• Title/Summary/Keyword: CulturalContents

Search Result 2,294, Processing Time 0.028 seconds

Research and development of educational contents utilizing regional culture (지역문화콘텐츠를 활용한 교육용콘텐츠 개발연구)

  • Yoo, Myung-Iee;Jun, Mi-Hye
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.738-742
    • /
    • 2008
  • The 21st century is often dubbed as a century of culture. Many eyes are on various cultures including global and national ones. In particular regional cultures have emerged as a major interest. Korea's Jeonnam province which has been regarded as a backward region is not an exception in this regard. Its cultural contents which are still intact due to lagging development are drawing much attention. Growing interests and efforts to develop traditional cultural items like Jeonju's traditional paper, Naju's natural dyeing or Damyang's bamboo are good examples. This study is to focus on Damyang's bamboo relying on scientific approach and develop educational contents which demonstrate connections between science and culture. Thus, the study presents region-oriented educational contents based on regional cultures, which will bring about pride and affection toward regions and cultures.

  • PDF

Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
    • /
    • v.37 no.3
    • /
    • pp.113-123
    • /
    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

Efficient Multicasting Mechanism for Mobile Computing Environment (부산 문화콘텐츠 산업의 경쟁력 분석에 대한 연구)

  • Kang, Eun-Bee;Seol, Jeong-Eun;Hong, Yea-Seul;Choi, Hun;Choi, Yun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.05a
    • /
    • pp.213-214
    • /
    • 2016
  • There has been a rising interest in cultural content industry as it may be one of the future growth engines to boost the economy of Korea. Cultural content industry has demonstrated high growth rates compared to any other industries. In the case of Busan, a variety of cultural content industry around games are being developed; however objective and quantitative research on the economic impact of this industry is inadequate. This study, therefore, analyses the economic impact of the cultural content industry of Busan in order to create a plan that would enhance the value of existing cultural contents.

  • PDF

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.10
    • /
    • pp.39-44
    • /
    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

Development of modern bag design using cultural content from Baekje - Focusing on laser-cutting techniques - (백제 문화콘텐츠의 현대적 활용을 위한 가방 디자인 개발 - 레이저커팅 기법을 중심으로-)

  • Ha, Seung Yeon
    • The Research Journal of the Costume Culture
    • /
    • v.28 no.6
    • /
    • pp.738-754
    • /
    • 2020
  • As a cultural feature of, the relics of the Royal Tomb of King Muryeong are suitable design content for applying with sophisticated production and delicate molding laser cutting techniques. The purpose of this study is to develop modern bag designs using relics of the Royal Tomb of King Muryeong of Baekje using laser-cutting techniques. First, the historical background and meaning of Baekje's cultural content were explored. Second, the principle of laser-cutting techniques were explored, laser-cutting techniques applied to modern fashion and bag design were examined, and bag design characteristics were analyzed. Third, based on prior research, the criteria for the development of bag design, from which eight bag design were developed that combine modern popularity and functionality utilizing Baekje cultural content and using laser-cutting techniques to apply the textile design developed by researchers in 2013 (modified to match laser-cutting techniques). The research results show that bag were clutch, tote, shoulder, and mini. Gold, silver, brown, beige, and navy colors were arranged, based on black/white contrast. Cow, lambskin, washed snakeskin, mesh, and Saffiano leather were used. For the pattern-applying technique, this study showed that a new digital technique, which is laser-cutting techniques could be combined with contemporary bag designs. Moreover, a bag design was developed that has a modern sense and functionality as well as Korean formativeness, which is significant.

Innovation of Neighborhood Community Center through ICTs Aided Intelligent Space Design Contents (지역커뮤니티를 위한 ICT 기반의 커뮤니티센터 디자인에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon;Kim, Ho;Fan, Qiangqiang
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.6
    • /
    • pp.270-282
    • /
    • 2016
  • A community center is situated near the residential areas and is the public facility that acts as the core of local cultural activities. A community center, as the general cultural activities increases, is transforming into a facility that promotes the community restoration and living convenience such as welfare, sports, art activities, and education etc. beyond location of simple leisurely activities. This study considers local residents' accessibility through the renovation of preexisting community center.

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2004.11a
    • /
    • pp.91-100
    • /
    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

  • PDF

A Study on the Masculinity of Male Characters Represented in the Disney Feature Animation Frozen (디즈니 장편 애니메이션 <겨울왕국>에 나타나는 남성 캐릭터의 남성성 연구)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
    • /
    • v.18 no.7
    • /
    • pp.1217-1226
    • /
    • 2017
  • The Disney Studios have been aiming at the animation storytelling of the signification system that the contemporary audience can universally accept. And it can be said that such storytelling is aesthetic expression based on the contemporary mainstream dominant mythology. Seen from this perspective, the changes of the masculinity of male characters that are represented in the Disney feature animation Frozen are not just a simple aesthetic phenomenon but a strategy of animation storytelling that reflects the contemporary cultural and social trend. The gender identity of the male characters of Frozen is completely freed from the existing stereotypes about Disney feature animations, and it positively presents the changes of the gender roles that reflect the changes in social value and the needs of the times.

Support of CNC for French Young Film Makers (프랑스의 신인감독 지원 정책)

  • Kim Yi-Seok
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.05a
    • /
    • pp.208-214
    • /
    • 2005
  • France is the country who maintains a strong protective policy in her culture area. Under the famous slogan of 'Cultural Diversity' or 'Cultural Exception,' France stands against the globalizing policy of USA. Also in the area of audiovisual contents, France maintains her protective policy in order to protect her cinematic territory against the invasion of Hollywood movies. Among the various supporting systems of French Government, we would like to pay closer attention to the supporting system for young film makers and the role of CNC (Centre National $Cin\`{e}matographique$) in this system. So, this article will examine how CNC, as a governmental agency, controls the supporting system in French audiovisual area, and what kinds of process it operates to offer the substantial aid to French young film makers' work.

  • PDF

Cultural Hybridity in SF Film (SF 영화 <매트릭스>에 나타난 문화적 혼성성)

  • Hwang Hye-Jin;Lee Seung-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.92-99
    • /
    • 2005
  • It is not easy to understand that the drama with various aspects of political-economics and psychology in a certain popular cultural contents. People, however, does want to reconstruct the meaning of the real world and the hyper - reality, it means cross of oldness and newness, through the films. We try to analyze in religious/philosophical aspect with hybrid narrative, characters and condensed meaning in series. This try shows a good example way of understanding series which on the border line of newness and oldness.

  • PDF