• Title/Summary/Keyword: local and cultural contents

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Effects of Team Teaching on Strategic Cultural Curriculum Contents against Freshmen -focused on case of Local University(Department of Secondary Special Education)- (대학 신입생 대상 전략교양 교과 콘텐츠의 팀티칭 운영 효과 -지역대학(중등특수교육과) 사례를 중심으로-)

  • Rhyou, Sook-Ryeol;Park, Hye-Sung
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.310-326
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    • 2016
  • A lot of colleges have made continued efforts to help freshmen adapt themselves to a new school life and environment and build a decent relationship with faculty and other students. Therefore, this study attempted to figure out the effectiveness of team teaching(team teaching by academic advisor, standard textbook-centered guidance vs. autonomous mentoring) on strategic cultural curriculum as a way to help freshmen adapt themselves to a school life. For research subjects, 31 enrolled freshmen and 5 professors from a college in Chungbuk were selected. In terms of research tools, 'Communication Competence Assessment Sheet' provided by Strategic Cultural Curriculum Development Team and a simple questionnaire on 'curriculum satisfaction, adaptation to school and intimacy' were applied. For data analysis, paired t-test, independent samples t-test and rating scale were conducted. The study results found the followings: First, according to analysis on the effects of two different types of team teaching on the goal of strategic cultural curriculum('improvement of communication competence'), significant effects were found in a standard curriculum(textbook)-centered team. Second, when adaptation to a school life(school adaptation, intimacy) perceived by the students who completed the strategic cultural curriculum according to two different types of team teaching curriculum was analyzed, significant changes were found at standard textbook-centered guidance team. Third, this study has examined other changes, satisfaction, opinions and perception(strength, weakness, opinions for improvement) on the curriculum perceived by the students(learners) and faculty regarding about team teaching curriculum. Based on these results, educational implications of this study were reviewed. And a suggestion and limits were presented.

Creating Cultural Heritage though 'Silkroadpia' - Reconstructing the Routes of the Baekje Restoration Movement ('실크로드피아(Silkroadpia)'의 활용과 문화유산의 창출 - 백제부흥운동의 경로복원을 중심으로)

  • Cho, Daeyoun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.343-350
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    • 2020
  • In this paper, we present the results of research on the reconstruction of ancient routes of ancient civilization exchange that were once present in the North Jeolla region, which was undertaken by adopting a convergent approach to develop 'Silkroadpia', which is an online platform for the curation and sharing of archaeological and historical spatial data, and 'MEPTA(Multiple Evidence Based Path and Territory Finding Algorithm)'. The results of the research make it possible to reconsider the region's historical identity and its important role in facilitating cultural exchange on the Korean Peninsula and in East Asia. The results can also be used to provide the theoretical basis for the government's land planning policies and for the production of cultural contents that can be used for local regeneration. The ancient route associated with the Baekje Restoration Movement, that took place after the fall of Sabi in 660 CE, was the case study examined in this paper, which discusses the academic value of reconstructing the ancient route, as well as its future use in providing cultural contents.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Usability Evaluation of Information System for Local Cultural Contents (문화 콘텐츠 정보시스템 개발을 위한 사용성 평가)

  • Lee, Ju-Hae;Kim, Tae-Kyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.296-301
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    • 2006
  • 한국향토문화전자대전은 각 지방의 역사와 문화 유산을 비롯하여, 정치 경제사회의 변화 발전상에 관한 모든 정보를 집대성한 지역 문화 콘텐츠 디지털 백과사전을 말한다. 본 연구는 국내 각 지방의 지역 문화 콘텐츠를 디지털 정보시스템으로 구축함에 있어 적합한 인터페이스의 개발을 위해 진행된 시범 서비스의 사용성 평가에 관한 연구이다. 2003 년 6 월부터 2004 년 12 월까지 경기도 성남시 지역을 대상으로 개발된 디지털성남문화대전에 대하여 전반적인 서비스 및 시스템, 인터페이스 등에 대하여 사용성 평가를 실시하였다. 12 개의 콘텐츠 접근방법에 대하여 5 명의 피실험자를 대상으로 한 자유테스트와 15 개의 태스크로 실험된 수행도 평가를 진행하였다. 4 명의 인터뷰 참여자를 대상으로 FGI 를 실시하고, 테스트의 모든 참여자를 대상으로 한 설문조사를 통해 전반적인 만족도와 선호도를 분석하였다. 평가 대상 서비스에 대한 시스템, 사용자, 인터페이스, 콘텐츠 영역으로 나누어 문제점을 도출하였으며, 이는 시스템 설계와 세부적인 인터페이스 개선에 제안되었다. 특히 평가 결과 도출된 네이밍의 문제와 사용자 가이드, 메뉴 및 네비게이션 체계 등 인터페이스 설계에 대한 개선은 향후 10 년 동안 구축 될 한국향토문화전자대전을 기획하는데 실증적 기초 연구자료가 될 것으로 기대된다. 이는 구체적으로 2005 년 청주지역 및 지속적으로 개발되어가는 사업의 서비스, 인터페이스 기획 및 개발에 기초 가이드라인으로 사용되고 있다.

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A study on the Complexes of the School facilities as a Local Community Center - The Comparative Analysis of the School Facilities in Korea and Japan - (지역사회 커뮤니티 센터로서의 학교시설복합화 유형에 관한 연구 - 한국과 일본의 사례중심으로 -)

  • Hwang, Sung-Hye;Park, Soo-Been
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2009.04a
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    • pp.338-343
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    • 2009
  • This study aims to figure out the use of the school facilities as a community center. The twenty-five elementary schools in Korea and nine schools in Japan are analyzed on the frame of the facility types(the athletic facility, the cultural facility, the convenience facility, the educational facility, the welfare facility, and the open-space), the building units(single, multiple), and the user's movement(separate, cross). The results are as follows: (1) The frequently served complexes of the school facilities are the athletic facility, the convenience facility, and the cultural facility in Korea and the convenience facility, the educational facility, the athletic facility, and the cultural facility in Japan. The schools in Japan seem to be more concerned to the life-long studies. (2) Gyms and swimming pools are most popular as the athletic facility both countries. The schools in Japan supply the community members with more various contents encouraging participation and relationship-making as the convenience, educational and the cultura facilities. (3) The use of building units and the user's movement are not distinguishable in both countries.

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Modern application of Nu-jung, a place of taste for the arts, of Aneuisamdong and the culture of classical scholar (풍류의 장, 안의삼동(安義三洞) 누정(樓亭)과 선비문화의 현대적 활용)

  • Kim, Hyung-suk;Sim, Woo-kyung
    • Korean Journal of Heritage: History & Science
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    • v.48 no.2
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    • pp.48-63
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    • 2015
  • This study began with the purpose of awakening an interest in Korean Nu-jung and seeking application plan based on Nu-jung of Aneuisamdong. Also it intends to suggest activation plan of Nu-jung while using the culture of taste for the arts and classical scholar of ancestors with the physical place named Nu-jung as the medium. As concrete ways to activate Nu-jung, we suggested plans which use the game of go(Baduk), main material of the culture of taste for the arts and classical scholar, and increase availability by planning a program adding picturesqueness of Nu-jung. By bringing the material named the game of go(Baduk) to the place named Nu-jung, we suggested the plan capable of experiencing the culture of taste for the arts and classical scholar and also expecting local promotion and economical effect. And the plan is to design and conduct night program, 1 night 2 days program, tailored program, and so on by combining the material of the culture of taste for the arts and classical scholar with the medium named 'Dal(the moon)' in the static place named Nu-jung. The plans above are applicable to most of Nu-jung scattered all over the country, which means that we have a lot of Nu-jung in Korea and, at the same time, we have abundant contents to be used as cultural properties. Now it's important how to develop and use these contents through the connection with various academic fields in terms of managing cultural properties. By understanding the value of the original form of culture while emerging from simply using cultural properties, we can use cultural properties in a higher level. For this, preserving cultural properties should be supported by continuous interdisciplinary study.

A Study on the Evaluation of Local Festival Based Upon the Evaluation Factors of the Website (웹사이트 평가지표에 기초한 지역축제 웹사이트 분석)

  • 우찬복
    • Journal of the Economic Geographical Society of Korea
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    • v.6 no.1
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    • pp.193-209
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    • 2003
  • Tourism now stand among the fastest and largest industries in the global economy in the 21 st era, with knowledge information and environment industry. After 1990's, each local government in korea that has been organizing and expanding new and existing festivals, those related locality, natural resources, speciality and ethnic customs. While netizens have increased from the later half of 1990's, the Internet has appeared in it with a main advertizing channel of all industries, especially tourism. Each local county publicizes a local festival and all kind of information while managing its web-site. However, they have lots of difficulties In building local information web sites because of lack of technical and financial resources. This study examined general theories about Internet web sites and local festivals to elicit the previous problems and to suggest the ways to activate local festivals utilizing Internet, based upon analysis of web sites and Internet utilization on local festivals designated by the Ministry of Culture and Tourism as the cultural tour one among local festivals.

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A Study on the Methods of Initial Response Wooden Cultural Asset Architecture by Fire (목조 문화재 건축물의 화재로 인한 초기 대응 능력에 관한 조사 연구)

  • Lee, Sungwoo
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.112-121
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    • 2019
  • Title of management of cultural asset architectures made of wood managed by nation or local government is separated and there is a high concern about the disappearance of many national cultural asset architectures by fire. This study investigated the effectiveness of major installed appliances in terms of disaster prevention, and problems by early suppression in the event of fire and by mobilization of fire engines in depth. Also, this study derived problems by conducting an in-depth individual interview on interested parties for installation of fire extinguishing system by related law and to improve system to make realistic maintenance. As a result, it was identified that they have reached the positive aspects of protecting cultural asset architectures from disaster as fire by maintaining and managing facilities by establishing proper disaster prevention measures because they are surrounded by mountain or buildings are contiguous. Wooden cultural asset architectures are often excluded from regulation for installation of fire-fighting facilities under the Fire Services Act because most of wooden cultural assets are detached buildings, occupy small area, and are one-storied architecture. The best method is having extinguishing ability themselves according to the manual by making fire manual as management policy before the outbreak of fire. This study intends to suggest a follow-up study for practical considerations to establish or designate a professional management agency for them to protect important national cultural heritage buildings at the state level before they are destroyed by fire.

Study on the game graphic contents of the China's MMORPG (중국 MMORPG 그래픽 콘텐츠에 관한 연구)

  • Ning, Shu-jia;Kueng, Byung-Pyo;Ryu, Seuc-ho;Lee, Wan-bok
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.37-39
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    • 2010
  • China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.

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A Study on the Symbolic Regional Themes and its Expression Methods for Place Marketing - Focused on the Theme Museums of Japan - (장소 마케팅을 위한 지역 상징적 테마와 이미지 표현 기법에 관한 연구 - 일본 테마전시관 사례를 중심으로 -)

  • 박혜경;김정재
    • Archives of design research
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    • v.16 no.4
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    • pp.267-276
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    • 2003
  • In these days, each local administrative organizations and residents have made constant efforts to achieve unique regional identity and its publicity as a strategy for 'Place Marketing'. Developing a proper symbolic regional theme for the area can bring the economic and cultural vitality to the local areas. The purpose of this study is to investigate and to analyze the contents of theme and expression methods of local theme museums of Japan for last 20years. The types of regional themes appeared as 'Physical' part like topography/ecology, relics and manmade facilities, and 'Social & Cultural' part like industry, culture, people or historic events. The cases of expression methods such as Representation, Metaphor, Symbol and Metonymy could be also found. There was an increasing tendency applying and expressing the symbolic regional theme more impressively as the time passed.

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