• Title/Summary/Keyword: 디자인문화

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A study on additional information and its transmission method of data service linked to travel program (여행 프로그램 연동형 데이터서비스의 부가정보와 정보 전송 설계 연구)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.21 no.3
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    • pp.67-73
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    • 2021
  • According to a survey by the Korea Tourism Organization in 2018 and 2019, traveling to places recorded in TV programs or influential videos has become an important travel trend and several studies show that watching a travel program improves the intention to visit the places featured on the program. This study designed a travel program-linked data service that provides additional information on the places and events to the viewers of the travel program. Specifically, the additional information of the travel program was defined in a formal manner by dividing it into places and events, and a method of exposure of the additional information conformed to the contents of the program was designed. We also devised an international standard DVB-based data transmission method that provides the additional information to data services appropriately in time for program broadcasting. This study is significant in that it tested new applications of data services for travel programs.

A Study on the Player Type through Game Quest's Editability (게임 퀘스트의 편집가능성에 따른 플레이어의 유형 연구)

  • Gim, Hee-Jun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.43-52
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    • 2019
  • Advances in technology are enhancing the player's visual satisfaction in games. Reflexively, narrative satisfaction has not been highlighted. This led to a player's critical view of the absence of original games. Especially in gameplay, quests require repeat and similar content and imperative tasks. It is overlooked that a quest can cause players to produce various meanings and effects. The concept of editing ability to reorganize the designed rules of the player beyond the performance and behavioral rules is conceptualized, and the four types of players that operate the characteristics can see that the player can intensify game play and immerse himself in play saw.

Trend Analysis of Convergence Research based on Social Big Data (소셜 빅데이터 기반 융합연구 동향 분석)

  • Noh, Younghee;Kim, Taeyoun;Jeong, Dae-Keun;Lee, Kwang Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.135-146
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    • 2019
  • This study was designed to analyze trends in the entire convergence research beyond academic research through social media big data analysis at a time when interdisciplinary convergence research is emphasized along with the fourth industrial revolution. For this purpose, about 150,000 cases of texts and titles were acquired for about 10 years from January 2009 to September 2018 in connection with the convergence research in social media, and word cloud and network analysis were conducted. As a results, the research fields that were actively conducted for each period were eco-tech in 2009 and 2010, smart technology in 2011 and 2012, information and communication in 2013 and 2014, robots in 2015 and 2016, and artificial intelligence in 2017 and 2018. Also, the research areas that have been consistently conducted for about 10 years are culture, design, chemistry, nanotechnology, biotechnology, robot, IT, and information and communication. Since this study identifies trends in convergence research over time, it can be helpful to researchers who are planning convergence research direction by understanding the trends of convergence research.

A Study on Space in the Moveis of Hirokazu Koreeda (고레에다 히로카즈 감독 영화의 공간 연구)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.343-363
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    • 2018
  • Classical film narrative fails to reflect the increasing complexity of modern society. In this era of film narrative crisis Hirokazu Koreeda presents a new solution. The director puts an emphasis on neutral valuation over subject matter rather than empathy of audiences which leads to a biased point of view. Thus Hirokazu Koreeda choose space over story as a critical narrative enabler. Two qualitatively opposite spaces are presented and the boundary space of the two are set as a main background where the valuation over the spaces waves up and down. Audiences who get accustomed to a one-sided value judgement led by storytelling can be neutralized by pendulum movement of valuation. The specific methods of using space as a main tool of value neutralization have changed through the director's filmography. Space had been thoroughly designed through the storyboard in early works. Later the director let audiences experience the spaces to evoke a sense of place.

Analysis on Topics in Soundscape Research based on Topic Modeling (토픽 모델링을 이용한 사운드스케이프 연구 주제어 분석)

  • Choe, Sou-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.427-435
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    • 2019
  • Soundscape provides important resources to understand social and cultural aspects of our society, however, it is still its infancy to study on the research framework to record, conserve, categorize, and analyze soundscapes. Topic modeling is an automatic approach to discover hidden themes that are disperse in unstructured documents, thus topic modeling is robust enough to find latent topics such as research trends behind a collection of documents. The purpose of this paper is to discover topics on current soundscape research based on topic modeling, furthermore, to discuss the possibilities to design a metadata system for sound archives and to improve Soundscape Ontology which is currently developing.

A Case Study on Urban Regeneration Projects for Declined Industrial Districts in Downtown Area (도심 노후산업지구 도시재생사업 사례연구)

  • Choi, Kang-Rim
    • Journal of the Korea Convergence Society
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    • v.10 no.10
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    • pp.129-142
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    • 2019
  • It is needed to regenerate declined industrial districts in downtown area through to invite new industry and to improve urban environment. The purpose of this paper was to make suggestions on the urban regeneration for the districts. I have taken a literature research and a site analysis with cases of 'the South Lake Union' in Seattle and 'Pearl District' in Portland, USA. The result of the analysis was as follows: (1) The land use was changed to mixed use of business-commerce-recreation. The building use was changed to facilities for work, play and live. (2) Infrastructures were improved for user oriented facilities such as pedestrian friendly street, public parks & open spaces, public transportation system, and life supporting facilities. (3) The place identity was enhanced through the preservation of urban structure-tissues, renovation of existing buildings, and preservation of historical heritages.

A Study on the Modern Architecture Space Represented in Melodrama Films of the Late 1950s (1950년대 말 멜로드라마에 묘사된 근대건축공간에 대한 연구)

  • Moon, Guen-Jong
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.115-121
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    • 2019
  • The purpose of this study is to analyze the 'Modern Architecture Space' represented in Korean melodrama films of the late 1950s. It is assumed that popular films reflect the residential culture, architectural spaces and human activities of those days. For the analysis, a pool of 5 Korean melodramas of the late 1950s was constructed. In these melodramas, the modern architectural spaces were represented as the following: 1) The modern-style residential spaces were emphasized to reflect the interest and longing of the public for western lifestyle. 2) The western non-residential spaces such as work spaces and commercial spaces were emphasized, especially its interior design of western image.

A Study on Exhibition Culture and Gendering of Women's Art Education in the 1910s and 30s (1910~30년대 여성 미술교육의 젠더화와 전시문화 연구)

  • Ko, Sun-Jung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.407-414
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    • 2021
  • This study will examine the relationship between women and art education between the 1910s and the 1930s, and how women broke down the feudalistic views on women by changing the perceptions of women and stepped into society through gendered art education. Women tried to restore dignity and realize freedom and equality between men and women through modern education. Nevertheless, women had to receive handicraft education for the cultivation of virtues as part of the Japanese colonial policy and returned to their traditional feminine role. However, this study aims to reveal how a small number of "new women" who studied in Japan took the lead in teaching handicrafts for the independence of women, and how they were officially recognized as in the arts and crafts community and was able to enter the exhibition space through records, interviews, and newspaper articles. In conclusion, this study hopes to provide an opportunity to examine the relationship between handicraft education and femininity, and to consider the role of art education and exhibition in the development of women into social beings.

Economic Valuation and Valuating Properties on the Architectural Aesthetic through the Contingent Valuation Method (가상가치법을 통한 건축미의 경제적 가치추정 및 가치부여 특성)

  • Lee, Dong-Joo;Ko, Eun-Hyung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.2
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    • pp.25-32
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    • 2020
  • The purpose of this study is to estimate the economic value of architectural aesthetic using the contingent valuation method and to analyze the value-giving characteristics. The site survey was conducted based on the scenario of Dong-daemun Design Plaza, which is recognized as a work of outstanding architectural aesthetic. Based on 307 opinions collected, the main results are as follows: First, it could be confirmed that the higher the level of architectural aesthetic, the higher the payment amount was. The result of estimating the value of the architectural aesthetic on the basis of the fixed amount levy showed that the average payment amount was 8,859 won per person. The average payment amount was 13,014 won per person when the rejector of payment was excluded. The value of architectural aesthetic was about 13.72% of total construction cost. Second, free riding, which occurs mainly in the measurement of the value of public goods or environmental goods, appeared. This tendency is stronger in the elderly than in the younger, and in the differential amount levy than in the fixed amount levy. Third, the extreme subjectivity of architectural aesthetic value could be confirmed. While there are a lot of extreme denials of payments such as 0 won, the high-income was willing to pay a substantial amount. Fourth, it was confirmed that income factors was partly involved in the measured value.

Development of Safety Clothing for Sports and Entertainment for Adolescent (청소년을 위한 스포츠 및 엔터테인먼트 안전의복의 개발)

  • Park, Soon Ja;Ko, Soo Kyung
    • Human Ecology Research
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    • v.59 no.1
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    • pp.83-97
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    • 2021
  • This study developed safety clothing that is essential for adolescent to protect their bodies from accidents, pursue activities and individuality. Therefore, the developed safety clothing was first based on international standards, while changing design to emphasize creativity, activity, and functionality. Two suits of boy's clothes and a girl's suit were developed as safety clothing for sportswear, along with two pairs of girl's clothes and a pair of boy's clothes for entertainment. It was confirmed that the difference in visibility was revealed by testing under different lighting conditions. Second, the survey on adolescents indicated no significant gender difference in sportswear. Round shirt+shorts for both boys and girls were the most preferred for ball game sportswear. However, there was a significant difference by gender in the design of safety clothing for entertainment. Male students preferred jump suit=cape+pants the most, and female students preferred jump suit>cape+pants in the order (p<0.05). In the safety clothes with the highest preference for entertainment, there was no gender difference. All students preferred the jump suit at the most. Checking at each school level, it was found that both middle and high school students preferred jump suit designs, and in safety clothing, middle school students preferred high-neck shirt blouse+tight skirt, and high school students preferred jump suits. Third, 35.5% responded that they would wear it more if current safety clothing is improved. This indicated the necessity of developing various safety clothing for adolescence.