• Title/Summary/Keyword: CulturalContents

Search Result 2,305, Processing Time 0.023 seconds

A Study on Developing the Adolescent Anger Provocation Scale(AAPS) for Korean Adolescents (한국 청소년 분노유발요인 척도개발연구)

  • Lee, Jee-Sook
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.3
    • /
    • pp.261-272
    • /
    • 2022
  • The aim of the study is to develop the Adolescent Anger Provocation Scale(AAPS) for Korean adolescents. In order to develop the scale, two research processes were conducted. First, a total of 130 items were derived from various related research. After analyzing 130 items by a research team(2 related field professors and 2 Ph.D. students), a total of 54 items reconstructed based on redundancy, cultural relevancy, and appropriateness. Second, a survey was administered among 252 Korean adolescents. After analyzing an exploratory factor analysis, 12 items of poor factor loading were deleted. Thus, seven factors and 42 items were extracted. Seven factors were as follows: (1) threat to self-esteem, (2) uncontrollable situations, (3) violation of personal property, (4) incidents associated with rejection, (5) violation of regulation or rules, (6) disrespectful treatment, (7) unfair treatment due to age. The internal consistency and convergence validity of the scale were supported. The results of confirmatory factor analysis were also reported. In addition, study limitations and recommendations of future research were discussed.

The Strategy and Structure of Chinese Enterprises' Direct Investment in 'One Belt, One Road' Country (중국기업의 '일대일로'(一帶一路) 연선 국가 직접투자 전략과 구조)

  • Heur, Heung-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.283-297
    • /
    • 2022
  • This study analyzed to strategy and structure of outward foreign direct investment(OFDI) by Chinese Enterprises in 'one belt, one load' countries along the line from the perspective of Dunning's OLI paradigm. Chinese enterprises' investment in 'one belt, one road' countries was largely promoted for two strategic purposes. One is an investment to secure energy resources due to the nature of resource holdings in 'one belt, one road' countries, and the other is a transfer investment to solve the problem of surplus facilities, a problem in China's domestic economy. Chinese enterprises' investments in these 'one belt, one road' countries is evaluated to have been made with Dunning's investment decision conditions in the OLI paradigm, namely, Ownership specific advantages, Location specific advantages, and Internalization specific advantages. only if there is a difference, investment country, investment method, and investment industry are different due to the structure of international relations, religious conflict and cultural heterogeneity, institutional investment environment of the region, and awareness of Chinese enterprises.

'Gwangju Light+' Laser Linked Projection Mapping Study ('광주의 빛+' 레이저 연동 프로젝션 맵핑 연구)

  • Park, Sunghun;Kim, Hyung Gi
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.35-43
    • /
    • 2022
  • The 2020 Gwangju Media Art Festival (2020 GMAF) was held in the area of the National Asian Cultural Center. Under the slogan "The entire Gwangju shines under the theme of "Aesthetics of Light and Coexistence," the media festival demonstrated projection mapping to Jeonnam (former) Provincial Office at the DATA+ Research Institute of Chung-Ang University's Graduate School of Advanced Video. This paper focuses on explaining the overall production process and content development of projection mapping demonstrated in the Jeollanam-do Provincial Government, which is a symbol of Korean democratization and is located in the center of Gwangju, Jeolla-do. It was intended to faithfully express the history of the 2020 GMAF and Jeonnam (former) provincial government, Gwangju's history, and democratization records. It was intended to show images, background sounds, sound effects, and visual effects using various special effects and high-power laser devices using unique characteristics of projection mapping. To this end, about 5 minutes and 30 seconds of content were planned, and it was divided into parts and topics, and one individual story was developed for each chapter.

A Study of Character Contents on The 6'th Generation Chinese Film - Focused on The Tragedy of Character - (중국영화 6세대에 등장하는 캐릭터 콘텐츠 연구 - 캐릭터의 비극성(悲劇性)을 중심으로 -)

  • Han, Dal Ho
    • Design Convergence Study
    • /
    • v.14 no.4
    • /
    • pp.193-208
    • /
    • 2015
  • This study is to search a meaning of treagedy to show by the 6th generation through charecter's tragedy in the 6'th Generation Chinese film. For this, it examined an inner characteristic behind of the tragedy's moment and externalized ending in directors' films of the 6'th Generation's representation. The 6'th Generation of Chinese film reorganized newly Chinese film's cultural topography in the 1990s. The 6'th Generation films, which rebelled against the primary melody and the 5'th Generation on the system, is expressed commonly a tragedy moment with the time and space by character's tragedy. Characters of the 6'th Generation in the tragedy moment attempts various efforts to escape from the tragedy moment. However, no one can overcome the wall of reality, and their concealed emotion as keeping it out of the public eye lead that play. The moment that the 6th generation film meets a tragedy, the main character's accumulated tragedy situations begin to unfold all together. A tragedy embodied through : a collapsed tragedy due to the past's wound, a tragedy due to loss of jobs, a tragedy due to a family's departure, a tragedy from a time of chaos, a tragedy of a woman who became a head of a household and other tragedies.

A Survey and Analysis on the Current Status of the Mobile Applications for Garden Design

  • Kim, Hyun-Ji;Lee, Kyoung-Youn;Song, Yu-Jin;Joo, Yi-Seul;Lee, Kyung-Mee
    • Journal of People, Plants, and Environment
    • /
    • v.22 no.1
    • /
    • pp.75-89
    • /
    • 2019
  • This study aimed to examine the current status of mobile applications for garden design and extract valuable contents for the development of garden design programs for future reference. Mobile applications released in Korean or English on Google Play App Market as of July, 2018 were analyzed in this study (1 application in Korea and 14 applications overseas). The purposes of this study are to analyze the components of the programs for those who actually intend to create a garden and to use it as a resource for developing mobile applications for garden design. Thus, program components and contents were analyzed for garden design applications based on real space (1 application in Korea and 3 applications overseas) that could actually help users. The analysis of mobile applications for garden design shows that while overseas garden programs are rapidly developing in various fields, the number of garden design mobile applications developed in Korea and the amount of information platforms are significantly insufficient. This study suggested flowchart for garden design mobile applications based on the analysis results of existing garden design application. This flowchart includes a series of processes from planning/designing gardens to purchasing plants and facilities to constructing/maintaining gardens for users who intend to design and create a real garden. Furthermore, this study proposed a freemium business model based on 4R(Reflex, Reality, Real place, Real communication) marketing strategies for mobile applications. Realistic experiences can be increased through graphics and information about gardens and plants provided in this study, and location-based information services as well as the creation of systems connected with vendors and suppliers of products related to gardens can induce consumers' purchasing behaviors. Additionally PR activities through various garden-related cultural events are expected to attract more users.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.269-272
    • /
    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

  • PDF

Electronic Games Appropriated for the Classrooms: A Proposal of the Questionnaire Containing 17 Questions (교실로 들어온 전자오락게임: 게임에 관한 열일곱 가지 질문)

  • Park, Sung-Bong
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.156-172
    • /
    • 2008
  • The point of departure is the Popularity of the electronic games among the youth generation. This study attempts to make up a questionnaire containing the questions which are intended for the youth generation realistically and at the same time in a meaningful way pedagogically. Any researcher who wants to understand the youth culture at the present time is necessary to approach the youth generation in a positive attitude of learning, so asking the questions to the youth generation is as important as having the answers. That is to say, this paper is not a statistical analysis of the questionnaire, nor a empirical research of youth's reception of the electronic games. Now that the emphasis of the paper is located on the very way of approaching the youth generation concerning the electronic games, this study starts with the university students in the first place because they are in a more advantageous milieu for conversation in the classroom on the subject. To be sure, this study will be able to cover the whole area of primary, junior or senior high-school by way of some modifications. Conclusively, this paper aims at providing with practical ideas of teaching, which immediately can be appropriated into the classroom by the teachers in the actual field, and drawing attention to the potential educational contents of the cultural products. Furthermore, the questionnaire proposed in the paper is meant for the first step towards the aesthetics of the electronic games with a view to the game-imagination.

Music Recommendation System in Public Space, DJ Robot, based on Context-awareness and Musical Properties (상황인식 및 음원 속성에 따른 공간 설치형 음악 추천 시스템, DJ로봇)

  • Kim, Byung-O;Han, Dong-Soong
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.6
    • /
    • pp.286-296
    • /
    • 2010
  • The study of the development of DJ robots is to meet the demands of the music services which are changing very rapidly in the digital and network era. Existing studies, as a whole, develop music services on the premise of personalized environment and equipment, but the DJ robot is on the premise of the open space shared by the public. DJ robot gives priority to traditional space and music. Recently as the hospitality and demand for cultural contents of South Korea expand to worldwide, industrial use of the contents based on traditional or our unique characteristics is getting more and more. Meanwhile, the DJ robot is composed of a combination of two modules. One is to detect changes in the external environment and the other is to set the properties of the music by psychology, emotional engineering, etc. DJ robot detect the footprint of the temperature, humidity, illumination, wind, noise and other environmental factors measured, and will ensure the objectivity of the music source by repeated experiments and verification with human sensibility ergonomics based on Hevner Adjective Circle. DJ robot will change the soundscape of the traditional space being more beautiful and make the revival and prosperity of traditional music with the use of traditional music through BGM.

An Exploration for Direction of the Curriculum Development through the Analysis of Media Information Literacy Competencies and Contents (미디어정보 리터러시 역량과 교육내용 분석을 통한 교육과정 개발 방향 탐구)

  • Park, Juhyeon
    • Journal of the Korean Society for information Management
    • /
    • v.37 no.2
    • /
    • pp.119-144
    • /
    • 2020
  • The purpose of this study is to obtain basic information and implications for developing media information literacy curriculum by comparing and analyzing UNESCO's media and information literacy competencies and AASL's key competencies with the 2015 Revised Curriculum and the Library and Information Life curriculum. As a result of the analysis, First, UNESCO's MIL and AASL's key competencies in media information literacy were related to the competencies of the 2015 Revised Curriculum. Second, UNESCO's MIL included more aspects of the composition and competencies of information literacy than media literacy. For this reason, it could be said that media information literacy more appropriately reflects the content pursued by media literacy education than media literacy. Third, UNESCO's MIL included more training content for media literacy than information literacy. Fourth, the contents of media literacy were found to be insufficient in the Library and Information Life curriculum compared to the education contents of library and information literacy. Fifth, the competency standards related to media information literacy and Libraries and Information Life did not present cultural sensitivity competency. Based on the results of the study, It is necessary to develop a media information literacy curriculum that fuses the contents of media literacy beyond the information literacy that use library resources.

Comparison of Growth Characteristics and Ginsenoside Content of Ginseng (Panax ginseng C. A. Meyer) Cultivated with Greenhouse and Traditional Shade Facility (비닐하우스와 관행재배 인삼의 생육특성 및 진세노사이드 함량 비교)

  • Lee, Sung-Woo;Kim, Gum-Sook;Hyun, Dong-Yun;Kim, Yong-Burm;Kim, Jang-Wook;Kang, Seung-Won;Cha, Seon-Woo
    • Korean Journal of Medicinal Crop Science
    • /
    • v.19 no.3
    • /
    • pp.157-161
    • /
    • 2011
  • Growth characteristics, root yield and ginsenoside contents of 3-year-old ginseng in greenhouse shaded by $30^{\circ}$ sloped-curtain made of aluminum were compared to traditional shade facility in order to develop cultural practice for organic ginseng. Light transmittance ratio in greenhouse with $30^{\circ}$ sloped-curtain shade was distinctly lower than that of traditional shade from sunrise to 9 a.m., while its ratio in greenhouse was higher than traditional shade since 9 a.m. due to the reflection of light. Air temperature of greenhouse was $1.3^{\circ}C$ higher than that of traditional shade on the first ten days of August due to more reflected light. Root yield of greenhouse was 44% higher than that of traditional cultivation because of the inflow of reflected light and the decrease of disease of Alternaria and Anthracnose by blocking rainfall. Dry matter partitioning ratio of rhizome and lateral root were increased in ginseng cultivated at greenhouse due to longer survival time in leaf than traditional cultivation. Total ginsenoside contents cultivated at greenhouse was decreased in the part of taproot, while it was increased in the part of lateral and fine root compare to traditional cultivation. Individual ginsenoside contents between greenhouse and traditional cultivation showed significant difference more frequent in fine root than taproot and lateral root. Total ginsenoside contents including $Rb_1$, $Rb_2$, Rc, Rd, Re, Rf, $Rg_1$, and $Rg_2$ in whole root of 3-year-old ginseng did not showed significant difference by greenhouse and traditional cultivation.