• Title/Summary/Keyword: CulturalContents

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Study of the Relationship between Korean Popular Cultural Contents and Intention to visit Korea: The Case of Chinese (중국 내 한국 대중문화콘텐츠와 방한의도의 관계)

  • Nam, Jang-Hyun;Han, Yan-Dong;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
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    • v.7 no.1
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    • pp.71-82
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    • 2016
  • Korean popular cultural content, "Hallyu", is prevalent in China, and those have changed some life styles of the Chinese people, who are crazy with it. Korean popular cultural content is more than a cultural phenomenon, it has enhanced the national image of the country and the tourism department, especially those popular products which are closely related to our daily life. From this point of views, the current study is to identify the relationship between Korean popular cultural contents, Korean image, and visiting intention to Korea. The questionnaire takes a volunteering method, and analyzed the general characteristics through SPSS21.0. Factor analysis and reliability analysis are provided in order to test the reliability and validity. As the result of the study, Korean popular cultural contents can enhance economic and culture image of Korea, and those are the main factor for the potential customers from China to visit Korea. This study can provide information for maintaining popular cultural contents and gives an implication for enhancing the Korean tourism policy.

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Exploration into Better College Cultural Contents Education for Manifestation of Creativity (대학에서의 창의성 발현을 위한 문화콘텐츠 교육 개선방안 탐색)

  • Lee, Byung-Min
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.481-496
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    • 2013
  • The purpose of this study was to make a basic research on college cultural contents education in an effort to step up the manifestation of the creativity of cultural contents experts in line with the development of the fast-changing era of creative economy. It's basically meant to analyze the characteristics of cultural contents education in relation to creative idea to seek practical ways of improving that education. What problems there were with cultural contents education and how that education was actually provided were analyzed to suggest some of the right directions for client-centered cultural contents education. Earlier studies were analyzed, and the results of a survey that was conducted on students whose major was linked to cultural contents were analyzed as well. As a result, current cultural contents education was considered not to be satisfactory due to existing teaching methods, learning process and curriculums that were devoid of creativity. To rectify the situation, interdisciplinary attempts should be made such as multi-major, interdisciplinary programs or convergence education, and plenty of experiments, sufficient practice and an increase in the number of faculty members are all required. In terms of education, existing curriculums and courses should urgently be revamped to strengthen field placement and creative discussions. As for educational methods, the lecture method should be avoided, and specialized education should be offered instead, which should strike a balance between discussion, team play and project education. It is expected to produce good results if there are appropriate connection among different major fields of study and the harmonious implementation of diverse internship, convergence and field placement programs.

A Study on the Industrial Application of Cultural Archetype Contents on SNG (문화원형콘텐츠의 SNG 활용방안 연구)

  • Lee, Hyun-Woo;Kim, Sung-Nam
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.409-412
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    • 2012
  • This Paper studied out prototype and the structure of Cultural Archetype Contents on Social Network Game. Interaction with the platform have the information that aims to develop relationships with SNG. The paradigm is changing the Cultural Archetype Contents. Today Cultural Archetype Contents is a major topic in Game Contents and this issue has influenced the game design and Story Telling. And I hope that they will be fine an alternative strategy of Cultural Archetype Contents and SNG.

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Complementary Policy of Cultural Contents Industry Strategy to Aim at American Market -Focused on Animation- (문화콘텐츠 산업의 미국 진출전략 보완대책 -애니메이션을 중심으로-)

  • Han, Sang-Sook
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.173-180
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    • 2010
  • Cultural contents industry is a kernel industry based on knowledge. This study is to suggest some complements by watching and analyzing cultural industry policy and status of especially animation America, England, France and Japan and that of Korea to aim at American market. I described financial resources, creation and technology, development of human resources, export method, improvement of legal system for the supplementary method of animation export strategy. This reports could be applicable as a information to plan industry policy or to develop detail program.

Study on Maritime Cultural Archetypes of 'Jasan-Urbo' for Convergent Contents Development (융합콘텐츠개발을 위한 『자산어보』 해양문화원형 연구)

  • Kim, Sang-Nam;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.490-498
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    • 2020
  • This study researched the elements about seafood culture among the archetypes of 『Jasan Urbo』. We built a hypothesis on 100 species of fish presented in 『Jasan Urbo』 to extract archetypes from them. To prove this hypothesis, we analyzed the properties of archetypes according to recipes. Next, we grasped the food preferences of past ages by inspecting 'taste' words of the literature. Finally, we examined the relations between dominant features of cuisine and fish preferences. We have found four attributes of maritime cultural archetypes. Our research has limitations since we could not had accounted the whole fish species of 『Jasan Urbo』. However, we achieved the huge outcome by our research, in which we applied various extraction methods of archetypes and acquired the dominance of maritime cultural archetypes and preferences.

The Development of Remodeling Process for Visual Content's Story by Big Data (빅데이터를 활용한 영상콘텐츠 스토리 리모델링 프로세스 개발)

  • Lee, Hye-Won;Park, Sung-Won;Kim, Lee-Kyung
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.121-134
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    • 2019
  • The Fourth Industrial Revolution has differentiated technologies such as artificial intelligence, IoT(Internet of things), big data, and mobile. As the civilization develops more and more, humanity enjoy the cultural activities more than economic activity for the food and shelter. The platform structure based on the advanced information technology of the present will expand the cultural contents area in a variety of ways. Cultural contents respond sensitively to changes in consumer and will be useful experiences of human activities. Therefore, it should be noted again that the contents industry should not be limited to the discussion of the application of the fourth technology, but should be produced with emphasis on useful experiences of human being. In other words, the discussion of human activities around cultural contents should be focused on how to apply beyond the use of fourth industrial technology. Therefore, it is necessary to analyze the basis of the successful storytelling of the planning stage to connect the fourth industrial technology and human useful experience as a method for developing cultural contents, and to build and propose a model as a strategic method. This study analyzes domestic and foreign cases made by using big data among the visual contents which show continuous increase of consumption among culture industry field, and draws success factors and limit points. Next, we extract what is the successful matching factor that influenced consumer 's consciousness, and find out that the structure of culture prototype has been applied in the long history of mankind, and presents it as a storytelling model. Through the above research, this study aims to present a new interpretation and creative activity of cultural contents by presenting a storytelling model as a methodology for connecting creative knowledge, away from the general interpretation of social phenomenon applied with big data.

The Study of an Extended Cultural Dimensions Index based on the Content (콘텐츠 중심의 확장형 문화 차원 지수 연구)

  • Oh, Jung-Min;Moon, Nammee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.9
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    • pp.77-84
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    • 2013
  • There are lots of tries to make a combination between the technology development which is fast arisen and cultural phenomenon which imply in it. We called this research area as the cultural computing or cultural modeling. In this paper, we examine the cultural user interface design, especially cultural design structure based on the contents considering the research trend of the cultural modeling. To design of the contents based on the culture, there is a need to draw a structure of the cultural feature for the contents. To do this, we combine Hofstede's cultural dimensions model with the data of contents and then we suggest cultural index of content(CiCo). Furthermore, we draw national index of cultural content(NiCC), through conjoining CiCo with preference pattern of content consumption for the nations. Suggested CiCo and NiCC are based on Hofstede's model, however they are improved approximately 10% of the explanatory of model than the Hofstede's.

Production and Application of Pagoda Dharani Contents Using the Ten-storied Stone Pagoda of Wongaksa Temple Site (원각사지 10층 석탑을 이용한 탑 다라니 콘텐츠 제작 및 활용)

  • Lee, Ki-Ok;Park, Sung-Eun;Lee, Yong-Kyu
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.298-308
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    • 2007
  • While the cultural contents industry plays main role in global contents market recently, the market of Buddhist cultural property contents is still in insufficient state. Specially, despite most cultural properties is Buddhist cultural property in Korea, there is a lot of difficult problems in preserving, restoring and designing its prototype as cultural property. So, this research intends to contribute to the development of Buddhist design and Buddhist culture contents by developing the Pagoda Dharani contents using the Ten-storied Stone Pagoda on the Site of Wongaksa. The first thing is designing the Pagoda Dharani using the Ten-storied Stone Pagoda on the Site of Wongaksa. Also, using the Pagoda Dharani, we design and implement the Pagoda Dharani contents on the web. In this paper, by using the proposed the Pagoda Dharani contents, the previous activation problem of the Buddhist culture contents can be resolved.

An Implementation of Service Framework for Public Culture Contents in the Convergence Environment of Spatial Information and Culture Contents (공간정보 및 문화콘텐츠 융합 환경에서 공공 문화콘텐츠 서비스 프레임워크 구현)

  • Hong, Dae-Ki;Song, Byeong-Sun;Lee, Nam-Young
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.195-201
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    • 2010
  • Globalization, conversions, and OSMU (One Source Multi Use) in modern cultural industry is expanding fast, and global competition is soaring with a changing environment today. In fact, the development of one nation depends on its cultural creativity. Yet, there is an increasing need for a connection between space and culture since globalization homogenizes a nation's unique cultural identity and provides low level of utilization in digital cultural contents in terms of saving, conserving and maintaining data. In order to invigorate the cultural industry, there must be some information that provides public culture contents, which they can be freely searched, displayed, and re-produced. Ultimately, these public culture contents should be able to provide Culture Space. This text discusses how individuals produce the Culture Space, which provides digital information of time and space, from a relationship between culture and space. It also introduces the public Culture Contents service framework in order to provide culture information and combined Culture Contents.

A Completement Method for Cultural Place Guiding System Using Regional Geo-Spatial Image (지역공간영상을 이용한 문화재 안내시스템구축 방안)

  • Yeon Sang-Ho;Lee Young-Wook;Kim Joo-Il
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.330-334
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    • 2005
  • Our country has both relics of long history and cultural inheritance as the resources of cultural sightseeing all over the country. Recently we found the lots of cultural assets in history by the survey of the sightseeing resources. Those are known to the people to give their values and semantics and the government makes on a lot of constant efforts. In this study, a system to investigate the path and to visit the location are developed by combining various gio-spatial data with the multimedia contents. This system provides people with guidance to and locating the cultural assets in the cyber space. The developed guide system is more convenient to provide people with the information and they are able to access the designated cultural assets of the nation easily. In addition, the contents are made by that people are able to use easily in the public area as well as on the internet.

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