• Title/Summary/Keyword: cultural elements

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T A Study on the Composition Elements and Evaluation of Image in Lobby of the Local Cultural Institution (지역문화회관 로비공간의 이미지 형성요소와 평가에 관한 연구)

  • Son, Kwang-Ho;Kang, Hye-Kyung
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.68-76
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    • 2008
  • This study investigated composition elements and estimation of image in lobby from user viewpoint that is the central space of local cultural institution, and spectator mainly utilizes. Progress process of study develops investigation device including literature investigation, professional panel and lobby space image measurement tool through on-the-spot probe and, executed supporting research to spectator. As the result of the study, first, lobby space image exerts absolute effect to local cultural institution image-building, and is grasped on constituent that floor, ceiling, entrance and lighting and decoration is important in image-building of lobby space. Second, the image of the important lobby space was grasped in order of convenient image(M = 3.98) bright image(M = 3.87), and cozy image(M = 3.80). Third, the results on investigating semantic structure of the lobby image, emotional factor, styling factor, spatial factor, and peculiar factor are composed of important factors that decides image of lobby space. Fourth, as the result of image analysis for lobby space, the degree of satisfaction for the local cultural institution was entirely low against the importance. In particular, the image for convenience, individuality, locality and dignity was not sufficient in all the three places. Therefore, lobby design of local cultural institution shall also suggest more various lobby space image from culture oriented viewpoint.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.

Study on the Korean application of cultural accessibility and cultural arts education: focusing on French cultural policy

  • Hanbyul Kim;Soelah Kim
    • Analyses & Alternatives
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    • v.8 no.1
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    • pp.33-57
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    • 2024
  • This study examines the main elements, concepts, and directions of 'cultural accessibility' in the field of cultural arts education through the French case. Above all, 'cultural accessibility' is viewed from the perspective of the problems of 'social exclusion' and the corresponding 'participation'. We discuss strategies for applying 'cultural accessibility' through French policy discussions. France is implementing this consistent policy structure through the development of its local self-government system. We first look at the current status of French cultural policy and cultural accessibility, and the participation. Next, we will discuss separately into the cultural arts education of the central government and those of local governments. For application to Korea, we propose the application of education to apply 'culture of public values', the establishment of autonomy in cultural arts education, and the application of a dual strategy for public advocacy.

A Comparative analysis of cultural power as a soft power among national power (국력요소 중, 소프트파워로서의 문화경쟁력 비교분석 연구)

  • Choi, Chang-Hyun;Park, Jeong-Bae;Kim, Jong-Geun
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.55-68
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    • 2014
  • In this study, we performed an empirical research on how cultural power affects soft power as one of the elements of National Power. To fully exert the force of cultural power, appropriate level of "resources for power" need to be disseminated into cultural elements. Utilization of these resources need to appropriately developed and produced in quality and quantity when needed. This activity should be ensured with "composite support competence"; which is the combination of support organizations and their potentials. Indicators of cultural power includes society favorability rating, cultural favorability rating, E&D industry competitiveness index, and T&T competitiveness index. According to analysis of cultural power by each country, cultural industry (E&D) competitiveness index and travel and tourism (T&T) competitiveness index shows relatively high correlation. This research aims to analyze the "cultural power as soft power" of South Korea, China and US, and how they are different and how their resources of power are represented in their E&D and T&T competitiveness.

A Study on Metadata Formats for Integration of Cultural Contents (문화콘텐츠 통합을 위한 메타데이터 포맷 연구)

  • Cho, Yoon-Hee
    • Journal of the Korean Society for information Management
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    • v.20 no.2
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    • pp.114-133
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    • 2003
  • Recently, the organizations related to cultural contents are gradually expanding access to cultural contents for general public through the distributed network. However, since cultural contents have different characteristics than general contents, the objects, the of cultural contents seldom contain the words generally used for organization and search of information. If the cultural contents system is created without any consideration of such differences. We cannot effectively identify and search resources. Moreover, because the names, expressions and meanings are different between metadata elements of various cultural contents, it is very difficult to interconnect or share information between different systems. In order to solve these problems, proper organization ad management of metadata is vital. In this studym we have comparatively analyzed the data elements of each format based on Dublin Core, EAD, VRA, CDWA, CIMI, and Object ID, the metadata formats approached from various aspects in the cultural contents area. Through this study, we tried to provide the basic materials for integration of cultural contents by securing interoperability of different metadata formats.

Survey of Airborne Fungi Levels in 24 Seasonal Divisions and Correlation Analysis with Meteorological Elements (24절기 야외 부유곰팡이 농도 조사 및 기상요소와의 상관성 분석)

  • Kim, Myoung Nam;Hong, Jin Young;Lee, Jeong Min;Park, Ji Hee
    • Journal of Conservation Science
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    • v.35 no.6
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    • pp.652-663
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    • 2019
  • To identify daily and annual changes in outdoor airborne fungi, it is necessary to shorten the collection cycle and increase the number of measurements. In this study, measurements were performed by employing an air sampler and potato dextrose agar media on the rooftop of National Research Institute of Cultural Heritage during a period of one year (August 2018 to July 2019). The collection cycle spanned the twenty-four seasonal divisions and the collection time was 2 p.m. and 11 p.m.. Meteorological elements were collected at intervals of one hour. Furthermore, the concentration of airborne fungi was monitored and correlation analysis with meteorological elements was subsequently conducted. Obtained results indicate that the concentration of airborne fungi is found to be highest in November, autumn, night, followed by autumn, summer, winter, and spring. The concentration, type, and dominant species of airborne fungi can vary depending on factors such as rainfall, typhoons, and yellow dust (fine dust). The concentration of airborne fungi indicates a strong positive linear relationship between precipitation, number of precipitation days, and relative humidity. The concentration of airborne fungi was related to the period of increase of dead plants in terms of nutrition source, and to the high relative humidity conditions including rainfall in terms of meteorological elements.

Species Identification and Tree-ring Dating of Wooden Elements in Myeongjeong-gate of Changgyeong-palace, Seoul, Korea (창경궁 명정문 목부재의 수종 및 연륜연대 분석)

  • Lee, Kwang Hee;Jo, Sang Yoon;Kim, Soo Chul
    • Journal of Conservation Science
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    • v.38 no.2
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    • pp.87-95
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    • 2022
  • This aimed to species identification and tree-ring dating of wooden elements used in the Myeongjeong-gate of the Changgyeong-palace, Seoul, Korea. Of the 79 wooden elements evaluated, 78 were confirmed to be hard pines and one belonged to Abies spp.. Cores of the wooden elements were collected using a drill for tree-ring dating, and ring-width plots of individual samples were constructed using the TSAP software. The tree-ring dating results for the outermost ring of 58 hard pine wooden elements revealed the following felling dates: early spring of 1604-late fall of 1615, late fall of 1706-early spring of 1707, and late fall of 1828-late fall of 1834. The obtained felling dates of the 1600s and 1800s were found to be consistent with those in the construction and repair records of the Annals of Joseon Dynasty, Gwanghaegun's Diary and Changgyeonggung Yeonggeondogam Uigwe. However, the obtained felling dates of the 1700s were not consistent with those in the construction and repair records. Therefore, additional confirmation of repairs that were not included in the records was possible using tree-ring dating.

A Study on the Over-layered Landscape Characteristics of Ipsan Village, Uiryeong Area (의령 입산마을의 중층적 경관 특성)

  • Lim, Eui-Je;So, Hyun-Su;Bae, Su-Hyun
    • Journal of Korean Society of Rural Planning
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    • v.24 no.1
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    • pp.113-127
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    • 2018
  • This study comprehends that the landscape of Ipsan Village is the accumulated output of the landscape management and social behavior by the historic personages through the reference research and field surveys. And the study sorted out the over-layered landscape characteristics of Ipsan Village by analyzing the dispersed landscape elements as follows. First, right before the start of Japanese invasions to Korea(1592-98), Tamjin(耽津) An(安) Family moved into Ipsan and started establishing the a single clan village. At a site with mountain background and facing the water(背山臨水), the village used to be a typical farming one with an organically planned road-system and housing area following the traditional order. However, the landscape has changed drastically since the 20th century with the construction of banks, roads and readjustment of arable land etc. Second, the original landscape, which can be figured out through the 'Gosanjaesibyukgyeong(高山齋十六景)' in the 18th century, shows its harmony with natural landscape: mountain & valley, stream & field, traditional trees, etc, cultural landscape: village, well, spring, etc, and momentary landscape: seasons, time, weather phenomena, sound, behavior, etc. Third, based on the second, 16 natural landscape elements: mountain & stream, planting, etc. and 25 cultural landscape elements: housing spaces, self-cultivation & ceremony spaces, community spaces and modern education & enlightenment spaces were selected and interpreted as landscaping meanings. Fourth, the over-layered landscape which stems from the compositive functions and inter-connectivity of landscape elements which consists Ipsan Village is regarded as 'Natural geographical and Fungsu landscape', 'Rural production and livelihood landscape', 'Confucian ceremony and symbolic landscape' and 'Modern education and enlightenment landscape.'

A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria (게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구)

  • Kim, Jongwoo;Kim, Sangwook
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.1
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    • pp.109-122
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    • 2018
  • Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

The Effect of Rural Cultural Tourism on the Image of Agricultural Products (농촌문화관광의 구성요소가 농산물 이미지에 미치는 영향)

  • Lee, Yk-Su
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.73-80
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    • 2018
  • The purpose of this study was to investigate the effect of rural cultural tourism factors on brand image of agricultural products. First, hardware component has a positive(+) effect on agricultural product brand image in part. Second, software component has a positive(+) effect on agricultural product brand image in part. Third, human resource factors have a positive (+) effect on agricultural product brand image in part The results showed that rural culture tourism constituent factor is an important factor affecting the image of agricultural products. This means that rural tourism can be an important factor in local income generation such as sales of agricultural products and regional development. It is necessary to develop strategies for rural development and income increase such as enhancement of attractiveness of rural cultural tourism elements and differentiation. In other words, the development of various strategies for rural cultural tourism elements can contribute to the image and activation of agricultural products.