• Title/Summary/Keyword: CulturalContents

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A study on the Recognition of Cultural contents Industry Development in the Age of the Fourth Industrial Revolution (4차 산업혁명시대, 문화콘텐츠산업 개발 인식에 관한 연구)

  • Kim, Tae Rang;Cho, Sung Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.281-282
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    • 2018
  • 본 연구는 4차 산업혁명시대 문화콘텐츠산업의 문화 재생산, 개발, 유통, 소비 흐름에 초점을 맞추어 문화라는 것이 어떠한 형태로 발전되어야 현재의 기술 융합에 하나의 콘텐츠로서 강점을 가지는지에 관하여 논의한 것이다. 이를 위해 전문종사자의 인터뷰를 진행하였다. 연구 결과, 문화콘텐츠산업, 문화 재생산에 따른 4차 산업혁명 기술 융합에 새로운 요건과 다양한 발전 방향, 가치 창출, 반대급부 대응의 설계, 문화콘텐츠산업 개발 인식에 관하여 논의가 되었고, 개발되어진 문화콘텐츠산업의 유통과 마케팅의 상생방안에 관하여 집중적이면서 광범위한 활성화 방안 필요성을 인식하고 있었다.

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Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

A Study on the Character of Animation for the Promotion of Regional Characteristic Content (지역특성콘텐츠 활성화를 위한 애니메이션 캐릭터 연구)

  • Ahn, Yong Jun;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.508-517
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    • 2021
  • In this study, the possibility of contents was explored by extracting materials that can be used as regional-specific contents. To this end, the possibility of local content specialization was examined for Eomuk, the representative food of Busan. First, it looked at the content process of Busan's regional-specific material and developed it as a character. Next, it looked at the story development and the process of incorporating it into animation. In the future, based on this study, we would like to present guidelines for the spread of Korean-style regional-specific content.

Storytelling Strategy of Visual-Image Contents base on Rhetoric Metaphors (수사학적 비유에 기반한 영상 콘텐츠의 스토리텔링 전략)

  • Kim, Kyoung-Soo;Kim, Hye-Suk
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.481-491
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    • 2013
  • This paper is introducing on a strategy of storytelling which is utilized as a core skill in developing cultural contents. The proposed storytelling method consists of three steps(planning, production, editing). The method of storytelling strategy is based on rhetoric metaphors and classifies rhetoric metaphors into three kinds of image metaphor, image personification and image simile. This thesis produced and studied 3 visual-image contents including 1 metaphor, 1 personification and 1 simile. As a result, visual-image contents can be a resonable method of the communicational act of visual-image contents with a rhetoric expression. This result will contribute to recognize the possibility of expressing visual-image contents by various figure. Recently, there are a lot of concernments on the expression by creative visual-image contents, but a theoretical study on creative idea for visual-image contents is insufficient. So, in the future, this thesis will be used for basic materials to express a creative visual-image contents, and also contribute to offering basic theories for visual-image contents study and teaching.

Needs Assessment of Nurses and Educators toward Gerontological Nursing Curriculum Development (노인간호학 교과개발을 위한 요구 사정 연구)

  • Bae Young-Sook;Lee Kap-Soon
    • The Journal of Korean Academic Society of Nursing Education
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    • v.3 no.2
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    • pp.163-192
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    • 1997
  • As the population over the age of 65 increases, the demand for nurses who care for this group also continues to grow. Well-prepared nurses who are knowledgeable and skilled for the elderly can be prepared through systematic gerontological nursing curricula. This study was carried out to identify the needs for gerontological nursing curricular contents. The subjects for this study were two participant groups the educators who teach gerontological nursing in three-year and four-year baccalaureate nursing programs, and the nurses who are working with the elderly in hospitals, community health centers, social welfare agencies, and community health practioner's posts. The major findings of the study are as follows : 1. The differences between actual contents and essential contents of the educators : Concerning the actual contents that is actually taught, the educators showed the highest scores on the demographics of older adults and the lowest scores on the cultural variations affecting health care. Regarding the essential contents, the educators showed the highest scores on the demographics and the lowest scores on the economics of aging. Aside from the demographics, all of the items were found to have significant differences between essential and actual contents. This implies that all the content areas except demographics should be emphasized. 2. The differences between actual knowledge and essential knowledge of the nurses : Concerning the nurses' actual knowledge, the nurses showed the highest scores on the common health problems and their treatment and the lowest scores on the politics of aging. Regarding the essential knowledge, nurses showed the highest scores on the chronic illness and common health problems and the lowest scores on their roles and functions. However, they thought all the items to be essential. All of the items were found to have significant differences between actual and essential knowledge. The nurses who studied gerontological nursing in their school years and after graduating had more knowledge. However, they felt more knowledge was needed. This implies that the nurses need more education in all content areas of gerontological nursing. 3. The differences between educators and nurses : Concerning the essential contents, the educators showed higher scores on the demographics and growth and development than the nurses. Whereas, the nurses showed higher scores on the cultural variations, long-term care, economics of aging, politics of aging, legal and ethical issues, and common health problems than the educators. 4. Activities of nursing care for the elderly : Most common activities were related to direct nursing care such as giving physical care, counseling/teaching clients, and assessing and planning care for the clients. Nurses thought that all the items were critical, but they showed relatively low scores on the following :'serve on multidisciplinary committee', 'preparing reports', 'evaluation of outcomes of care', 'determine policy for nursing service', 'set patient care standards', and 'participate in nursing research' The constraints in providing better nursing service were time constraints, administrative restraints, social restraints, and inadequate knowledge.

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Popular Culture and Design 1 -The influence of Popular Culture on Design Planning- (대중문화와 디자인 1 -디자인 기획에 미치는 대중문화의 영향-)

  • 전선자
    • Archives of design research
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    • v.13 no.4
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    • pp.203-212
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    • 2000
  • If researching popular culture is understanding a mechanism to make us the general public, then researching, design is discovering and developing a mechanism to qualitatively improve the life of the general public's life. Since this means that the relation of popular culture and design is correlated among social, cultural and historical ties, but this study isolated popular culture and design as a separate variable, and examined and analyzed cultural factors such as the constantly changing objective, role, contents and formativeness(Gestaltung) of design through already researched various(6) criteria of the concept of popular culture. Thus, this study strives to present the orientation of design with culture by including cultural thinking starting from the stage of design, design planning.

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A Comparisonal Study between Korean Po and Turkish Sultans′ Dress (우리나라 포(袍)와 터키 Sultans′의 의례용 외의 형태 비교 연구 - 1400∼1800년대를 중심으로 -)

  • 이상은;김영란
    • Journal of the Korea Fashion and Costume Design Association
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    • v.6 no.1
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    • pp.55-63
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    • 2004
  • The dress culture of Korea and Turkey should be necessary to study in view of a similar culture of Korea and Turkey due to similarity of oriental culture. Thus, as two nation's dress is investigated, cultural characteristics and dress form of two nations are analyzed with cultural background in detail. Also, comprehension is determinated for the dress color and texture as well as dress culture. In this paper, It is investigated theoretically for the function, type, and class of dress. Also, The form of Korean Po are compared to background of Turkish dress and Sulltans' dress form. To unify a cultural propagation and dress form, technical, inductive contents analytical method as well as literature review are used in positivism. Subject is limited to the Korean Po and Sultans' dress of Turkey. As a results, as the nation's dress reflect to culture and society of the nation, Korean dress have some similarity and differences comparing Turkish dress as followings. In dress form of two nation, rectangular Gil's shape was very similar. Mu's shape was similar too. However, Sultans' dress had outside shape of caftan type and Po had full or partial wrinkles by transforming Mu. Also, Sultans' dress did not have Sup. Korean Po have side slits or back side slits and Jun-Sam but Sultans' dress had only some side slits.

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Application of Multi-Purposed Emotional Space for Renewing Idle Spaces around Core Cultural Facilities - Focused on the National Asian Culture Complex - (거점 문화시설 인근 유휴공간의 재생을 위한 다목적 감성공간 적용 - 국립 아시아문화전당을 대상으로 -)

  • Kim, Seulki;Han, Seung-Hoon
    • KIEAE Journal
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    • v.16 no.1
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    • pp.103-110
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    • 2016
  • Purpose: This study suggests the multi-purposed emotional space that is one of the alternatives to reuse idle spaces in the city. Because human who is living in modern society begins pursue new contents and leisurely life all the time and live toward the period of high emotion with personal characteristics, architectural industry also need to change its planning and design to satisfy contemporary man and to adjust rapid social mobility. Method: For this study, the buildings where are located near Asia Cultural Complex (ACC) and leaved as idle spaces now that is used for important facilities are used to apply the multi-purposed emotional Space. Essential methodology and terminology were examined to estimate and construct the multi-purposed emotional space. Result: The multi-purposed emotional space provides that people aggressively request subjects to satisfy their emotional attractiveness as well as comforts and pleasures beyond the functional basic requirements in space. On the other words, it can be regarded as limited context to physical space responsive to social and environmental changes for the surrounding, and may maximize user experiences. Since emotions tend to be abstract and subjective while architectural space has pretty physical properties, this study attempts to integrate contrastive properties between emotional and architectural spaces to make a real object.

A Study on the Game Criticism: Meta-analytical Approach to Game Critiques (게임비평에 대한 연구 : 게임비평 텍스트의 메타분석적 접근)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.19-30
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    • 2013
  • Digital games have become a major part of the modern popular culture, but little attention has been paid to understanding the textuality of games and what the game texts have the cultural meanings. As the games develop, however, the academic and journalistic game critiques and reviews that try to understand and to deconstruct the game texts are on the rise. This study explores how the game criticism characterizes the game texts, creates and shapes the understanding of games. The finding shows that game criticism is rich and varied in terms of themes and approaches covered, more generally, games criticism can also help preserve game history by focusing on the distinctive game textuality, forms and meanings, and by contextualizing the links and cultural meanings that exist between games and between games and the cultural context.

A study on the Complexes of the School facilities as a Local Community Center - The Comparative Analysis of the School Facilities in Korea and Japan - (지역사회 커뮤니티 센터로서의 학교시설복합화 유형에 관한 연구 - 한국과 일본의 사례중심으로 -)

  • Hwang, Sung-Hye;Park, Soo-Been
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2009.04a
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    • pp.338-343
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    • 2009
  • This study aims to figure out the use of the school facilities as a community center. The twenty-five elementary schools in Korea and nine schools in Japan are analyzed on the frame of the facility types(the athletic facility, the cultural facility, the convenience facility, the educational facility, the welfare facility, and the open-space), the building units(single, multiple), and the user's movement(separate, cross). The results are as follows: (1) The frequently served complexes of the school facilities are the athletic facility, the convenience facility, and the cultural facility in Korea and the convenience facility, the educational facility, the athletic facility, and the cultural facility in Japan. The schools in Japan seem to be more concerned to the life-long studies. (2) Gyms and swimming pools are most popular as the athletic facility both countries. The schools in Japan supply the community members with more various contents encouraging participation and relationship-making as the convenience, educational and the cultura facilities. (3) The use of building units and the user's movement are not distinguishable in both countries.

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