• Title/Summary/Keyword: Culture Digital Contents

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Implementation of Digital Contents of the Ten Kings of Hell according to Keyword (주제어에 따른 시왕의 디지털 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.530-539
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    • 2020
  • In this paper, we implement a digital content that visualizes the ten kings of Hell kings appearing in Buddhist myths according to their keyword. The ten kings of Hell are called ShiWang, and can be found in ordinary temples as tangible cultural Heritage such as paintings of the Buddha. ShiWang is a great king who controls the underworld and has been passed on in various forms in shamanism and Buddhist culture. We analyze the ShiWang, who appears in ancient literature, analyzes its features by hell and categorizes keywords. When the public chooses keywords of interest from implemented digital content, digital content represents the ShiWang and Hell image and descriptions associated with the selected keywords. Applications of the digital content are as follows; development of games and cultural characters, digital storytelling using traditional culture, teaching Buddhist culture and doctrines, games, etc.

A Study on the Digital Convergence Paradigm and Participation in Digital Contents Services (디지털컨버전스 패러다임과 디지털콘텐츠 서비스 참여에 관한 연구)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.243-253
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    • 2009
  • This study identifies the concept of a digital convergence paradigm, which deals with the relationship among convergence and consumer participation, digital contents services, and the culture of consumption (web 2.0). This research was conducted using a quantitative method involving focus group interviews (FGI) and literature reviews. This research examines the relationship between convergence and consumer participation and the adoption of a concept of "convergence culture", which is categorized as "collective intelligence" and "intellectual community participation". The role of the consumer has changed from one of a "consuming consumer" to that of a "collaborating consumer" and finally to the concept of a consumers as the originator of a new consumption culture. In the study, the consumption culture of web participants indicated the characteristics of funology, self-expression, life-catching, quick-tempered, immersion(arousal), sharing culture, multitasking, and cyber justice. The recognition level of networking on the "digital convergence" of the consumer was identified as that of the combination of IT(information technology); product and multi-services or alliance of industry groups(telecom, broadband, IPTV service); or the use of one source with multiple devices.

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.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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The Education and Development of Foreign Culture by Digital Multimedia Contents (외국문화 교육을 위한 디지털 멀티미디어콘텐츠 활용과 개발)

  • Nam, Suk-Hee
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.59-66
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    • 2012
  • The Multimedia Contents, such like movies, internet and so on, are the most effective teaching means for generation c[content] learners who are accustomed to the multimedia environment. First, the multimedia contents become appropriate materials in that they help the learners understand the culture and lifestyle of its country through practical and vivid information. Second, they are useful leaning tools for the students who prefer visual media to improve interest and understanding. Third, as students have the time for developing their own contents based on given information, they understand the contents better and also have a indirect learning experience of culture. This means that the learning using multimedia contents has an influence on students' academic achievement. As a result, it is desirable for the application and development of multimedia contents to be suggested as an effective teaching method for foreign culture.

The Transition of Reading/Writing Culture and Emerging Digital Contents-Focusing on Bakhtin's "The prose of everyday life" (읽기/쓰기 문화의 변천에 따른 디지털 콘텐츠의 부상(浮上) : 바흐친의 '일상생활의 산문'을 중심으로)

  • Gu, Mo-Ni-Ka
    • Journal of Digital Contents Society
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    • v.12 no.3
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    • pp.371-382
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    • 2011
  • Reading and writing in the past make noble significance in 'narration', in other words, in 'the creation of narration', through the process of 'recording'; but in the modern times, it engenders controversies over narration and linearity. In other words, reading/writing in digital era, is devalued as the simple arrangement of test or the connection of vast information without narration nor linearity. However, the reading/writing through text and hypertext reading is not the phenomenon which should be criticized because of the lack of narration or linearity-not only the lack of narration and linearity -, a process of social and cultural transition; it should be revalued as a result. The change of reading and writing methods will inevitably accompany the layers, status, significance and value of the contents; thus it makes more sense, when the reading and writing methods in digital contents are approached as new pop culture phenomenon. This is the "The prose of everyday life", based on pop culture and "The society of Conversation", based on communication; proposed 'Digitelling' ; this is the reason why we should pay attention to the digital contents, created infinitely by the citizens of the world, as new mass-culture phenomenon.

A Study on Digital Storytelling of Digital Experiential Space (디지털 체험 공간의 디지털 스토리텔링에 관한 연구)

  • Baik, Seung-Kook;Kwon, Ji-Hyuk;Lee, Ju-Hee;Son, Ki-Dong
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.361-370
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    • 2013
  • Digital Storytelling, one of the most efficient way of delivering contents and messages, is also being used at a digital experiential space as a communication strategy to lead interactions between digital contents and humans, also between a space and humans. This study aims to examine Digital storytelling which is used in digital experiential spaces and to discuss the interactivity of it. To go on this study, firstly, digital contents and digital storytelling of digital experiential space were analysed at an epistemology level. Secondly, it was discussed about space storytelling at a digital experiential space. Also, it was argued about interactivity and sensible experiences of a user, who is an active subject of digital experiential space. Lastly, digital storytelling, space storytelling and interactive elements of a specific digital experiential space, 'Pangyo iQarium', were examined in this study.

An Influence of Supportive Policy for CT Industry on Innovation Ability of Organization and OSMU of Contents - Focusing on Domestic Animation Industry (CT산업 지원 정책이 조직의 혁신역량과 콘텐츠의 OSMU화에 미치는 영향 - 국내 애니메이션 산업중심으로)

  • Choi, Young-Kwan;Cho, Sung-Sook
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.67-80
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    • 2009
  • The research tried to realize the policy which serves Innovation ability for culture-contents producer, and culture-contents producer's Innovation ability which impacts OSMU of contents in the policies of government for vitalizations of culture-contents industry. As a result, we have reached the conclusion that the supportive policies for technology, exports and marketing were effective to strengthen the innovation ability of management of human resource, creation and production area. Also we have found that content's OSMU has been influenced by innovation ability. The implication of this study are followed. First, the policies which are intended to revitalize the culture content industry by government has the effect that are some different ones from the settlement and intention. Second, the production industry of animation do still passive and closed organization management, without the efforts for opened and cooperative management. Therefore, the efforts of government which are more practical and realistic supports to revitalize and based on strategic cooperation of industry.

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Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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Open Sesame: Smart Digital Doorlock using Word Recognition basd on IoT Technologies (열려라 참깨: IoT 기반 단어인식 스마트 디지털 도어락)

  • Lee, Mi-Hee;Baek, Eun-Jung;Yu, Jin;Lee, Su-Yeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.177-178
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    • 2015
  • 본 연구에서는 사회적 문제인 맞벌이 부부가 증가함에 따라 아동범죄 및 생계형 범죄로부터 사용자의 안전의 보장과 기존의 디지털 도어락의 문제점을 보완하고자 IoT기술과 STT를 이용하여 사용자에게 안정성을 제공하여 주며, 동시에 편리성을 제공하고자 본 시스템으로 하여금 이와 같은 문제를 해결하여 줄 수 있게 한다.

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