form an original city brand, which is expected to enhance urban competitiveness in the future.

'Trivial' Conflicts of Multicultural Families: Focused on the Program (다문화가정의 사소한 갈등: <다문화 고부 열전>을 중심으로)

  • Kang, Hyeonmin
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.179-185
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    • 2015
  • This study aims to analyze how the media represents marriage immigrant women in the reality of Korean multicultural society. In particular, by analyzing an EBS documentary titled, 'Multicultural Fierce Conflicts between Mother-in-law and Daughter-in-law', this study clarifies that this content adopted travel narrative to show conflicts between mother-in-law and daughter-in-law and solution of these conflicts. The documentary apparently shows mutual understanding and cultural diversity but still keeps representing these conflicts as individual's 'trivial' problems. Under this way of representation, social and structural problem or institutional problem in reality can be covered up by the medium of travel. It makes such a conflict look like an individual's 'trivial' problem can be solved by individuals.

Ceremonial Bojagi used in Yeongjo Jeongsun Wanghu's Royal Wedding in Living Culture Perspective (영조·정순왕후 가례에 사용된 보자기의 상징성과 생활문화적 의미에 관한 고찰)

  • Kim, Hyo-Joo;Ju, Young-Ae
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.353-365
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    • 2018
  • This study is on the usage of bojagi recorded in Yeongjo Jeongsun Wanghu garye dogam uigwe. Major findings are as follows. The eighteenth century marked a period of entrenchment of Neo-Confucianism in the Joseon dynasty and the royal wedding was a tool to propagate Neo-Confucian values to the people. The bojagi used at King Yeongjo and Queen Jeongsun's wedding were made of simple red silk produced domestically to avoid extravagance. Uasge of costly flower-patterned silk from China was restricted to comply with the rules of the Kukhon jeongrye, which codified the royal marriage ceremony and the Sangbang jeongrye, which regulated royal attire. This modesty also shows King Yeongjo's determination to abandon lavishness.

Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

Snack Culture and Fast Fashion (스낵 컬처와 패스트 패션)

  • Yun, Eul-Yo
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.612-627
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    • 2016
  • This study is research on the snack culture and fast fashion. The purpose of this study is to examine the common attributes of snack culture and fast fashion as a cultural phenomenon. The following results were obtained: First, snack culture and fast fashion have attributes of 3S represented by Speed, Short time, and Simplification. Second, snack culture and fast fashion meet consumer demands by fun and various contents and a variety of designs, respectively. Third, although snack culture has developed on the basis of information technology, fast fashion has grown based on the technological innovation of business, organization, and distribution system. Fourth, snack culture communicates with the world through opening and sharing to be globalize a context, and fast fashion is globalized to multinational corporations by increasing sales and development of scale. Fifth, snack culture has a synergistic effect by maximizing the multiple interactions through social campaigns based on the attribute to communicate with many-to-many relationship. In addition, fast fashion produces a synergistic effect through collaborative strategic alliances.

Research of real-time image which is responding to the strings sound in art performance (무대 공연에서 현악기 소리에 반응하는 실시간 영상에 관한 연구)

  • Jang, Eun-Sun;Hong, Sung-Dae;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.185-190
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    • 2009
  • Recent performing-art has a trend to be new cultural contents style which mixes various genre not just traditional way. Especially in stage performance, unique performance is playing using high technology and image. In sound performance, one of technology, a new experiment is trying which re-analyze the sound and mixes the result with image. But in public performance we have a technical difficulty with making visualization regarding the sound in realtime. Because we can not make visualization with instant sound from performers and audience it is difficult to interact smoothly between performer and audience. To resolve this kind of restriction, this paper suggests Real-time sound visualization. And we use string music instrument for sound source. Using the MaxMSP/Jitter based the Midi, we build image control system then we test and control the image with Korg Nano Kontrol. With above experiment we can verify verious emotion, feeling and rhythm of performer according to performance environment and also we can verify the real time interactive image which can be changed momently by performer's action.

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