• Title/Summary/Keyword: Digital Contents of Traditional Culture

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A Study of Digital Hanbok Design: focuse on Online Games (디지털 한복 디자인 연구: 온라인게임을 중심으로)

  • Cho, Du Na
    • Human Ecology Research
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    • v.56 no.2
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    • pp.195-203
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    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

Production of 3D Mongyudowondo with Reinterpretation of Traditional Paintings (전통회화의 재해석을 통한 3차원 몽유도원도 제작)

  • Kim, Jong-Chan;Kim, Jong-Il;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1234-1240
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    • 2009
  • Culture is not only a factor of a life worthy of man, but also that of beauty and fluency of life,so it works as a key to show differences in the quality of life. Paying attention to culture, which plays a role to create new things, is a source of high-added value. The term of cultural contents was derived in21C, combining digital skills with art. We are going to reconstruct and develope cultural properties such as remains, pottery, pictures, as a way of restoration for cultural contents with the view of reinterpretation. In this paper, we reinterpreted the pictures which were based on three particular elements in Chosun Dinasty- poetry, handwriting, and picture, and we produced 3D objects after analyzing texts and images in multimedia works applied with source pictures. As a highlighted method of restoration for cultural contents, we produced the work which can be interacted and has three dimensional objects getting out of appreciating of plane images. We presented a method of informing our culture with 3D Mong-yu-do-won-do, which used traditional paintings by being improved user friendliness and accessibility.

Contents Development Related to Costume Culture in Traditional Intangible Cultural Properties -The Modernization of Costume Design in Dongraeyaryu- (전통무형문화재의 복식문화컨텐츠 개발 -동래야류 의상 디자인의 현대화 작업)

  • Kim, Soon-Ku
    • Archives of design research
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    • v.17 no.4
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    • pp.251-258
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    • 2004
  • Today we seem to be flooded with digital culture as the age of information has reached its peak. As fusion culture has been generalized, in which the arts and culture of the East and the West are in harmony, and quality of life has been improved, people are enjoying more abundant cultural benefits than ever. In such a situation, we may lose the origin of our culture and disregard our traditional culture due to the mixture of cultures. In addition, it is necessary at this point to distinguish pure culture from mixed one and to re-illuminate the value of our original culture for the next generation. Therefore, the author took interested in Dongraeyaryu, a large-scale festival in Busan, which has been designated as an important intangible cultural property, and carried out a research for its continuous instruction and activation. among contents such as music, costume, dancing and stage properties that compose intangible cultural property, this study selected costume, which has significant visual effects and large differences in shape between old one and contemporary one, for development. By proposing modernized design of costume preferred by the new generation and in harmony with the masks, this study wished to narrow the generation gap, to direct young people's attention to the learning of tradition and to propose motives that activate the culture of local festival.

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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.

Study on the experiential Hanbok culture and user experience (한복체험 놀이문화의 사용자 경험에 관한 연구)

  • Kim, Minjung;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.339-345
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    • 2019
  • This study explores the Experiential Theory of John Dewey and Donald Norman's definition of user experiences to analyze the new cultural experience of trying on Hanbok among the young generation. In order to find out the demographic characteristics, the survey was conducted online. An in-depth interview was held among six women in their 20's who were randomly selected to obtain diverse consumer's opinions. According to the interview, rather than recognizing the traditional beauty of Hanbok, the interviewers recognized the aesthetic sensibility of modernized Hanbok. In addition, the uniqueness of wearing Hanbok which has become the non-ordinary culture and the desire to share the experience is analyzed through characteristics such as particularity. In order to develop cultural contents that are highly marketable, consistent analyzation and research of the fluctuating desire of customers are essential since users perceive their experience to be special.

Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

Dance Storytelling Perspective and Searching for Dance in Korea - Cheoyongmu text Centered on - (한국춤 스토리텔링 관점과 모색방안 - 처용무 텍스트를 예로 -)

  • Kim, Ji-won
    • (The) Research of the performance art and culture
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    • no.35
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    • pp.373-404
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    • 2017
  • As an art, Korean dance is a history, a tradition, and a continuing activity of consciousness. It is a present and future activity in the past that will continue the identity of Korean people. So storytelling is not just a description of the historical background, but of eternity that is being recreated. From this study, the inquiry of artistic beauty of Korean traditional dance is questioning the original essence and value of 'storytelling' through old tradition and historical art. If the study of the Korean dance among them was a study of the theorists for the aesthetic essence or the ideological system, the point of view of the storytelling of the Korean dance is that the public understanding about the core structure and reason of Korean dance and the study of the humanistic value It reminded me of a desperate attitude. The meaning of this study is to verify the usefulness of storytelling as a way to construct various contents of Korean dance in conceptual definition of storytelling. In the symbolic meaning of Korean dance, Cheoyongmu text formed the deep meaning network of the original art beyond the linguistic narrative structure and suggested the importance of storytelling development as DB of original contents.

Design and Implementation of Agent-Recruitment Service System based on Collaborative Deep Learning for the Intelligent Head Hunting Service (지능형 헤드헌팅 서비스를 위한 협업 딥 러닝 기반의 중개 채용 서비스 시스템 설계 및 구현)

  • Lee, Hyun-ho;Lee, Won-jin
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.343-350
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    • 2020
  • In the era of the Fourth Industrial Revolution in the digital revolution is taking place, various attempts have been made to provide various contents in a digital environment. In this paper, agent-recruitment service system based on collaborative deep learning is proposed for the intelligent head hunting service. The service system is improved from previous research [7] using collaborative deep learning for more reliable recommendation results. The Collaborative deep learning is a hybrid recommendation algorithm using "Recurrent Neural Network(RNN)" specialized for exponential calculation, "collaborative filtering" which is traditional recommendation filtering methods, and "KNN-Clustering" for similar user analysis. The proposed service system can expect more reliable recommendation results than previous research and showed high satisfaction in user survey for verification.

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.