• Title/Summary/Keyword: CulturalContents

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A Study on the Planning of a Space for Senior Citizens Using Digital Contents (디지털 콘텐츠를 활용한 노인 공간의 기획에 관한 연구)

  • Kwon, Ji-Hyuk
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.257-267
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    • 2020
  • The objective of this study is to plan a space for senior citizens using digital contents as the measures for securing the cultural diversity by paying attention to culture of senior citizens. For this, this study theoretically examined digital contents as physical/social/psychological aging of senior citizens, space only for senior citizens, and culture of senior citizens. The research method used an in-depth interview. The results of this study are as follows. The senior citizens wanted the new play culture besides cultural programs operated by the existing spaces for senior citizens, and they also showed high preference of digital contents such as personal media and game. Especially, the senior citizens had an expectation that such digital contents would be helpful to smooth communication between family members. Based on such results, this study suggested a digital based culture spaces for senior citizens.

The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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The Effect of Export on Firms' Profit in Contents Industry - In the Case of Visual and Game Contents Firms - (콘텐츠산업 수출이 기업 수익에 미치는 영향 - 영상 및 게임 콘텐츠 기업을 중심으로 -)

  • Oh, Choon-Ho;Cho, Yong-Rae;Kim, Won-Joon
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.153-164
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    • 2009
  • The export on visual and game industry has grown very rapidly and is expanding its role in economic growth. In contrast, researches on these firms' financial performances in strategic and policy point of view are difficult to be found regarding the export of cultural industry. In this study, we analysis the effects of firms export in cultural industry on their financial performances focusing on game and visual industry. We find that the recent activities of export in game industry have positive effect on firm's growth in game industry. However, we find that the export deteriorate the net profit. On the other hand, we find no significant results in the case of visual game industry. Our results suggest that we need more strategic approaches in exporting goods in contents industry.

A Study on the Cultural Goods for Vitalization Baekje Cultural Assets (Through the Analysis of National Contest Exhibition for Baekje Cultural Goods) (백제문화제 활성화을 위한 문화상품에 관한연구 (백제문화상품전국공모전분석을통하여))

  • Lee, Jae-Ho;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.667-673
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    • 2013
  • The Baekjae Culture Festival was first held with the objective to re-explore and succeed the traditions of Baekjae culture based on history of Baekjae's seat of government, Gongju and Buyeo. It has contributed to the development of regional culture and establishment of cultural identity of local community with its pride as the leading historical cultural festival that introduces the history and culture of Baekje. However, the current Baekje Culture Festival as a historical and cultural festival is faced with a criticism as it is operated in the direction far from its initial purpose due to the lack of recognition in its significance and application. Therefore, the National Baekje Cultural Products Concours is held as part of various contests of Baekje Culture Festival in order to encourage the pride of Baekje history, draw international attention for the advanced and unique Baekje culture, develop innovative ideas for cultural products and grow the talents in design. The awarded work of this national concours is believed to be effective for the cultural contents industry. However, unlike its initial purpose, the concours has become a one-time exhibitionist event. Hence, through the analysis of general facts and case of domestic cultural products this thesis aims to find a way to utilize the National Baekje Cultural Products Concours in order to re-evaluate the history and culture of Baekje and enhance the public recognition through their viewing, consuming, promoting and experiencing of cultural products.

A Basic Study on the Establishment of the Viewing Environment and Interpretation·Presentation System According to the Cultural Heritage Type (문화유산 유형별 관람환경 및 해석·전달체계 조성에 관한 기초 연구)

  • Kim, Jong-Seung;Kim, Chang-Kyu;Hwang, Kyu-Man;Choi, Yong-Won;Kim, Kyu-Yeon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.39 no.2
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    • pp.39-49
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    • 2021
  • This study was conducted to establish practical goals for the viewing environment and interpretation and delivery system of cultural heritage and to create an viewing environment according to the classification of cultural heritage types, and the conclusions reached are as follows. First, five goals were set based on the international basic principles of the cultural heritage viewing environment and interpretation and delivery system. Second, based on the set goals, cultural heritage was classified into the first type 'disappeared and hidden heritage', the second type 'stuffed memory heritage', and the third type 'living memory heritage'. Third, the directions for creating the viewing environment for each type of cultural heritage were suggested. The first type has to be able to properly convey cultural heritage to visitors through excavation and digital technology. The second type needs a plan to deliver tangible and intangible values by combining various digital technologies with actual cultural heritage. The third type should emphasize the role of local residents in effectively enjoying the tangible and intangible values ??that already exist. Fourth, it proposed comprehensive considerations in the establishment of the cultural heritage viewing environment and interpretation and delivery system. Based on dynamic and sustainable heritage management, cultural heritage viewing should be valuable, satisfying and enjoyable. In addition, local communities should be actively involved, and tourism and conservation activities should be able to benefit the community. Establishment of a viewing environment should protect and strengthen the authenticity of cultural heritage.

Study of the Linkage of the Education System to foster Manpower of Culture Contents (문화콘텐츠 인력양성을 위한 교육시스템의 연동에 관한 연구)

  • 하판덕
    • Archives of design research
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    • v.17 no.2
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    • pp.181-188
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    • 2004
  • The values of material civilizations that dominated the last century have been replaced with invisible values such as knowledge, information, and culture. The central axis of the world economy is also rapidly shifting from a capital and labor-intensive industry to a knowledge-based industry of software and contents. From the perspective of the industrialization of culture as multinational corporations and dominance and subordination relationships between cultures thereof, and crisis of cultural identity, the issues of support and fostering a culture industry arise. These have become major issues of concern in deciding national policies. In response to this trend, new departments related to culture contents in various universities have been established for fostering manpower in the field and the government policy to foster related human resources. However, actual results have not been currently achieved, despite the increase in quantity. This is due to the fact that the walls between culture contents departments were too high and thus education and fostering excellent human resources have not been properly conducted. It is also due to the obscure direction of education and a deficiency in the system. To cope with these problems, a systematic manpower-fostering education program should be developed through enhancement of the understanding of culture contents via linking education programs with detailed major fields of study. Accordingly, this study aims to identify changes in the current culture contents industry at home and abroad according to digitalization for fostering manpower of culture contents required in a rapidly changing environment of the culture contents industry. Then, it will review what influence has been made on the education system through the identification of personnel types through work flow charts and contents delivery modes following integration, as well as a desirable method to construct culture contents. Therefore, this study is a preliminary study on the means of fostering core personnel in the culture contents industry through linkage with the education system.

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A Study on the Cultural Tourism Strategy for Culture-based City, Gwangju (문화중심도시 광주를 위한 문화관광 전략)

  • Lee, Mu-Yong
    • Journal of the Korean association of regional geographers
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    • v.13 no.1
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    • pp.18-31
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    • 2007
  • This paper aims to establish the cultural tourism strategy for culture-based city Gwangju. For this purpose, six key words 'topic, viewpoint, strategy, creation, change, project' are presented. The topic part includes the concept and paradigm of culture-based city Gwangju, The viewpoint part includes the cultural politics of tourism. The strategy part presents creative tourism as a vision of tourism, planning for the alternative cultural tourism contents, seven core types of Gwangju cultural tourism, and the five strategies of creative tourism Gwangju. The Creation part and the change part include respectively Gwangju place marketing strategy and the method of making creative cultural tourism subjects. Finally, the core projects of Gwangju creative tourism named 4CT projects are presented.

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A Preliminary Study on the Roles of Fe Content and Neoformed Ca-rich Minerals in the Coloration of Ceramic Glazes

  • Lee, Min Hye;Han, Min Su;Kim, Ji Hye
    • Journal of Conservation Science
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    • v.36 no.4
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    • pp.275-283
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    • 2020
  • Iron oxides are the essential coloring oxides in traditional ceramic glazes. However, when Fe is involved in the coloration in the form of ions or colloids in glazes with low Fe content, it is difficult to identify the iron oxide phases. Generally, in many these glazes, Ca-rich minerals are observed by X-ray diffraction (XRD) or microscopic images, owing to their devitrification by the high Ca content. This study attempts to elucidate the correlation between the crystalline structure and coloration in the glazes while mainly focusing on neoformed Ca-rich minerals and Fe content. An experimental firing was carried out to produce tree ash glazes, with pine tree ash and Buyeo feldspar. In the case of oxidation glazes, the scanning electron microscopy (SEM) images and XRD patterns did not exhibit any Ca-rich crystals, and all the visible light reflectance spectra lines exhibited a similar shape. In contrast, the reduction glazes divided into blue glazes and other colored glazes according to the shapes of their reflectance spectra. It was confirmed that the influence of Ca-rich minerals on the glaze color was more pronounced than the blue color of the reduction glazes when the Ca and feldspar contents were sufficiently high and low, respectively, to form wollastonite. As the Ca content increased and the elemental composition of the reduction glazes changed, the neoformation of the Ca-rich minerals, such as wollastonite, anorthite, diopside, and akermanite was sequentially observed.

Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
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    • v.37 no.4
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    • pp.362-369
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    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

Cooperative Plans for Information Resource Sharing of Cultural Heritage Institutions (정보자원 공유를 위한 문화유산기관 협력 방안)

  • Cho, Yoon-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.19 no.2
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    • pp.5-21
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    • 2008
  • Cultural heritage institutions need to construct a cooperative network beyond an organization and a region based on products that cultural experiences and _expressions of human beings. They should serve as primary social agencies which need to create various information services of cultural heritage through integrated system management that social members are accessible to cultural contents such as _document resources of holding libraries, rich inheritance of museums, and works of art museums. This study indicated acts and considerable facts that have clauses the cooperative background of cultural heritage institutions which are libraries, museums, art museums and archives, and also intro! duced the cases of cooperative networks as an integrated system of libraries, museums, and art museums in North America and EU. Based on the analysis, this study suggested cooperative plans of cultural heritage institutions for political and systemic aspects, technical aspects, and human resource aspects.