The purpose of this study was to examine the levels of sustainability of marine sport events by types of events and thus to provide fundamental information that helps developing sustainable marine sport events. In order to accomplish such the purpose, this study employed survey methodology with a total of 285 visitors to marine sport events. Questionnaires were developed based on Tripple Bottom Line theory suggested by previous research and validated throughout a panel of experts to check out content validity. Data collected were analyzed using descriptive statistics and ANOVA with Scheffe post hoc tests. Accordingly following findings were derived from current study. First, among 12 positive sustainability variables, marine space improvement had the highest mean score(M=3.82) but creation of jobs had the lowest mean score(M=3.46). Among 11 negative sustainability variables, traffic jab had the highest mean score(M=3.16) but conflict between participants and residents had the lowest mean score(M=2.73). Second, a festival typed marine sport event had the significantly high mean scores in all positive sustainability index including economic sustainability(M=3.79), social sustainability(M=3.84) and environmental sustainability(M=3.80). Third, a business typed marine sport event had the relatively higher mean scores in all negative sustainability index including economic sustainability(M=3.22), social sustainability(M=3.26) and environmental sustainability(M=3.25). In conclusion, these findings suggest that marine sport event organizers concentrate on marine sport event with more sustainability potentials.
The research, aiming an automatic pattern design of Korean Costume by utilizing CAD system, tried Grading, Seaming and Marking with a theme of girl's color-strip blouse & skirt. The content & conclusion of the research can be outlined as follows; 1) As we reviewed the current situation of Korean costume which becomes more likely celebrational or festival costume, while the demand of it is getting increase, it's being dealt mostly as ready-made dresses with different qualities & designs. Especially childrens ready-made ones were highly demanded to be picked up as the theme. 2) For the original drawing of children's color-strip blouse & skirt, Kyung-Ja Park's drawing method was used here, and for the substitute of particular body parts absolute size, Joo-Won Lee's standard size chart from a size-study by ages. 3) To work with CAD system we had input master pattern, drawn for age 5 as basic size, then graded six step-sizes for 1-11 years old. For add-subtract of particular body parts size, we graded through computing the standard variation among items to get the pattern developed into ready-made standard size, we can make precise plotting by grading wanted size very rapidly if we correct the rule of changed items different from standard size to make utilization possible enough with easy order method of ready-made Korean Dress. 4) We produced Marker after attaching a margin to seam accordingly by parts for each pattern using P/D/S to mark, In mass gament-cutting, the loss of time and material can minimized. In this research the apparel CAD system which has been utilized and only be western fashion industry was introduced for the design of ready-made Korean costume and utilized it in Grading, Marking which are critical steps to improve productivity and have reported the result in the research. Thus we expect that less cost, improved productivity and better quality with minimized loss of material from marking as well as from prompt and precise size-drawing. Furthermore the utilization of CAD system is considered as an effective one in terms of the research & the development to remove effective one in terms of the research & the development to remove irrational elements in the design and production process of Korean costume as well as in terms of the study of Korean Costume development through creative works of Korean Costume.
JI, Myoung-Soon;Jeon, Won-Kyung;Ko, Byoung-Seob;Anh, Sang-Woo;Yoon, Chang-Yeol
The Journal of Korean Medical History
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v.21
no.1
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pp.59-69
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2008
The "tang[tɑ:ŋ]" in Korean pronounciation means the beverage made of boiled medicinal herbs. The"Jeho-tang", the name of Drink in this abstract, is described in a variety of medical books including the "Dongeui Bogam" as being effective for illness from the summer heat in promoting digestion, curing the heatstroke and bringing it to a halt. The Drink was used as the Royal gifts granted to retainers and royal families on the Day of Dano-festival on the fifth of the fifth month of the year according to the lunar calendar, the items of encouragement for those who worked hard in sacrifices, and the awards for students of Confucianism who were proficient in their learning. The Jeho-tang used in this study was scientifically cooked again after a long time in history through looking at the methods written in the documents concerned with the Drink such as the "Dongeui Bogam" and the "Taste of Korea". In preparation of the medicinal herbs for the Drink, the powder of thinner than 30 mesh of the "Prunus mume", which is a species of Asian plum in the family of Rosaceae, and those of 50 mesh of the "Santalum album", which is the fragrant wood of trees in the genus Santalum and the "Amomum Xanthioides", which is produced in Vietnam and is the name of a kind of herb medicines, being very effective in the desease caused from heatstrare, were used. The sugar concentration of the honey boiled down long time at low heat was $82.43^{\circ}Bx$. When cooking in a double boiler, the inner part of the liquid for the Drink was kept at $80^{\circ}C$ for 12 hours to make it finished in a state of ointment. In the general composition of the finished Jeho-tang, the moisture content was 24.4%, 1.3% of crude fat, 1.4% crude protein and 0.7% ash, along with pH3.2. The acceptance on the whole was come out to be the highest in the sample diluted with the drinking water of 7-fold of the Jeho-tang, indicating that the 7-fold's addition of water was optimum level for drinking. In the Drink cooked by a vaccum pressure extractor for herb medicine, which was developed to improve the art of cooking, the longer the time of pressure was, the less the heterogeneous feeling at tongue was and the more the glossiness of the Drink was. The Jeho-tang cooked under pressure for 7 hours received an excellent evaluation in its acceptability in every way.
This article aims to compare the implications of masked dance in Hahoe with Gangneung masquerade and analyze them, in terms of the transition of the rituals. The results are as followings; Byulsin exorcism of Hahoe was the worship for God who people believe protects us from the evil. However, from the making of the mask in Hahoe masquerade. The movement of the dance features the spontaneous, changeable, depending on atmosphere of the stage or the host of the performance. Hahoe masquerade has the religious suggestion in the organization; it is one of the festivals, wishing for peace, good harvest of the village, in the content of the performance. From the roles of casts, the implications of the rituals are inferred; such the characters as Yangbankwangdae, Somaekaksi, Sisittakttaki, and Jangjamari have the implication of the repelling. But, the movement of the masked dance lost the original fashion in the process of restoration and faced the change. Therefore, most of the movements are tuned to falk of Gangneung; it doesn't have essence of the rituals. Finally, Gangneung masquerade has a factor of amusement of the Dano festival, wishes for well-being, good harvest of the village and includes the ritual of a guardian deity of the town, like the tutelary masquerade.
In Kyung-GI DO, An-sung, Each local autonomous entity developed the character design to inform the public relations and revitalize local economy and culture. consequently, These have got benefits with marketing local speciality related to their an-sung character; we call it name is arum, pung-mul, duck-bugi who korea traditional face characters. On the contrary, Most of old characters which have been fallen off their formative qualities became a reason that unfit (4D,3D) special film at local doom movie theater. This thesis aims to study on the character of 'namsadang' group what have been produced in ansung-si, that the show up to people about an-sung 4D Contents what local actually character and to make it more competitive through 3D,4D spacial character project developing process. It is need for new various characters, that (3D,4D-VFX) -Graphics of new an-sung'namsadang' group. that will be total different and new development. total VFX; 4-Dimantion visual graphics released in next an-sung local festival, Business prospects are bright and receiving benefits are increasing. As seen in the case of the character of in 2015, it can be a measure to earn benefits as a higher value-added business if it is managed in the local autonomous entities. In this thesis, I propose what the of character in the local special graphics; VFX style characters design. also I was show up to '4D contents character;' ; 'namsadang' group; creative processing including planing. It is possible to be ranged from special 4D series animation, a feature-length special effct cartoon film, character products, and even local doom Theme parks show up film. which are all expected high profits. These profits will be returned back to the an-sung local autonomous entity, who can use them to develop new contents, one of foundations in local economy. As a result, it is helpful to make local traits and effective tourist attractions.
Korea's Kimjang and Japan's Washoku were listed in the UNESCO's Intangible Cultural Heritage of Humanity in 2013. Kimjang and Washoku not only have the meaning of a long tradition or national representative food. Additionally, UNESCO admitted the value of Kimjang and Washoku that allows members of society to share together and strengthen their solidarity through the use of it. And the identity of each nation is well represented in the Kimjang and Washoku effort. The Kimjang is managed by the Intangible Cultural Properties Department of the Cultural Heritage Administration. Likewise, the Washoku is managed by the Department of Washokusitsu of Japan's Agriculture Ministry. In regards to festivals, they are the most representative of Kimjang's contents in Korea. Kimjang can participate with a consensus of all people and must do it before the coming winter months. In this way, it is very suitable for the presentation of a festival. And there are many festivals related to Washoku in Japan, mainly manifested with local specialties. We have seen that Japan has many kinds of festivals, which encourages it to be called and known as the country of festivals. And Washoku is being fostered as the core content of the 'Cool Japan Strategy' because it has become world-renowned since it was listed as an intangible cultural heritage.
Journal of Korea Entertainment Industry Association
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v.13
no.8
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pp.151-156
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2019
In recent years, the Korean realistic theme of the film momentum gradually rising. Realistic films do not stick to the business and market, and do not simply cater to the audience's needs for watching movies. They reflect social violence and cruel reality, allowing the audience to observe the structural contradictions in reality and think about the direction when watching movies. At the recent cannes film festival, "parasite" won the top prize palm in cannes by an overwhelming margin, with the highest score of 3.3 issues. Although this film is positioned as a thriller with comedy elements, it presents the opposite life images of Korean classes to the audience in a parasitic way, which not only expands the possibility and artistry of realistic film aesthetics, but also enhances the appreciation of the film and gives play to its own aesthetic value. Focusing on the technical and literary nature of the film, and having a high degree of attention to real life, it is an excellent work that tells about class opposition and thinking about reality. This paper considers and analyzes the content, form and creation method of parasite, and discusses the continuous exploration and attempt of realistic film to image language under the demand of market and system, evolving into new aesthetic expression.
The Journal of the Convergence on Culture Technology
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v.10
no.3
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pp.497-502
/
2024
Local culture plays a role in enhancing the cultural competence of citizens by approaching branding from the perspective of brandization by implying value amid changes in local traditions and modern times. Therefore, this study established a research model with brand loyalty, brand recognition, perceived quality, and brand image as dependent variables in order to analyze the impact of local cultural characteristics on cultural brand asset components. We tested the research hypothesis and analyzed it, As local cultural characteristics affect cultural brand asset components, it was found that it is necessary to change the perception of local culture and promote traditional culture. In addition, Yeoju City needs to plan a festival that combines tradition and local culture through the convergence of content and cultural policy for the recognition and brand image of the Yeoju Yeongneung, a World Heritage Site, and it is urgent to change the direction of citizens. In addition, it was found that it is desirable to expand research on the formation of cultural brand assets according to local cultural affinity.
The The purpose of this study is to have a positive impact on the evaluation of the traditional market revitalization project by discussing the business details and implementation process of the commercial district revitalization project in depth. The research method uses practical methods for traditional market revitalization projects. First, the activation method of the place was examined through the concepts of Oldenburg's 'Third Place' and Carr et al.'s 'Five Demands for Public Space' and the theories related to non-face-to-face transactions were examined. The first study case was the commercial district revitalization project of the Cheongju Global Market Development Project(Seongan-gil Street Shopping Mall and Yukgeori traditional Market), which discussed revitalization of open space, revitalization through reproduction, and revitalization through festivals. The revitalization project through representation is a project to install a symbolic sculpture at the estimated location of the 'Namseokgyo' buried in Yukgeori traditional Market. The revitalization through the festival is the Korea Sale Festa, which is a vibrant business due to increased sales at traditional markets and shopping malls and floating population in open spaces. The second study case was the Cultural Tourism Promotion Project(Hanmin traditional Market), which discussed revitalization through the development of local brands and SNS content. In the conclusion, the relationship between the six projects and commercial district revitalization methods was discussed, and policy recommendations were made, mentioning the importance of reflecting regional characteristics in design planning. We hope that this study will be used to positively evaluate the traditional market revitalization project, showing that stakeholders are working hard to produce positive results within institutional limitations.
Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.
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