• Title/Summary/Keyword: CulturalContents

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International Research on Geotechnical Risk & Landslide Hazards (지반공학적 재해 및 산사태 위험도 분석에 관한 연구)

  • Yoon, Gil-Lim;Yoon, Yeo-Won;Kim, Hong-Yeon
    • Proceedings of the Korean Geotechical Society Conference
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    • 2009.03a
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    • pp.444-455
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    • 2009
  • Great concerns on geotechnical risk & hazard assessment have been increased due to human and economic damage by natural disasters with recent global climate changes. In this paper, geotechnical problems in particular, landslides which is interested in European countries and North America, were mainly discussed. For these, 18 key topics on geotechnical risk and hazards which had been discussed at the LARAM 2008 workshop in Italy were analyzed after grouping by subjects. Main topic contents consisted of applications such as field measurement, early warning systems, uncertainty analysis of parameters using radar, optical data and statistical theory and so on. And the problems related to analysis of vulnerability and deformation due to earthquakes, investigation of gas zone using seismic reflection data in a landslide area, risk quantification and hazard assessment of landslide movements and multi-dimensional analysis for stability of complex slopes were attracted. Also, there were studies on risk matters of cultural heritage, the blockglide of clayey ground, simulations of debris flows based on GIS, quantification of the failure processes of rock slopes, a meshless method for 3D crack modelling, and finally risk assessment for cryological processes due to global warming.

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A Study on the Shifting of Regulation Paradigm for Arcade Game (아케이드게임 규제 패러다임 전환에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.53-64
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    • 2012
  • This article is a analysis & diagnosis on the shifting of regulation paradigm for arcade game in Korea. Arcade market is decreasing market size after 2006. Arcade platform is characterized by the individuality & PC-based ability. This rapidly changes of the environment are facilitating the gambling in arcade game market. For the protecting the gambling in arcade game market, regulation paradigm needs the shift. To game center & speculative behavior, from game & gambling criteria. The regulation on arcade game in China is a meaningful case, when we make the new paradigm.

Marine (sea) Familiarity Index and Its Influence to National Image

  • Rui, Dong-Gen;Jung, Yong-Ki;Lee, Chun-Su
    • East Asian Journal of Business Economics (EAJBE)
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    • v.7 no.3
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    • pp.1-11
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    • 2019
  • Purposes - This study discusses various aspects of familiarity with the sea and how familiarity with the sea is perceived. This study also summarizes the literature on the factors of previous researches that affect the formation or decision of national image. Research design and methodology - Sea familiarity index was derived from the results of recognition of free association with the sea, friendliness with the sea, association of the sea with life, interest to the sea, Korea's representative marine regions, and sea related emotionalism. The familiarity with the sea (ocean) perceived by foreign visitors or foreigners in the future will be helpful in deriving a comparative research. Results - This study has identified the marine tourism resources, marine ecology, and the cognitive and emotional situations consumers feel that should be developed practically. If a continuous time series research is conducted in the future through these, it will be a chance to provide a basis for consumers' dynamic awareness. Conclusions - Through this study, it is pointed out that the research utilizing the sea and ocean to form national image highly suggested an opportunity to add and utilize new variables academically. This study on the perspective of the formation of national image suggests a new approach to add and utilize new variables to future research using the sea and ocean.

A study on the vest shape and tailoring of the Korean Empire in the 1900s (대한제국기 남자 조끼 형태 및 제작법에 관한 연구)

  • Choi, Eunjoo
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.340-358
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    • 2017
  • The purpose of this study is to fundamentally examine the vests of the robes "Daeraebok" and "Soraebok" of the Korean Empire from the 1876 Port Opening to the 1910 annexation of Korea to Japan. Among the collections of different robes of the Korean Empire which belong to various universities and institutions, only the vests were surveyed. The shape of the vests in the Korean Empire were single-breasted and double-breasted. Most V-necklines and vests with a shawl collar look like a tailored collar, where the collar outline was shaped like a notched and picked collar, which is a mix of the step collar and roll collar of the 19th century. The rear center line was not flat, but inclined to a triangle. All vests of the robe Daeraebok were equipped with gold buttons, and those of the robe Soraebok had black satin buttons. The tailoring characteristic is that the front has a different material (dark black wool) from the back (black silk). This characteristic is expected to be an important basic piece of information in the restoration and reproduction of the vest, which was worn during the imperial period, especially to reveal its shape, characteristics and composition. This characteristic can also be used as data of cultural contents based on Korean modern history.

A Semantics Analysis in the Net Arts fran a Cybernetics Perspective (사이버네틱스 관점에서 본 넷 아트에 나타난 의미론적 분석)

  • Eun, Chang Ik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.123-136
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    • 2011
  • Arts gains a new relation as the new academic area that deals with living organisms and through this technology, it affects everything, such as the body, entity, consciousness and unconsciousness to bring an overall change. Based on this premise, arts require a different interpretation from the previous product-focused interpretation or the analysis focusing on the aesthetics. As the result of arts using the scientific methods, I examined the changes of the arts semantics and how it evolved with what kind of contents and characteristics. The net art with the internet base also form a close relationship with the social and cultural codes. In categorizing the social issues and the topical discussions with semantic factors that evolve from the digital biological perspective, it can be divided into four types of complex interaction, positive feedback negative feedback, and amplification of unsettledness. Based on the characteristics of the multimedia and the interactive reaction, the technique and the imagery amplify the message through a spatial and timely meeting in a mutual repletion. In other words, the emotional communication is used to attempt the messages from the products and the expression in various methods.

Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s (1960년대 기계오락문화현상과 전(前)게임기의 맥락)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.111-120
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    • 2015
  • The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.

The Consciousness Research for Han-Ok Construction of Community Facilities in an Apartment Housing

  • Baek, Seung-Kwan;Kim, Young-Hoon
    • KIEAE Journal
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    • v.14 no.5
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    • pp.29-38
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    • 2014
  • The Purpose of this study is to analyze the investigation of consumer's consciousness for Han-Ok construction of community facilities in an apartment housing. The contents of this study were largely composed of two parts; First was about concept and type of 'New Han-Ok type' public building. Second was about consciousness for Han-Ok construction of community facilities in an apartment housing. The result to this study is as following: 1) the concept of 'New Han-Ok type' public building should not only be defined in terms of cultural property or Han-Ok experience facilities but daily life and practical community. 2) the consciousness for Han-Ok construction of community facilities in an apartment housing was recognized affirmatively more than 75.9%. 3) the strengths of 'New Han-Ok type' public building was as following: daycare centers & small libraries & management office-use of eco materials, senior centers-traditional maintenance, community center-ease of daylight and ventilation. 4) Weaknesses of 'New Han-Ok type' public building was as following: daycare centers-security problem, senior centers-inconvenience of space, community facilities-inconvenience of facilities, small libraries-lack of storage space, management office-inconvenience of moving line. The conscious research for 'New Han-Ok type' public building should succeed for vitalizing for Han-Ok.

A Design of Multiple User Interaction Framework for Digital Heritage Contents (디지털 문화재 콘텐츠를 위한 다중 사용자 인터랙션 프레임워크 설계)

  • Lee, JiHyung;Kang, Kyung-Kyu;Seo, Ki-Young;Shin, Daesu;Park, Kyoung Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.313-316
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    • 2014
  • 디지털 문화유산 콘텐츠는 실제 문화유산의 경험을 완벽하게 전달할 수는 없지만 디지털 기술의 특성을 이용하여 다양한 부가서비스를 포함함으로써 사용자들에게 재미를 부여하거나 사용자 경험을 극대화할 수 있다. 그런데 기존의 디지털 문화유산 콘텐츠는 대부분 특정 입력 장치에 한정된 사용자 인터랙션을 지원하거나 단일 사용자의 인터랙션에 국한된 경우가 많았다. 본 논문에서는 여러 사용자들이 다양한 종류의 여러 입력 장치를 사용한 인터랙션 정보를 동시에 받아서 다양한 디지털 문화유산 콘텐츠에서 적절하게 처리하여 사용될 수 있는 다중 사용자 입력 및 처리 프레임워크를 소개한다. 이 프레임워크는 서로 다른 입력장치로부터 입력정보를 일반화시켜서 해당 응용프로그램에 전달되어 협력적 인터랙션에 사용할 수 있게 한다.

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A Study on the Architectural Space After Modernism (근대주의 이후의 건축 공간의 변모)

  • Khang, Hyuk
    • Journal of architectural history
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    • v.16 no.2
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    • pp.23-41
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    • 2007
  • The main purpose of this study is to reveal the properties and specialities of architectural space after Modernism. Space was the main theme of Modernity in architecture and they insist Modern architectural space had its own characteristics compared with the earlier period. With view that another paradigm of space is rising as a criticism of and departure from Modernity, this study try to show what is the contents of difference and how it express in reality. We can find a new trends in architectural spaces, that are the production of totally different circumstantial background as like information society, digital media environment, post structuralism, new science and heterotopian situation in urbanism. We can call it Post Modernity in architectural space that would find the 'Otheness' and expand the territory of architecture. It means not only the change of architectural space itself but also different cognition and perception of space is taking place. Contemporaru architectural space has lost its materiality and conventional socio-cultural functions. Dematerialization and media or image -like being is the new characteristics instead. It demands a new way of being in a different life-world as well as the new expenence of architecture.

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An Analysis of Contents on Written Clothing Described in Advertisement of Women's Underwear (여성 속옷 광고에 나타난 문자의상의 내용 분석)

  • 김미영;한명숙
    • The Research Journal of the Costume Culture
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    • v.5 no.2
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    • pp.181-193
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    • 1997
  • The purpose of this study is to review, from the point of view that the advertisements are cultural system which transfers the life styles or value systems of a certain time, the expression styles by analyzing written clothing described in underwear advertisements of women's magazines targeting the women aged from twenties to forties, that advertisements are trying to represent. Accordingly, this study is intended to provide the underwear industry with useful information for implementing sales strategies by verifying the determining factors in selecting and wearing of underwear. The result of this study is as follows : First, the headlines of advertisements could be analyzed through merchandise, situation and consumers and were categorized by the fourteen different expression styles such as functionality, sense of beauty, tradition, future, family, exotic, globalization, environment, sensuality, youth, individuality, health, newness and top-class. Therefore, the advertisers choose and provide the various expression styles in order to maximize the delivering power of the underwear advertisements. Second, frequently used expression styles have been analyzed through frequency analysis of expression styles and, as a result, the important factors of choosing and wearing underwear have been verified. In addition, the fact that the ways of thinking of modern society and value systems are implied in the expression of underwear advertisements has been found.

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