• Title/Summary/Keyword: CulturalContents

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A Study on the Deepening Through Cultural Contents Development : Focused on (Imwon-kyungje) of Suwoo-gu (문화콘텐츠 개발을 통한 심화 연구 : 서유구의 임원경제지(林園經濟志)』 중심으로)

  • Min, Byeong-Hyun
    • Industry Promotion Research
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    • v.3 no.1
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    • pp.49-60
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    • 2018
  • Cultural content is also the result of 'creation', but it is also the 'process' of understanding creation, practice, and difference. Therefore, content should be selected as high-quality content that fills the contents of fusion and knowledge, while it is popular. Confucius, the founder of East Asian humanism, influenced the philosophy of food and shelter, and the dietary life in the late Joseon period. Confucius influenced not only Confucian scholars but also the food hall of the Joseon Dynasty. "mwon-kyungje" Jeongjo-ji is an encyclopedia of food and cuisine, which consists of four volumes of seven chapters and deals with ingredients, recipes and benefits of foods and the relevant taboos. Here the author compiled more than a thousand recipes not just for meat and vegetable dishes but for various kinds of beverage such as soft and boiled drink, for confectionery sweets such as honey cookies and sugar candies, and even for wine and liquor "mwon-kyungje" As he lived to the age of 72, he looked back at his life and said that he should be careful about what to do and how to do well. The food culture of Confucius has been recorded in the daily life of the Josin period and is influenced by Suwon Seo-gu, "mwon-kyungje".

Reflection on the International Distance Learning between Korean and Japanese University Students (한국과 일본 대학생들 사이의 원거리학습에 대한 연구)

  • Chang, Bok-Myung
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.681-689
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    • 2015
  • This study aims to survey the effectiveness of the international distance learning between Korean and Japanese university students. This research is based on NWCCDL (Namseoul-Waseda Cross-Cultural Distance Learning) project in the spring semester, 2015. This project is the cross-cultural distance learning project between N University in Korea and W University in Japan, and the most important thing of this project is that this project is manipulated through the utilization of ICT. This research consists with two parts: the first is to introduce the NWCCDL project; the participants' information, and the contents and procedure of the on-line chatting program, and BBS(Bulletin Board System) activities. The second is to review on the students' satisfaction for the project and the utilization of ICT in English language education context. The analytic results of the questionnaire includes the students' satisfaction on this project and their reflection on the effectiveness of using ICT in English language classroom of Korea. The results prove that the most of the students are satisfied with the NWCCDL Project in the spring semester, 2015 and the most of the students agree with the fact that the utilization of ICT is very effective in English language education of Korea.

A study on the Convergence of Culture and Technology Contents of Traditional Old Capital, Kyoto - Focused on the Lake Biwa Canal - (전통 고도(古都) 교토(京都)의 문화기술 융합 콘텐츠 연구 - 비와코(琵琶湖) 운하를 중심으로 -)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • v.16
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    • pp.157-169
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    • 2014
  • Lake Biwa Canal was a dream project that reminds us the passion and innovation of Kyoto Citizens more than water supply. It is a modernization project combining engineering knowledge and scientific technology, which started transportation by ship through big-scale civil construction as well as supplying electricity as the first waterpower plant in Japan, and it overcame the physiographic limit through adopting unique method of waterway transportation. Lake Biwa Canal, which has tangible and intangible culture heritage value as the traditional space of Kyoto, the Old Capital of 1200 years, conceives a cultural meaning that is connected through various mutual relation as well as scientific technologic factor. Lake Biwa Canal is not only the function for supplying water to gardens and temples of Kyoto region, but it is also a cultural fruit that is formed by complex causal relationship of various contents such as geographical and environmental background, the phases of the times, local development policy, political circumstances and religions. This study is aimed at interpreting the value of Lake Biwa Canal multilaterally by the convergence of cultural and technological aspects through the view of the world which the age tried to pursue, focusing on the construction of Lake Biwa Canal which was accomplished in the process of promoting the modernization of Kyoto.

A Study on Improvement of Kid Authoring System for Developmental Disability Students (발달장애 학생을 위한 어린이용 저작시스템의 개선에 대한 연구)

  • Hong, Su-Jin;Roh, Jin-Lee;Lee, Jeong-Joong;Baik, Sung-Wook
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.134-136
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    • 2012
  • 본 연구에서는 일반 어린이들이 쉽게 활용할 수 있는 콘텐츠 저작시스템(COSMOS KID)을 발달장애 학생들에게도 활용가능한 저작시스템으로 개선하기 위하여 발달장애 학생들에게 기존 시스템을 직접 활용하게 해봄으로써 시스템 기능 이해 및 숙련도를 파악 및 분석하여 이에 대한 보완점 및 대안을 모색하여 다음과 같이 시스템 개선에 대한 연구 결과를 제안하고자 한다. (1) 실험 대상자들의 학습능력 부족으로 인해 최종 프로그램 숙련도가 매우 낮은 것으로 나타났으며, 이를 보완하기 위해 발달장애 아동의 특성을 고려한 인터페이스 개선이 우선적으로 필요할 것으로 파악되었다. (2) 발달장애 학생들의 음성표현능력이 매우 낮아서 저작하는 콘텐츠의 스토리를 적절히 표현하지 못하여 이를 보완하기 위한 방안으로 자막처리가 가능한 기능 등의 원활한 인터랙션이 지원될 수 있는 시스템 환경이 구축이 필요하다고 판단되었다.

Issues and Strategic Approach on Creation of a Global Media Company in Korea (글로벌 미디어 기업 창출에 관한 이슈와 전략적 접근)

  • Choi, Jeong-Il;Kim, Sa-Seong;Kim, Yong-Hee
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.31-47
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    • 2011
  • With the saturation of the local market, the domestic media industry is searching for new growth drivers by crossing over to other industries, but due to the limited size of the market, results fail to meet expectations. Despite its strengths in cultural contents, as verified by the Korean Wave Hallyu, and advanced platform services, the industry feels threatened by the entry of global foreign media businesses in the domestic arena. This and the stagnated growth in the local media market are challenges we are facing today. On the other hand, it could prove to be a timely opportunity to transform the existing media industry structure where exporting hardware and terminals is at the heart of a globalized business into a structure based on software and contents exports. Based on such critical thinking, this study examines the current status of media markets, home and abroad, and aims to come up with strategic measures through a discussion on the issues and methods proposed for the globalization of local media businesses from a holistic viewpoint based on ecosystem, M&A and contents.

A study on a historical context, contents and vision of Delphic Games for cultural tourism (델픽게임의 역사와 콘텐츠 특성 및 문화관광 콘텐츠로의 비젼)

  • Jo, Sung-Jin;Park, Si-Sa;Hong, Sung-Hwa;Yang, Sung-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.333-337
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    • 2009
  • Last year, 2008 Beijing Olympic Games have finished successfully. Over the last century the Olympic Games have received much attention from the world widely in the various point of views. In opposition to the Olympic Games, Delphic Games have attracted little attention. Moreover, There are no comprehensive monograph and research about Delphic Games in ancient and modern era. On that account, this paper will focused on the historical context of Delphic Games, review contents of it, and discuss visions to introducing and announcing the Delphic Games to the academic world.

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Design and Implementation of Digital Hologram Content Using Modified Depth Information

  • Park, Scott;Choi, Hyun-Jun;Kim, Moon-Seok;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of information and communication convergence engineering
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    • v.12 no.2
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    • pp.122-127
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    • 2014
  • This paper proposes a method to manipulate digital hologram contents by manipulating and/or synthesizing the depth information. To synthesize digital holograms themselves in order to create new digital hologram contents. This paper uses both the depth information obtained by converting the disparity information by using a stereo matching method and that obtained by taking pictures with a depth camera. In addition, assuming that digital holograms are created using the computer-generated holography method, we propose a technique for authoring and compositing hologram contents by using either the changes in the three-dimensional positions of objects in the hologram or by combining the objects with other contents by means of changes in the depth information. Further, more than one digital hologram was synthesized to form a hologram. The reconstructed result from the synthesized hologram also contained all the objects in each digital hologram before synthesis at the same positions and distances.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A Textbook Analysis on History Domain of Elementary Social Studies in the 2007 Revised Curriculum (2007 개정 교육과정 초등 사회과 역사 영역 교과서 분석)

  • Kim, Ji-Won;Won, Hyo-Heon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.6
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    • pp.1013-1026
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    • 2012
  • The 2007 revised social studies curriculum emphasizes history education in particular. Thus the contents of the history section previously scattered through 3rd, 4th, 5th and 6th grades are now integrated into the first and second semesters of the 5th grade in elementary social studies. Therefore, this research intend to gain insights that could be used as a reference when making next social textbooks by analyzing social textbooks of the 7th and the 2007 revised curriculum. The conclusions of comparative analysis on social textbooks of the 7th and the 2007 revised curriculum are as follows: The textbook units according to the 2007 revised curriculum were a reorganization of the contents from the 7th's 6th grade 1st semester contents per unit in a chronological flow. Meanwhile, the topic was introduced to supplement historic contents afresh. The 2007 revised curriculum focused on the life history, cultural history, personal history.

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.177-188
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    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

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