• Title/Summary/Keyword: CulturalContents

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Development of 3D Petroglyph VR Contents based on Gesture Recognition (동작인식기반의 3D 암각화 VR 콘텐츠 구현)

  • Jung, Young-Kee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.1
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    • pp.25-32
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    • 2014
  • Petroglyphs is an essential part of the worldwide cultural heritage since it plays a key role for the comprehension of prehistoric communities previous to writing. nowadays 3D data are a critical component to permanently record the form of important cultural heritage so that they might be passed down to future generations. Recent 3D scanning technologies allow the generation of very realistic 3D model that can be used for multimedia museum exhibitions to attract the users into the 3D world. In this paper, we develop the 3D petroglyph VR contents based on a novel gesture recognition method. The proposed gesture recognition method can recognizes the movements of the user using 3D depth sensor by comparing with the pre-defined movements. Also this paper presents new approaches for 3D petroglyphs data recording using 3D scanning technology as accurate and non-destructive tools.

Logic and Method of Phenomenological Research for Online Games (온라인게임 연구를 위한 현상학적 연구의 논리와 방법)

  • Kim, Ki-Suk;Shim, Sun-Ae;Jong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.321-329
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    • 2015
  • The purpose of the present study is to understand the cultural aspects of the games through the logic and methods of phenomenological study for online games and to propose phenomenological research methods to many researchers performing various studies on the characteristics, addiction, culture, nature, features and types of the players. In particular, the way was investigated to study the game culture through the logic and methods of phenomenological study. Phenomenological research methods will help how to understand the game as a way to understand the cultural context of the specific and vivid life of gamers experience and human reality. This study is expected to inspire continuously more interesting and persistent phenomenological studies of many researchers with interests in the new research methods.

'Seoul' Described in European School Textbooks (유럽 교과서에 기술된 '서울')

  • Jeong, Jae-Yun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.511-519
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    • 2013
  • The purpose of this paper is to examine how European textbooks reflect Seoul nowadays. The study focuses on the trend of textbooks in main European countries, such as England, France, Spain, Italy, and Germany. They tend to describe Seoul as one of the mega cities with urban problems, and introduces the city as an economic center which is responsible for interaction with other mega cities. Besides, Seoul is also described as less competitive city compared to others, and its history and cultural resources are not paid attention. Despite everything, it is fortunate that there are very few errors in descriptions of Seoul. In future I expect that descriptions of Seoul in European textbooks are enhanced in not only economic aspects of Seoul but also historic and cultural aspects of Seoul and then European textbooks get more reliable contents to inform Korea.

The Effects of the Existence and Type of Originals on Box-office Performance (원작의 유무와 형태가 영화 흥행에 미치는 영향)

  • Lee, Yun-Jeong;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.108-115
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    • 2013
  • This study focused on whether the existence and type of originals have any effects on box-office performance of the movie. Cultural products have characteristics of experience goods of which consumers hardly know the value of the products before they actually experience the products. To reduce the uncertainty, movie producers may want to use existing contents already made for other type of cultural products, which is generally called of One Source Multi Use. Using 381 Korean box-office data during January 2010 and September 2012, this study found that, first, the existence of original affects positively the movie's box office performance, second, the fiction based original has a positive effect on the movie's box office performance while cartoon and movie/TV based originals do not, and third, the movie type(commercial movie) positively moderates the relationship between fiction based original and movie performance. This study showed that box-office performance is not only affected by the characteristics of the movie itself, but also affected by other conditions including the use of existing originals created for other purposes.

Japanese and Chinese Journalists' Views on Anti-Korean Wave (일본과 중국 언론인들의 반한류 인식)

  • Kim, Eunjune;Kim, Sujeong
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.802-813
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    • 2016
  • This study examined the Japanese and Chinese journalist's views on anti-Korean wave, who are the public and authoritative discourse producers in Japan and China, respectively. In so doing, the study aims to understand the ways in which the phenomena of anti-Korean wave take place and are diffused. According to the findings, anti-Korean wave in north-east Asia is affected by anti-Korea sentiments that have been induced from historical and political relations as well as cultural conflicts. In specific, the anti-Korea sentiments found in both Japan and China are geopolitical particularity and historical relations function to frame their cultural receptions of Korean pop culture. In other words, the phenomena of anti-Korean wave in both countries do not stem directly from local audiences' either discontents or apathy on Korean pop contents. However, while Japanese anti-Korean wave seems to be mere expressions of anti-Korea sentiments, Chinese sentiments of anti-Korean wave are triggered and transferred by, or articulated with their anti-Korea sentiments.

Implementation of a Samsulnori Ensemble System using a Touch Interface (터치 인터페이스를 이용한 사물놀이 협주 시스템 구현)

  • Lee, Yong-Woong;Cho, Jong-Sik;Ju, Jong-Gil;Lee, Ho-Chul;Hwang, Jeong-Hwan;Shin, Chang-Sun
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.213-221
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    • 2010
  • Recently, as the scale of the cultural content business market is being growed, it required that we should introduce the Korean music culture which is unique and competitive cultural contents to the worldwide. This paper proposes a Samulnori Ensemble System (SES), using a touch interface which plays the Korean traditional musical instruments. A SES consists of the Control Device which supports touch functions, the Performance Manager that detects signals from the Control Device and plays a melody, and the Communication Manager making a ensemble among the possible devices. Also, using the Network Time Protocol which is part of Synchronization Manager can be paly different speed communication environments. We utilized multi-touch functions to operate the system. We also implemented multi-touch interface and multi-play with other player for fun and interesting who are not interested Samulnori.

Development of Architectural Components for Soong-Rye Gate And 3D Restoration with Building Information Modeling (건축정보모델링 방식에 의한 숭례문 부재 개발과 3D 복원)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.408-416
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    • 2012
  • As increasing interests for cultural content, 3D restoration about the valuable traditional architectures is in progress, nowadays. Digital restoration is generally performed with using new IT technology and equipments such as 3D scanner. From the view points of making better use of the 3D data, the methodology for 3D restoration leaves much room for improvement. When using 3D scanner, it is possible to get precise 3D data for exterior of the building but huge data size and insufficient information for the wooden intra structure might be obstacles for using them as a source of various digital contents. In traditional wooden structure, the binding rules for corresponding architectural components are important factor for realizing the architectural culture at that times. In this paper, we develop a design tool and architectural components reflecting the wooden intra structure. Moreover, we propose a new 3D restoration method from the design tool, which is good for making contents offering useful information for processes of construction and binding rule in a real time just at a glance.

An Integrated Management System of the Educational Equipments and Contents of Secondary School (중등학교의 교육 기자재 및 콘텐츠 통합 관리 시스템)

  • Park, Sun Hwa;Park, Jae Heung;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.197-205
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    • 2015
  • These days due to the introduction of the subject classroom system, the classrooms for the subject are arranged and various advanced educational equipment is provided in the classroom such as the actual object image processor, electronic blackboard, and educational photographer which are helpful to the class. With the increase of these equipments, the number of remote controller of individual educational equipment also increases, therefore it is complicate to manage the remote controllers and teachers need to learn the usage of them. So the system supports a remote control for managing the educational equipment by the one remote controller and the instructional supplement. The system consists of the hardware which is similar to popular remote controller and the software which is installed on the teacher's PC and supports controlling the educational equipments, recording the instruction, writing on the blackboard, and automatic power off of the equipment. By introducing the system the teacher could reduce the time consumed by the equipment's control and useless electric waste.

Construction of the Digital Archive System from the Records of Westerners Who Stayed in Korea during the Enlightenment Period of Chosun (개화기 조선 체류 서양인 기록물의 디지털 아카이브 시스템 구축)

  • Chung, Heesun;Kim, Heesoon;Song, Hyun-Sook;Lee, Myeong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.4
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    • pp.229-249
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    • 2016
  • This study was conducted to create a digital archive for local cultural contents compiled from the records of westerners who stayed in Korea during the Enlightenment Period of Chosun. The compiled information were gathered from 22 records, and 10 main subjects, 40 sub-subjects and 239 mini-subjects were derived through the subject classification scheme. Item analysis was conducted through 38 metadata and input data types were classified and databased in Excel. Finally, a web-based digital archiving system was developed for searching and providing information through various access points. Suggestions for future research were made to expand archive contents through continuous excavation of westerners' records, to build an integrated information system of Korean digital archives incorporating individual archive systems, to develop standardization of classification schemes and a multidimensional classification system considering facet structure in cultural heritage areas, to keep consistency of contents through standardization of metadata format, and to build ontology using semantic search functions and data mining functions.

A Study on Convergence system of IT Technology and Exercise Rehabilitation (IT기술과 운동재활의 융복합 체계 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.3-8
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    • 2013
  • Recently, the technology and services make progress in IT sector to facilitate the rehabilitation, as well as the exercise that aims to promote the health. To provide the opportunity for new services, various challenges have to be fulfilled, including the blurring boundaries among industries, spread of new technologies, and various demands. Seizing on this opportunity, the fusion and convergence have been accelerated. The trends towards the fusion and convergence are inherent in content industry and spreading to other sectors, which makes the cultural desire of customers fulfilled in a more diverse manner. In particular, the research has been conducted, using the game, in the new technology cultural contents which have shown noticeable fusion and convergence between IT and exercise rehabilitation areas. Such games can be classified into the motion-based game, serious game, and virtual reality game. Those game contents are forming the market fast based on the contents for education, sports, exercise rehabilitation, healthcare, etc., and have very great potential for growth. This study is intended to analyze the fusion and convergence system of exercise rehabilitation through those games and present a direction for future development.