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A Study on the Improvement Method by Analyzing Contents Related to the Education for Sustainable Development within Technology.Home Economic Textbooks in High School - Based on Vehicle Chapter in Transportation Fields - (고등학교 기술.가정 교과서 ESD 분석 및 개선 방안 연구 - 수송 기술 영역 중 자동차 단원을 중심으로 -)

  • Kim, Byeung-Wook;Moon, Yun-Seob
    • Hwankyungkyoyuk
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    • v.22 no.1
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    • pp.97-109
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    • 2009
  • The purpose of this study is to grasp the degree of recognition of the ESD(Education for Sustainable Development) form Technology Home Economic teachers in high schools, to analyze contents related to the ESD within the textbooks, and to propose the improvement method of the textbooks. As a result, first, the degree of recognition on the ESD was less than about 30.1% in Technology Home Economic teachers. Second, the content and factor criterions for the ESD were developed on the basis of the previous studies. They are suitable for applying to the Vehicle Chapter in the textbooks and are including 9 contents and 7 factors, respectively. Third, the contents related to the ESD within a Technology. Home Economic textbook showed 36.1% in Technology, 33.8% in Home Economics including social and cultural(44.7%), environmental(47.1%), and economic contents(8.2%). But they in the Vehicle Chapter within the textbooks presented 69.1%, 4.8%, 26.1% in social and cultural, environmental, and economic contents, respectively. Finally, the improvement method of the new textbook for the Vehicle Chapter is to adopt issued factors including the suitable adjustment on the vehicle structure and safety as well as the supplement of environmental contents related to the ESD. In addition, it is necessary to contain the contents such as the developing process of environment-friendly vehicles, the economically sustainable consumption strategy, and the cause-and-effect relationship with the global warming in the new textbook.

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Study on the Activation Plan Using Specific Cultural Cluster -Focus on religious cultural town composition in Andong City- (특정 문화시설 집적지의 활성화 방안 연구 -안동시 종교문화타운 조성을 사례로-)

  • Kwon, Ki-Chang;Yoon, Sungwook
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.776-787
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    • 2014
  • When a urban religious cluster is transformed into a religious cultural town, it will help restore the urban community spirit and boost the social, cultural competence of a city. It can be achieved through the desirable values associated with love, service, reconciliation, and communication of each religion combined together. Also, it can facilitate urban regeneration and local revitalization. This study has established measures to stimulate Mokseong-dong in Andong City, an area with lots of religious, cultural facilities, by transforming it into a religious cultural town. The purpose is to play a key role in leading the regional education and culture and stimulating the area. To establish an identity of the religious, cultural town with multiple religions, a development concept was created under the theme of reconciliation, communication, and service. Specifically, a measure to reorganize the area into a space for reconciliation, communication, and service was created with an operation and stimulation program, focusing on the religious facilities. In addition, in order to transform the religious town into a hub of urban regeneration, measures to achieve the following were created: growing together with the surrounding area; establishing a cooperation system involving local residents; establishing an administrative, financial support system. If the religious, cultural town is revitalized, it can boost the quality of local residents and stimulate the local economy.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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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 people 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 Study for the Education of Cartoon & Animation and Copyright in College (만화애니메이션 저작권교육을 위한 대학교육 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.13
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    • pp.1-12
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    • 2008
  • We can make the foundation of culture and contents solid with a mental altitude to make out and protect copyright. It'll be the basis of the cultivating student, the next generation in this field who are majoring in animation, comics and characters now. It will give them a good environment to learn more about copyright and motivate surroundings. With this kind of education, We can make and protect works better. This thesis is a result of study to show how to and when to instruct people copyright even though we have faced constant argument on copyright and new approach to the economic value of cultural contents which has been under industrialization. Also, another big issue is what class would be a good target of the education on copyright. College may be the last place in the regular course for education before starling his or her career. Thus, the education that is focused on the importance of copyright is recommendable at this time. Particularly, the students who are majoring carton, animation and character can keep a good attitude to protect copyrights for others through the timely education on copyright. What's more, we can build better environment for students who will start their career in the field of the cultural contents and copyrights because they will not only try protect copyrights for others but also they know their works will be protected through thls kind of education on copyright. I believe this kind of education in college will promote the development in the field of cultural contents and copyrights. Also, it will support social and economic development In culture after all.

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Comparison of the Acceptance and Development of Opera in Korea and Japan - Focusing on Development of Contemporary Opera (한국과 일본의 오페라 수용과 발전과정에 대한 비교 - 창작오페라를 중심으로)

  • Sohn, Soo yeoun
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.149-159
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    • 2017
  • South Korea and Japan are closely located in the Chinese character cultural area, so we have developed our culture not only with many similarities but also with own distinct ways. These were also in adoption and development of Western music. Unlike Korea, Japan is showing its potential through Opera 'Yuzuru'. Even though opera is Western music style, communicating Asian culture through their own language is one of the important issues to secure status as a cultural power in the world. As the field of opera is expanded to media entertainment with the development of digital technology, it is necessary to compare the development process of Japanese and Korean opera, which used contemporary opera as a tool of communication between cultures, It will help to develop into performing arts contents.

Humanistic Imagination through the Case of Cultural Convergence Contents of Hwang Soon-won 「Sonagi」 (황순원 「소나기」의 문화융합 콘텐츠 사례를 통해 본 인문학적 상상력)

  • Lee, Nae-Kwan
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.199-208
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    • 2018
  • In this paper, Hwang Soon-won's "Sonagi" is considered from the aspect of literary imagination reconstructed into a fusion content of various cultures such as HD TV Literature, Animation, Movie, Musical, CF and the part which changed from the original text. In the TV literature Museum "Sonagi" he created a newly person called a 'Seok-yi' who is a young brother of a boy, a girl's mother who did not exist in the original, and developed the composition more precisely. And In the animation, the main character's dialogue is presented as a speech and it is characteristic that the theme of the work is revealed more effectively. On the other hand, the heroine in the movie says, "I do not like the ending part of the showers." Also In the musical "Sonagi", about 2 tons of water was used to give more vividness and presence to the audience. In this way, the contents of the original works are transformed according to the characteristics of the medium in the various cultural fusion contents based on novels, and thus convey the unique imagination of the director to the audience.

A Case Study on Chusa Kimjeonghee Cultural Assets Commercialization Project Considering Regional Characteristics (지역특성을 고려한 추사김정희문화상품화사업 사례분석)

  • Jung, Nam-Su;Yoon, Hei-ryeo
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.446-457
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    • 2019
  • There are many local resources industrialization projects for regional development in South Korea but a lack of method for being adapted for project planning from survey of local resources to commercialization. In this research, we composed local resource commercialization process with a case study of Chusa Kimjeonghee cultural assets commercialization project considering regional characteristics of resources, employment, and needs. This research is composed with three parts such as resource assessment, main manufacturing area selection, and project contents development. In first step, local resource lists are gathered and graded by expert survey with the item of importance and industrialization possibility. In second step, we proposed project asssistant coefficient with numbers of enterprises and employment data by manufacturing are gathered in national and target area level. In third step, we propose questionnaire survey items for developing project contents based on customer needs. Finally we summarized project results and induced implications for future cultural assets commercialization projects.

Implementation of Digital Contents of the Ten Kings of Hell according to Keyword (주제어에 따른 시왕의 디지털 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.530-539
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    • 2020
  • In this paper, we implement a digital content that visualizes the ten kings of Hell kings appearing in Buddhist myths according to their keyword. The ten kings of Hell are called ShiWang, and can be found in ordinary temples as tangible cultural Heritage such as paintings of the Buddha. ShiWang is a great king who controls the underworld and has been passed on in various forms in shamanism and Buddhist culture. We analyze the ShiWang, who appears in ancient literature, analyzes its features by hell and categorizes keywords. When the public chooses keywords of interest from implemented digital content, digital content represents the ShiWang and Hell image and descriptions associated with the selected keywords. Applications of the digital content are as follows; development of games and cultural characters, digital storytelling using traditional culture, teaching Buddhist culture and doctrines, games, etc.

Success Factors of Animation: A case study of Pororo (애니메이션의 성공조건: <뽀롱뽀롱 뽀로로> 사례를 중심으로)

  • Kim, Doh-Yeon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.170-176
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    • 2011
  • When the process of planning and production of Pororo is to be analyzed, scientific and meticulous contents planning which considered even cultural discount, and collaborative business partnership which maximized the strength of each participants are found to be the main success factors. Owing to them, Pororo has resulted in continuous profit making through various outlets, the production of series up to 4 seasons, and successful sales in foreign markets. However, OSMU strategy as the key business strategy was not intended from the stage of planning, but was resulted as the business process after good contents were created. In order to have more successful cases like Pororo, and to build a good animation industry ecosystem, efforts by the industry and effective supporting system by the governments should be met.