• Title/Summary/Keyword: CulturalContents

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Evaluation and Weathering Depth Modeling of Thermally Altered Pelitic Rocks based on Chemical Weathering and Variations: Ulju Cheonjeon-ri Petroglyph (화학적 풍화작용과 조성변화에 따른 열변질 이질암의 풍화심도 모델링 및 평가: 울주 천전리 각석)

  • LEE Chan Hee;CHUN Yu Gun
    • Korean Journal of Heritage: History & Science
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    • v.56 no.4
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    • pp.160-189
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    • 2023
  • The Cheonjeon-ri petroglyph is inscribed with shale formation belonging to the Daegu Formation of the Gyeongsang Supergroup in the Cretaceous of the Mesozoic Era. This rock undergoes thermal alteration to become hornfels, and has a high hardness and dense texture. Rock-forming minerals have almost the same composition as quartz, alkali felspar, plagioclase, calcite, mica, chlorite and opaque minerals, but calcite is rarely detected in the weathered zone. The petroglyph forms a weathered zone with a certain depth, and there is a difference in mineral and chemical composition between weathered and unweathered zones, respectively. The CaO contents of the weathered zone were reduced by more than 90% compared to that of the unweathered zone, because calcite reacted with water and dissolved. As a result of calculating the surface weathering depth for the petroglyph with the transmission characteristics of X-rays, depth of the parts in falling off and exfoliation showed a depth of about 0.5 to 1 mm, but the weathering depth in most areas was calculated to be about 3 to 4 mm. This can be proved by the contents and changes of Ca and Sr. The surface discolorations of the petroglyph are distributed with different color density, and the yellowish brown discoloration is alternated with a thin biofilm layer, showing a coverage of 79.6%. Therefore, periodic preservation managements and preventive conservation monitoring that can effectively control the physicochemical and biological damages of the Cheonjeonri petroglyph will be necessary.

A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts (게이미피케이션과 대체현실게임 개념을 적용한 지식정보콘텐츠 사례 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.151-159
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    • 2013
  • Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.

A Basic Study for Digital Archiving of Hallyu Popular Culture Contents: Based on the Current Status of Digital Archives (한류 대중문화 콘텐츠의 디지털 아카이빙을 위한 기초연구: 디지털 아카이브 현황 조사를 바탕으로)

  • Baek, Jae-Eun
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.215-238
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    • 2021
  • Hallyu pop-culture contents which has influenced the world has sufficient preservation value as a cultural asset. However, there is still a lack of awareness of long-term preservation of Hallyu pop-culture contents and digital archiving is not in full swing, too. We requires accurate understanding of the concept, characteristics, format, media, and relationship of contents for digital archiving of Hallyu pop-culture content. Thus, this study analyzed and organized the concept, characteristics, and preservation subject of Hallyu pop-culture contents, as basic study for digital archiving of Hallyu pop-culture contents. In addition, we investigated the current status of digital archives (systems/institutions) of Hallyu pop-culture contents and Hallyu pop-culture contents, and presented basic proposal based on the problem factors.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

A study on the Chinese Animation Industry -Focused on Economic Development in the Animation Market in China- (중국 애니메이션 산업 발전 방향에 관한 연구 -중국 경제 개발 정책에 따른 애니메이션 시장변화를 중심으로-)

  • Kim, Dong-Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.311-332
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    • 2017
  • Currently, the world is making efforts to develop cultural industries around more refined parts of the world. The development of cultural industries has far-reaching implications for promoting national brands and national image promotion as well as economic benefits. In particular, China hopes to advance into its own animation market because it has an extensive animation market. In 2005 The Chinese government, however, banned foreign animation market from entering the Chinese animation market. However, at that time, Chinese animation firms also saw considerable economic losses because they had to undergo almost everything from animation to distribution to rationing. In fact, the policy was designed to protect Chinese animations, but instead of preventing Chinese animations from developing original contents, it caused various problems such as China's animations, or the development of Chinese animation industries. In this thesis, we will explore the policy related to animation industry in China, research and development of animation industry, and establish the direction of development of Chinese animation industry through suggestion of improvement in Chinese animation industry. For starters, we have diversified the contents of the Chinese animation industry by adapting the contents of the Chinese animation to the global market through the globalization of contents, stories and materials. Currently, animation is developing beyond 3D,4D and VR but there is no shortage of animation experts in China, so it is necessary to nurture specialized professionals by opening a related department in China. Also, the government will establish a National Animation Industry complex to work in various animation companies. We expect to develop cultural contents through mutual cooperation between animation companies in China and the sharing of information sharing and collaborative research.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

Analysis of Changing Aspect of Korean Cultural Contents in Japanese Textbooks (일본 교과서에 나타난 한국문화 콘텐츠 변화 양상 분석)

  • Park, So-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.492-501
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    • 2013
  • This study is aimed to track down on changes in the way Korean culture was covered in Japanese textbooks over the past three decades since the 1980s by reviewing 'social studies' textbooks for the 6th graders in elementary school and 'geology' textbooks for middle school, which are two compulsory subjects in Japanese schools where Korean cultures is the most often mentioned. To that end, Korean culture contents mentioned in the textbooks were classified into basic element, unique element and element that reflect the times, each of which was then divided into the categories of traditional & modern and surface & in-depth so as to see how each of the categories was presented. Japanese textbooks mentioned mostly surface and basic elements of Korean culture relating to food, clothing and shelter, such as Hanbok, Kimchi, Ondol, high-rise apartment and table manners, and also landscape of Seoul. Also, the kinds of contents which constantly appeared in the textbook were mostly basic elements including to food, clothing and shelter. Elements that reflect the times such as the 1988 Seoul Olympic Games, the 2002 Korea-Japan World Cup and the Korean Wave were adequately covered as part of chronological explanations in the books. The aspect of Korean culture in Japanese textbooks seems to expand in depth and scope over the years. More recently, detailed explanations and visual images were increasingly used to introduce Korean culture.

Analysis of ESD-Related Content in Clothing Management Unit of Technology and Home Economics Textbooks of 2015 Revised Curriculum (2015 개정 교육과정 중학교 기술·가정 교과서 '의복관리와 재활용' 관련 내용의 지속가능발전교육(ESD) 연관성 및 탐구적 성향 분석)

  • Jang, Dawon;Lee, Yoon-Jung;Lee, Sun Young
    • Journal of Korean Home Economics Education Association
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    • v.32 no.1
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    • pp.89-105
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    • 2020
  • This study aimed at analyzing the clothing management units of technology and home economics textbooks in terms of their contents related to Education for Sustainable Development(ESD). The inquisitive tendency of the textbooks was also examined adopting the modified Romey's method, because it is known as an important factor in increasing student's class participation in sustainable clothing management and inducing practical behavior. First, the learning contents of clothing management unit were analyzed according to the social/political/cultural, environmental, and economic perspectives of ESD. As a result, ESD contents from social/political/cultural perspectives (safety, and health and food), environmental perspectives (natural resources, energy, and environmental problem), and the economic perspectives (sustainable production and consumption) were identified, with a heavy focus on environmental perspective. Secondly, Romey's inquisitive content analysis method was modified to analyze texts, pictures/charts, and learning activities of the clothing management unit. In all textbooks, facts and definitions were the dominant types of contents, which means less opportunities for development of inquiry ability. In conclusion, the ESD contents of the clothing management unit are inclined to the environmental perspective, and it is necessary that textbook development would need to be balanced between three perspectives. Also, future textbook authors will need to improve the inquisitive tendency of the textbooks to encourage student participation in class and induce practical application in real life.

Differentiating Contents for Rural Art Spaces through Place Assets (장소자산을 활용한 농촌 문화예술공간의 콘텐츠 차별화 방안)

  • Jung, Yeaeun;Jung, Naun;Lee, Byung-min
    • Korean Association of Arts Management
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    • no.56
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    • pp.275-304
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    • 2020
  • This paper discusses a way to differentiate contents and enhance the competitiveness of art spaces in rural regions through place assets, noting the growing number of rural art spaces and their great potential as cultural spaces in recent years. First, we surveyed existing research and resources to understand the current status and roles of rural art spaces in the context of theoretical discussions on place assets. Based on this, we classified place assets into physical, human, and symbolic elements. After that, we conducted two case studies that apply this classification. For the case studies on the Ami Art Museum and the Potato Flower Studio, we investigated the sites and conducted in-depth interviews with the directors following a qualitative research method. Our findings through the case studies show that Ami Art Museum and Potato Flower Studio remodeled closed school buildings, which are known as physical place assets in rural areas. However, there was a difference in utilizing other place asset elements, and this resulted in different types of differentiated contents. We found three types of rural art spaces from two case studies: inhabitant-friendly, artist-friendly, and tourist-friendly. Finally, in our research, we presented a method of utilizing place assets that differentiate rural art places along with a method for developing differentiated contents. To conclude, the significance of our study is that it attempted to find out a way to make rural art spaces sustainable, and sought cultural regeneration in rural areas through revitalization of rural art spaces.

A Case Study On Learning Game Using An Unity Engine (Unity Engine을 이용한 학습용 게임 개발 사례)

  • Yoon, Seok-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.327-330
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    • 2016
  • 본 논문에서는 Unity 엔진을 이용한 학습용 게임개발의 구현 내용을 소개하였다. Unity 엔진을 이용하면 필드의 제작, 캐릭터 애니메이션 세팅, 스크립트 작성, Asset 관리, 레벨 디자인 등 많은 작업을 하나의 통합 환경에서 수행할 수 있다. 또한 컴파일 과정을 거치지 않아도 게임을 제작하는 도중 언제라도 실행해 볼 수 있기 때문에 개발에 걸리는 시간을 단축 할 수 있다. 본 연구의 과정은 게임 앱 설계 관련 프로젝트의 수행이나 학습용 게임 개발의 학습 모형을 제시한 사례로 활용할 수 있다.

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