• Title/Summary/Keyword: cultural media environment

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A Study on the Necessity to enact Comics Promotional Law' around of 'Culture Industry Promotion Basic Law', 'Publication Promotion Law' (만화진흥법 제정의 필요성:문화산업진흥기본법, 출판문화진흥법과 납본제를 중심으로)

  • Han, Sang-Jung
    • Cartoon and Animation Studies
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    • s.16
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    • pp.67-78
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    • 2009
  • To celebrate the Centennial Anniversary of korean comics, the various and meaningful programs are organized. But then, it is apprehended that these programs don't deal with the present and urgent problems. In particular, in the fast-changing media environment, in the changing of promotion-organizations, it's very important that the recherche on relevant laws and institutes around comics to defend and to explore an ecosystem of the comics culture and the comics industry. This study insist to point out the limits of Cultural industry-related laws and Cultural promotion-organizations at present for the concrete policy of comics culture and comics industry. Treating and analysing specially 'Culture Industry Promotion Basic Law', 'Publication Promotion Law' and 'Legal Deposit', this article suggest to enact Comics Promotional Law to aide the filed of korea comics.

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Analyzing the Trends of Culture Technology using National Research Projects (문화기술(CT) 연구 동향 분석: 국가연구과제를 중심으로)

  • Lee, Beom-Hun;Jeon, Woojin;Geum, Youngjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.64-76
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    • 2021
  • Culture technology (CT) becomes important in the recent environment where digital technology drives content-based innovations. However, technological trends of CT have not been systematically discussed. Especially, the trends of CT should be analyzed from the national perspective, because CT has grown with the help of government-driven innovation. Therefore, this paper aims to analyze CT trends focusing on national research projects. We collected data on CT from the national science and technology information service (NTIS) database, analyzed the keyword co-occurrence network, and identified the patterns of technological innovation using a clustering analysis. As a result, we found that CT has contributed to the digital content and cultural media, and has been actively developed with the help of machine learning technique. Especially, due to the rise of Covid-19, the non-face-to-face online content is rapidly increasing. This study provides important clues for understanding, analyzing CT trends.

Identification of Visitation Density and Critical Management Area Regarding Marine Spatial Planning: Applying Social Big Data (해양공간계획 수립을 위한 방문밀집도 및 중점관리지역 규명: 소셜 빅데이터를 활용하여)

  • Kim, Yoonjung;Kim, Choongki;Kim, Gangsun
    • Journal of Environmental Impact Assessment
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    • v.29 no.2
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    • pp.122-131
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    • 2020
  • Marine Spatial Planning is an emerging strategy that promoting sustainable development at coastal and marine areas based on the concept of ecosystem services. Regarding its methodology, usage rate of resources and its impact should be considered in the process of spatial planning. Particularly, considering the rapid increase of coastal tourism, visitation pattern is required to be identified across coastal areas. However, actions to quantify visitation pattern have been limited due to its required high cost and labor for conducting extensive field-study. In this regard, this study aimed to pose the usage of social big data in Marine Spatial Planning to identify spatial visitation density and critical management zone throughout coastal areas. We suggested the usage of GPS information from Flickr and Twitter, and evaluated the critical management zone by applying spatial statistics and density analysis. This study's results clearly showed the coastal areas having relatively high visitors in the southern sea of South Korea. Applied Flickr and Twitter information showed high correlation with field data, when proxy excluding over-estimation was applied and appropriate grid-scale was identified in assessment approach. Overall, this study offers insights to use social big data in Marine Spatial Planning for reflecting size and usage rate of coastal tourism, which can be used to designate conservation area and critical zones forintensive management to promote constant supply of cultural services.

A Study on the Development of Conceptualization Model for Reading, Information, ICT, and Digital Literacy (독서·정보·ICT·디지털 리터러시의 개념화 모델 개발 연구)

  • Park, Juhyeon
    • Journal of Korean Library and Information Science Society
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    • v.49 no.2
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    • pp.267-300
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    • 2018
  • The purpose of this study is to develop conceptualization models of reading, information, ICT, and digital literacy through conceptual differences of these literacy by reviewing and defining the concepts of literacy as well as reading, information, ICT, and digital literacy. Computer literacy has emerged as a concept that explains the phenomenon of contemporary social, cultural, and information technology development, and since then, computer literacy has since changed to IT, ICT literacy, and digital literacy. As a result of the study, a conceptualization model of the reading, information, ICT, and digital literacy was developed. In this model, these literacy whose terms have changed according to the technological development of media, have been classified as medium-centered literacy. And reading and information literacy that focuses on the cognitive process of understanding, utilizing, and evaluating texts and information is categorized as process-oriented literacy. In the digital environment, reading and information literacy is a core competence to critically think and evaluate the texts that are on media, and further research is needed to reduce the reading and the information gap among readers.

A study on the emotional representation of the digital technology shown in the contemporary fashion (현대 패션에 나타난 디지털 테크놀로지의 감성적 구현에 관한 연구)

  • Han, Sanggyung;Kim, Yonson
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.254-269
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    • 2015
  • The digital technology that has brought about the information revolution acts as the causes of multi-faceted socio-cultural phenomena. The spread of the digital environment and the popularity of the digital devices accelerate the phenomenon or the fusion of culture and technology, and such a phenomenon is no exception in the fashion design. Namely, the combination of fashion design and digital-based technology draws more and more attention; Not only the technology is simply applied to the fashion design, but also it is used as an emotional tool to enhance consumers' satisfaction, while some designs and marketing cases stimulating consumers' emotion are highlighted importantly. This study was aimed at surveying and analyzing the contemporary fashion using the digital technology and thereupon, assessing the characteristics of the emotional representations of technology as well as their aesthetic values. To this end, the theory of 'science of emotion and sensibility' was applied to divide the characteristics of emotional technological expressions in the contemporary fashion into immateriality, non-boundary, multi-media and interaction, while the aesthetic values of the emotional technology immanent in the contemporary fashion were categorized into communication & participation, conceptual configuration, physical expansion and variable movement. This study analyzed uses of technology for human emotion and sensibility shown in not only collections but also communication media and exhibition spaces and thereby, suggested the direction for our fashion industry to fulfill consumers' changing needs and advance further.

Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.537-541
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    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.

Convergence in Fashion Design (컨버전스 트렌드에 의한 패션 디자인)

  • Ko Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.106
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    • pp.148-162
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    • 2006
  • The purpose of this study is to examine the concept of convergence which is one of the trendy issues as a new digital paradigm of Integrative thinking in 21st century, to analyze the plastic feature and internal meaning of convergence expressed in fashion design, and to grasp the cultural symbolism through this aesthetic analysis. Because there have been considerable discussions on convergence, centering on industrial product area associated with media, I will proceed my study on the basis of them. For this, the documentary study and practical case study have been executed. This study will be helpful to find a direction of future fashion design trend. Convergence in digital stage can be defined as a phenomenon which different functions of product move towards one direction for greater efficiency, and not only as a technical integration between functions of product, but also an extension of area. Convergence can be classified by their use as (1) convergence for convenient daily life (2) convergence with intelligent scientific technology (3) convergence for entertainment on the basis of sensual experience. The plasticity of convergence designs feature as a open dynamic structure which potentiate transformation and their internal meaning can be inquired such qualities as integrative multiplicity, efficiency, mobility, intelligence. Specially convergence fashion design has protection qualify resulting from wearability on body. Ultimately convergence fashion design as a future digital paradigm can be thought as both eco-friendly design and human-centered design from positive technology-based viewpoint, because it is easy to transform according to our environment, convenient to reserve, and efficient to enhance spatial usibility.

A Study on the Space composition and character of the Elizabethan Theater (엘리자베스 왕조시대 극장의 공간구성 및 특성에 관한 연구)

  • 임종엽;이철재
    • Korean Institute of Interior Design Journal
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    • no.25
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    • pp.111-118
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    • 2000
  • This study examines the space composition and character of Elizabethan Theater base on the theory of drama and Shakespeares play in the english traditional theater. Contemporary multi purpose theater and public space is considered as a symbolic representation of the Elizabethan theaters organization and renaissance culture. In the historical theory, the Shakespeares theater was a common tool and best systeme in reflecting peoples lives. This role of theater as mass culture and new style of theater permanent design has get its value with the population increase and the urban centralization of the city and urban common sense. This study attempts to reevaluate the need of public space in modern society through a critical review of theater and its use as a open space design. Content analysis was used to discuss the topics of this study including the historical background of the theater, the relationship between Greek culture and modern design, and the role of scenery, auditorium and its impact on urban environment. The scope of the study is limited to the comparison of Elizabethan theater and space use program from the space critic and sociologist. Today the concept of theatrical space is altered with the advent of non-objects and multi media space. This study provides insights for the future implications of theatrical space in developing public space for its a new definition as cultural representation.

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On The Trend of Groupware Research (그룹웨어 기술의 동향 분석에 관한 연구)

  • 김민홍;김광훈;백수기
    • Journal of the Korean Professional Engineers Association
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    • v.32 no.1
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    • pp.122-141
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    • 1999
  • Groupware is a new emerging research field, involving increasing numbers of institutions in the USA, Europe, and Asia such as Korea and Japan, etc., as an interdisciplinary research and development area with a strong computer science component. It grew from fairly unsystematic attempts by various developers to generate software that would increase the competence of people working together. This in turn was partly a response to: failures of and problems inherited from Office Automation and Management Information System ; some sociological intuitions about ways people might work together; and a search for uses of new interfacing, networking, and multi-media technologies. In this paper, groupware that has been configured to meet the needs of groups at work is defined as computer-based systems which support working groups of people engaged in common task in a shared environment. The basic concepts, origin, and historic research of the groupware are described. Specially, groupware relies on the approaches and contributions of many disciplines in computer science as well as sociology that is concerning human, social, and cultural activities. So, nine key disciplines of them upon which successful groupware depends are described briefly. Some state-of-the-art implementations and developments are reviewed through classifying and analyzing the current available groupware applications in the field or market.

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The Comparative Study of the Apartment Residents' Needs for Digital Home Design (디지털홈 디자인을 위한 아파트 거주가구의 요구에 관한 연구 - 부인의 취업여부 및 주택규모$\cdot$가족주기·부인연령에 따른 비교 -)

  • Park Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.226-235
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    • 2005
  • Since the late 20th century, digital technology has changed our environment in many ways. The representative advanced homes today embed digital facilities such as a sensor infrastructure, a networking system, and ubiquitous display. In this point of view, this study was intended to define the apartment residents' diverse needs for digital home design. The subjects are 400 wives who live in Busan. The findings are as follows; (1) The factors of the housing activities are extracted as 'guest hosting,' 'family entertaining,' 'digital network,' 'daily domestic affair,' 'non-daily domestic affair,' 'media using,' and 'bathing & exercising' activities. (2) The 'digital network activities' occurred more frequently in the households with non-employed wife and preschool children, and with employed wife and preschool and elementary school children. (3) The factors of the digital home system were extracted as 'safety & maintenance,' 'health & convenience,' 'educational & housekeeping,' and 'cultural & entertaining' systems. (4) The needs of non-employed wives for the safety & maintenance and the educational & housekeeping systems are varied by family life cycle and wife age. While, the needs of employed wives for the educational & housekeeping and the culture & entertaining systems are varied by dwelling-size and wife age.