• Title/Summary/Keyword: CulturalContents

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A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.401-404
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1325-1329
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood', which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

Advertising Contents based on Semiotic Methodology (광고콘텐츠의 기호분석)

  • Kim, Kyung-sook
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.87-93
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    • 2015
  • Advertisements in modern era are not intended to be consumed only as commercial purposes, but consumed also as cultural and artistic purposes. Advertising contents' success depends on Semiotic codes revealed in advertising texts. Advertising scholar Ozoh (1998) argued that perspectives for advertising are divided into two perspective, one as marketing tool perspective and the other as communication processes perspective. Advertising planning, advertising management, advertising, and advertising evaluation of marketing perspective are significantly different from those of communication perspective. Two perspectives of advertising present various debates on what contents of advertising messages are and how advertising messages are made up. In this research manuscripts, we discuss story telling as communication tool of advertising text in terms of cultural semiotics. That is, meaning value of goods is so well revealed in use value of goods that they satisfy consumers' needs, we analyze how they satisfy consumers' needs in semiotic(symbolic) process. We apply Gremas's semantic model to coffee advertisements in France and Korea, and analyze various differences between differentiation strategies of French coffee advertisements and those of Korean coffee advertisements in terms of semiotic perspective.

A Study on the Analysis of Culture Contents in English Textbook for Grade 5-6 : Comparison of 2009 and 2015 Revised National Curriculum (5-6학년군 영어교과서의 문화내용 분석연구 : 2009년과 2015년 개정 교육과정의 비교)

  • Yim, Bo-hyun;Huh, Keun
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.99-106
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    • 2020
  • The aims of this study were to analyze the cultural contents of 5th and 6th grade English textboooks written according to 2015 Revised National Curriculum, and to examine how much suggestions from preceding studies were reflected in the English textbooks. This study also aims to seek directions for desirable culture education in Elementary English textbooks. For this purpose, the culture content in 5th and 6th grade English textbooks were analyzed according to the types, materials, and background. The results show that the current English textbooks still has an imbalance by culture type, material, and background. Futhermore, the suggestions from previous studies were not fully reflected to new English textbooks. Therefore, cultural contents in textbooks should include more varied and balanced culture types, materials, and background in order for effective cultural education. Based on the findings, several suggestions are made for future research.

Discussion of the procedures and contents of Gangneung Danoje as a county festival (고을축제로서 강릉단오제의 절차와 내용에 대한 검토)

  • Han, Yang-Myong
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.563-598
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    • 2009
  • Gangneung Danoje is a local festival that has its origin in the county festival handed down premodern society. It was designated as an important intangible cultural asset in 1966, and has appreciated as a representative traditional festival of Korea since UNESCO designated it as 'the Oral and Intangible Heritage of Humanity' in 2005. Generally, it is known as a festival which it keeps up the premodern tradition. However, we can know that it is different from the festival performed in the 19 century in its framework and contents if we pay attention to the texts of festival performed in Gangneung today. I think that this change is a result of cultural adaptation by the change of transmission situation, and especially today texts of festival is an result of the pursuit, restoration and reproduction of its traditional form so as to be designated as a cultural asset. In this paper, after I have an accurate grasp of the traditional form of Gangneung Danoje from the present data related to Gangneung Danoje, I will compare its traditional text with the existing text which was reconstructed at the time of being designated as an important intangible cultural asset. To do this work, I verified the composition method of a county festival by investigating a general aspect of county festival in the $Chos{\breve{o}}n$ dynasty, brought out the aspect of its change by comparing its existing text with the procedures and contents of Gangneung Danoje before the Japanese occupation by force, and discussed the matter of its some changes. As a result of my work, I ascertained that the present Gangneung Danoje is very different from the festival transmitted in premodern society in the structure, time and space of festival, and the contents of performance containing the procedures of meeting god, seeing god off, and enjoying god.

A Study on Bigdata Utilization in Cultural and Artistic Contents Production and Distribution (문화예술 콘텐츠 제작 및 유통에서의 빅데이터 활용 연구)

  • Kim, Hyun-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.384-392
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    • 2019
  • Big data-related research that deals with the amount of explosive information in the era of the Fourth Industrial Revolution is actively underway. Big data is an essential element that promotes the development of artificial intelligence with a wide range of data that become learning data for machine learning, or deep learning. The use of deep learning and big data in various fields has produced meaningful results. In this paper, we have investigated the use of Big Data in the cultural arts industry, focusing on video contents. Noteworthy is that big data is used not only in the distribution of cultural and artistic contents but also in the production stage. In particular, we first looked at what kind of achievements and changes the Netflix in the US brought to the OTT business, and analyzed the current state of the OTT business in Korea. After that, Netflix analyzed the success stories of 'House of Cards', which was produced / circulated through 'Deep Learning' cinematique, which is a prediction algorithm, through accumulated customer data. After that, FGI (Focus Group Interview) was held for cultural and artistic contents experts. In this way, the future prospects of Big Data in the domestic culture and arts industry are divided into technical aspect, creative aspect, and ethical aspect.

CT(Cultural Technology)로서의 감성공학

  • Ji Sang-Hyun
    • Korea Multimedia Society
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    • v.9 no.3_4
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    • pp.27-35
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    • 2005
  • The technologies related to the development of cultural contents we known as cultural technology (CT). CT should evolve with the changes in the cultural contents market. Currently there are five major trends in cultural market change. First, consumers are seeking more and more sensible quality from products. Second, consumers are becoming less sensitive to the cognitive quality of products. Third, consumers demand more than what contemporary technology can offer. Fourth, as the cultural products market grows, the goal of content developments has shifted from producing a 'big hit product' to producing a product which will maintain market share. Fifth, cultural products are diversifying. All these trends make the cultural products developer's job more challenging. Sensation & emotional engineering (SE engineering) can be a useful tool for cultural products developers. SE engineering is a study of the somatic sensation and the aesthetic sensation for both fundamentals and applications aspects. By quantifying the physiological and psychological responses of consumers, it studies the physical nature of stimulants, providing basic knowledge for future applications and industrialization. One widely spread myth is that a sparkling idea from a talented individual will make a difference in the cultural products industry. The careful examinations of many successful cultural products prove this is not correct. Many successful cultural products are the result of a substantial amount of investment and employment of well polished marketing technology. A scientific approach is highly required for this matter and the SE engineering is an answer

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The Influence of the Brand Asset of Complex Cultural Space on Satisfaction Levels and Community Development -This Research is Conducted on F1963 as a Subject (복합문화공간의 브랜드 자산이 만족도와 지역발전에 미치는 영향 -F1963을 중심으로-)

  • Lee, Chan-Min
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.341-352
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    • 2019
  • Recently, as cultural projects are being carried out in various ways, the interest in the space where culture and arts can be provided is also increasing. Therefore, this study selected and analyzed F1963 in Busan. The purpose of this study is to examine the effects of brand asset factors of brand image, brand awareness, brand asset awareness, and loyalty on customer satisfaction and community development of brand asset in complex cultural space and to examine whether customer satisfaction has a mediating effect on the relationship between brand asset in complex cultural space and community development. As a result of the analysis, brand asset of complex cultural space had a positive effect on the satisfaction of users. Also, brand asset of complex cultural space has a positive effect on community development. The satisfaction that users get from the complex cultural space has a mediating effect on the influence of brand asset of the complex cultural space itself on the community development. The implications of this study suggest that complex cultural space plays an important role in the region, and it is necessary for local communities and local governments to brand complex cultural space through diversity of cultural and artistic activities.