• Title/Summary/Keyword: Historical-Cultural Contents

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Success Model Setting for Historical, Cultural Theme Park Development -With an Example of Korean Culture Theme Park- (역사·문화 테마파크 개발을 위한 성공모델 설정 -한국 문화 테마파크를 사례로-)

  • Kwon, Ki-Chang
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.151-162
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    • 2015
  • A theme park is a complex space, in which held is a performance & exhibition event created to make visitors feel fun and a deep impression through a certain theme. Recently, local governments are increasingly planning for theme parks with the aim of local economy revitalization. Accordingly, this paper set up a development model for a Korean culture theme park after deducting success factors for creating a successful theme park through the case of Korean culture theme park. To be concrete, this paper deducted the success factors through literature research and case research as follows: Setting of themes having identity and consistency; programs that can give fun and a deep impression; convenient support facilities reflecting customers' needs; differentiated marketing for progress in customer attraction power; location linked with cultural resources around a theme park and a space for communicating a message; privately-initiated project promotion and the main body of operation; target setting consequent on market segmentation, and demand forecast, etc. A theme park cannot be successfully operated to contribute to local economy revitalization until such success factors should be closely linked and harmonized with each other. In addition, in order for a theme park to make a continued growth, it's required that problems occurring at the operational stage should be endlessly improved, and contents strengthening should be continuously done in line with circumstances of the times and viewers' eye level.

A Study on Design Elements and Infrastructure System of Library Space as a Place of Shared Culture (공유문화의 장으로서의 도서관 공간의 설계요소 및 인프라 체계 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.27 no.2
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    • pp.86-97
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    • 2018
  • In modern times, pluralistic social phenomena in which various values are pursed and recognized appear. The modern society called hyper-connected, intelligence information and zero marginal cost society in which shared value is commonly emphasized faces a paradigm shift to shared society system. In particular, sharing-based activities related with intelligence information sectors more prominently emerge in the high-tech informatization which has been accelerated. The purpose of this study is to understand design factors related with how attribution of the sharing culture is expressed in library spaces and examine how sharing infrastructure is established in users' spaces. As a research method, it initially conducted theoretical consideration of the sharing culture and information spaces, which can be regarded as sociocultural phenomena in modern times. Then, it drew sharing culture-based spatial design factors-access, openness and plurality. It analyzed configuration of spaces for sharing information-Cultural Commons (CC), Information Commons(IC) and Learning Commons (LC) - and infrastructure of information spaces, for library cases-five domestic and foreign public libraries-. The findings show that modern library spaces reflect historical needs for the sharing culture and actively serve their roles through spatial infrastructure including contents (programs) and services for sharing knowledge. The study is determined to be valuable as basic data in establishing the infrastructure of information spaces reflecting modern social trends and cultural phenomena, in expecting spatial structures in which knowledge is reproduced and planning spaces of libraries in the future.

Development of Baekje cultural tourism contents by utilizing portable VR glasses (휴대용 가상현실 안경을 접목한 백제문화 관광 콘텐츠 개발)

  • Kang, Byoung-Gil;Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.317-323
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    • 2018
  • Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.

Transformation of Urban Spatial Structure by Using Historical Geographic Information - Case Study of Shenyang in China - (역사지리정보를 활용한 도시공간구조 변화에 관한 형태학적 연구 - 근대 심양의 도시성장을 대상으로 -)

  • Lee, Kyung-Chan;Choi, Bong-Moon
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.147-154
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    • 2006
  • The final purpose of this study is to explore morphological change of Shenyang in the period of the rising Chung Dynasty. For that purpose we have tried to build the historical GIS DB of site and analysis of the structure and shape pattern of the city by using the functions of GIS. From the view of spatial structure and cultural context, main characteristics, which is derived from the analysis of ancient map of Shenyang, can be summarized into five things as follows ; transformation of open spatial structure into closed structure, combination of horizontal spatial structure with vertical structure, transformation of practical spatial structure into symbolic structure, transformation of natural spatial structure into institutional form of ancient Chinese capital city, conservation of traditional Manchurian culture.

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Archetype and Adaptation of the Heroic Narrative Structure in NHK Drama Yoshitune -Focused on Hero's Journey by Joseph Campbell (NHK드라마 「요시쓰네(義經)」에 나타난 영웅 서사구조의 원형과 변용 -조셉 캠벨의 영웅서사를 중심으로-)

  • Choi, Jung-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.163-172
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    • 2012
  • The hero is in the TV drama's long. TV drama Heroes historical blip on the public's desire to delegate to the body and its functions as an intensive, which have a specific period drama that soars like a hero's welcome and it is the communication between the viewer a sense of contemporary popular devices that can be separated. This study today, the various cultural areas which are becoming popular in Japan's historical hero 'Yoshitune' a heroic drama, the hero's narrative research stories In the analysis occupies an important place in the Joseph Campbell's 17 steps of heroic narrative, based on analysis achetype and adaptation. Campbell, 11 of the 17 stage dramas to apply different levels, and the omission of two steps, and shows a variation of the four stages, in order to relaunch the popular culture as the content selection and a constant strain was able to find out that you need.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on User Satisfaction in the Mobile Navigation Systems of National Museum of Korea : Focused on Flow Theory (국립중앙박물관 네비게이션시스템 이용자 만족도 연구: 플로우개념을 중심으로)

  • Kim, Hak-Hee;Lee, Ki-Dong
    • The Journal of Information Systems
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    • v.18 no.2
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    • pp.19-34
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    • 2009
  • The purpose of this study is to analyze the influence of the flow concepts to the visitor's satisfaction in the mobile sensor-network navigation system. recently installed in the National Museum of Korea in Seoul. The satisfaction of visitor's on the facilities and services offered by the museum environment is crucial in that it provides a value-added learning experience for the visitor to immerse into the historical descriptions and cultural contents, often presented in digital formats. 200 subjects' data are analyzed using the structural equation model and the key results are presented. It is hoped thai our flow results show a new way of understanding of information technologies applied to the museum setting.

Analysis on Characteristics of Pigments Manufactured with Various Neorok Produced from Mt. Gwangjeongsan, Pohang (포항 광정산 일대 산출 뇌록으로 제조한 안료의 특성 분석)

  • Mun, Seong Woo;Kang, Young Seok;Kim, Ji Sun;Hwang, Ga-Hyun;Park, Ju Hyun;Lee, Sun Myung;Jeong, Hye Young
    • Journal of Conservation Science
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    • v.36 no.6
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    • pp.533-540
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    • 2020
  • Mt. Neoseongsan (NSS) is the only natural Neorok source in Korea. The geological, historical, and cultural values of NSS were recognized in 2013, and NSS has since been designated and maintained as a natural monument (No. 547), which has restricted the research and utilization of NSS Neorok. The limited NSS Neorok supply has hindered the restoration research of traditional pigments. Recently, a large amount of Neorok has been mined from Mt. Gwangeongsan (GJS) and is expected to be the main supply source of Neorok for restoring traditional pigments. Therefore, this study analyzed the characteristics of NSS- and GJS-Neorok-based pigments to evaluate the feasibility of substituting GJS Neorok for NSS Neorok in pigments. The NSS Neorok was mostly comprised of celadonite, whereas the GJS Neorok included minerals containing glassy phases such as celadonite, cristobalite, tridymite, etc. Because both Neorok samples were vitrified under identical conditions, the GJS Neorok grains were larger than the NSS Neorok ones. The GJS Neorok pigment showed that the chromaticity, grain size, oil absorption, and stability varied depending on the mineral types and contents. In particular, GJS-2 and NSS Neorok showed similar mineral compositions, physical properties, and stabilities, suggesting that GJS-2 can be substituted for NSS Neorok, which has been difficult to source and utilize ever since NSS was designated as a natural monument.

Study on how to vitalize the historical record management of the provinces (지방의 역사기록관리 활성화 방안 연구)

  • Sohn, Dong-you
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.155-180
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    • 2011
  • This study presents how to vitalize the record management of the provinces by investigating the current issues and by identifying the universality and the distinctiveness of the record management in local agencies. However, it only deals with the system of the record management, focusing on the history of the provinces. Although the related projects conducted by the provinces of Korea consist of various types, including publishing the local history, creating the activities of local cultural institutes, and collecting and organizing the historical records, these have not been active in many regions with insignificant achievements. In this regard, local self-governing bodies need to actively fulfill the duty of the management not only for the administrative archives but also for the historical archives by aggressively interpreting the associated parts suggested by the Act on the Management of Public Archives. Ultimately, it is proper to integrate theses two functions. Moreover, an effective collection is the core part of the record management of history. Therefore, a 'committee' with experts should provide in-depth views from planning to post-processing stages. Meanwhile, a consensus on the importance and the necessity of the historical archive management between owners and concerned parties should be formed during the collection process. In conclusion, each local autonomous entity should make sure of the active record management of history through establishing their own mid to long-term development plans, securing experts in archive management, as well as providing the service for record contents.

Contents Construction of 'Sea of Korea' Using European Antique Maps (서양고지도를 활용한 '동해' 전시 콘텐츠구성 방안)

  • Oh, Il-Whan;Lee, Seung-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.208-219
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    • 2010
  • Antique maps are a cultural heritage of recorded information with distinguished pictorial and scientific value. They have been utilized in a variety of academic fields, especially in historical geography, as the most fundamental data to look into the restoration of space or historic changes of area from the past. However, there is no sufficient study on the development of contents using antique maps in the exhibitions. Furthermore, there is almost no content research on the antique maps integrating the academic programs in museums or art galleries. In particular, it is very difficult to find research on the approaches to configure or utilize the exhibition contents related to the Sea of Korea using European antique maps. This study examined the construction of educational contents in order to use the European antique maps including the Sea of Korea as well as Korea itself in the exhibitions. The results of this study may visualize the results of academic research on the territory and territorial waters of Korea and extensively acknowledge them as scientific data all over the world. Furthermore, this study aimed to create the opportunity to increase interest in the Sea of Korea and recognize it again, to find the contents construction to use European antique maps as academic data for exhibition and education in museums or cultural facilities and to provide a basic model for history education using antique maps.