• 제목/요약/키워드: 디지털문화

Search Result 2,419, Processing Time 0.03 seconds

A Study on Measures to Create Local Webtoon Ecosystem (지역웹툰 생태계 조성을 위한 방안 연구)

  • Choi, Sung-chun;Yoon, Ki-heon
    • Cartoon and Animation Studies
    • /
    • s.51
    • /
    • pp.181-201
    • /
    • 2018
  • The cartoon industry in Korea has continued to decline due to the contraction of published comics market and decrease in the number of comic books rental stores until the 2000s when it rapidly started to experience qualitative changes and quantitative growth due to the emergence of webtoon. The market size of webtoon industry, valued at 420 billion won in 2015, is expected to grow to 880.5 billion won by 2018. Notably, most cartoonists who draw cartoon strips are using digital devices and producing scripts in data, thereby overcoming the geographical, spatial and physical limitation of contents. As a result, a favorable environment for the creation of local ecosystems is generated. While the infrastructures of human resources are steadily growing by region, cartoon industries that are supported by the government policy have shown good performance combined with factors of creative infrastructures in local areas such as webtoon experience centers, webtoon campuses and webtoon creation centers, etc. Nevertheless, it is true that cartoon infrastructures are substantially based on a capital area which leads to an imbalanced structure of cartoon industry. To see the statistics, companies of offline cartoon business in Seoul and Gyeonggi Province make up 87%, except for distribution industry. In addition, companies of online cartoon business which are situated outside of Seoul and Gyeonggi Province form merely 7.5%. Studies and research on local webtoon are inadequate. The existing studies on local webtoon usually focus on its industrial and economic values, mentioning the word "local" only sometimes. Therefore, this study looked into the current status of local webtoon of the present time for the current state of local cartoon ecosystem, middle and long-term support from the government, and an alternative in the future. Main challenges include the expansion of opportunities to enjoy cartoon cultures, the independence of cartoon infrastructure, and the settlement of regionally specialized cartoon cultures. It means that, in order to enable the cartoon ecosystem to settle down in local areas, it is vital to utilize and link basic infrastructures. Furthermore, it is necessary to consider independence and autonomy beyond the limited support by the government. Finally, webtoon should be designated as a culture, which can be a new direction of the development of local webtoon. Furthermore, desirable models should be continuously researched and studied, which are suitable for each region and connect them with regional tourism, culture and art industry. It will allow the webtoon industry to soft land in the industry. Local webtoon, which is a growth engine of regions and main contents of the fourth industrial revolution, is expected to be a momentum for the decentralization of power and reindustrialization of regions.

Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.209-226
    • /
    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

The Suggestions to harmony between Yeongnam(East)-Giho(West) region using friendly relationship of Confucian in Joseon Dynasty (영남 유학과 기호 유학의 소통 사례와 지역갈등 융화 방안)

  • Kim, Moon Joon
    • The Journal of Korean Philosophical History
    • /
    • no.54
    • /
    • pp.9-42
    • /
    • 2017
  • It is as necessary as ever to make constant efforts to overcome the regional strife between the eastern and western parts of Korea and come to a mutual understanding. To achieve this, we must endeavor to correct Korean people's distorted understanding of the history of Korean philosophical thoughts. Ordinary Koreans commonly and mistakenly associate the academic circles of Korean Neo-Confucianism with certain regions by which to divide them into Giho School and Yongnam School and then go as far as associating the schools and parties and pegging them 'Namin'(南人) to refer to as the followers of Yongnam School and 'Seoin'(西人) as the followers of Giho School. Such false notions must be corrected. During the reign of King Seonjo, political factions of Joseon were split into Yongnam and Giho, or East and West. At the time, the two cardinal directions East and West were only used to refer to the eastern and western parts of Seoul, and not Yeongnam(East) and Giho(West) of the Korean Peninsula. Therefore, the factional split at the time has nothing to do with regional cleavages. In fact, a majority of scholars representing Korean Neo-Confucianism maintained a friendly relationship regardless of the school, party, and region. Many leading scholars in the middle of the Joseon Dynasty namely Jo Sik(曺植)/Seong Woon(成運), Lee Hwang(李滉)/Ki DeaSeung(奇大升), Lee Hwang(李滉)/Lee Yi(李珥), Noh Susin (盧守愼)/Lee Yi, the ones in the late Joseon Dynasty -Jeong Gyeong Se(鄭經 世)/Kim Jang-Saeng(金長生), Jeong Gyeong Se(鄭經世)/Song Joon Gil(宋浚吉), and also those at the end of the Joseon Dynasty such as Kwak JongSeok(郭鍾錫) and Kim BokHan(金福漢) deeply respected each other and had a close friendship rooted in their academic commitment. The friendship between the leaders of Giho and Yongnam is a testimony to the high level of their character, academic achievement, and intellect. More than ever, such intangible intellectual and cultural resources drawn from Korean tradition must be utilized to the fullest. From this point on, we need to further promote the friendship and mutual understanding the scholars of Yongnam(Gyeongsang-do), Gyeonggi, Honam (Jeolla-do), and Hoseo(Chungcheong-do) enjoyed, and use them as a cognitive basis for harmony between the eastern and western parts of the country. These invaluable assets can be specifically used in the promotion of exchange between the local autonomous governments of the regions where above-mentioned scholars built an amicable relationship, joint commemorative events, exchange between families of the scholars of both regions, opening of special exhibitions dedicated to the harmony between Yongnam and Giho at museums in the two regions, co-organization of local festivals, joint operation of culture programs, and relationship and exchange between the 'seowons' in both regions, through which to promote the long history of exchange between the scholars of the past and utilize it in joint projects.

A Study on audience role of Contemporary Theatre - Focused on Punchdrunk's (동시대극의 관객역할 연구 - 펀치드렁크 극단의 <슬립 노 모어>를 중심으로)

  • Jeon, Yun-Kyung
    • (The) Research of the performance art and culture
    • /
    • no.40
    • /
    • pp.223-268
    • /
    • 2020
  • In contemporary Theatre, the case of inducing direct communication between the audience and the performance is prominent. Especially with the development of digital technology, the audience wants a personalized experience. The emergence of 'immersive Theatre' in this trend has attracted great attention both at home and abroad. In particular, the most important role in the emergence of the concept of 'immersive Theatre' is the British punchdrunk Theatre. Their representative performance began to premiere in London in the UK in 2003 and has expanded to include New York and China in Shanghai and continues to be extremely popular until 2019. In general, a review of existing studies on the role of the audience in shows that the focus is on the participation of the audience. What experience will be given to the audience can not be emphasized in contemporary Theatre. In order to satisfy the diverse needs of the audience, contemporary Theatre are increasingly showing complexity that cannot be explained by any one theory. The same goes for . This is because each audience wants a personalized experience, and there are differences in experience depending on the environment in which the audience also grew up, knowledge, culture, and taste. This study selected Punch Drunk's as a performance that can represent contemporary Theatre, and conducted a study on the role of audience in contemporary Theatre. To this end, we have historically explored past discussions about the role of the audience and discussed the characteristics of the role of the audience in contemporary Theatre. Next, I analyzed in detail the experience of the researcher "He" who watched the performance with the researcher on the role of the audience in . In conclusion, the experience of the audience in is diverse and complex. In other words, the role of the traditional audience in the proscenium play, as well as the audience as a participant in the post-drama play, was also complex in the performance. And this complexity was not a coincidence, but a planning strategy for the Punchdrunk Theatre. Therefore, when discussing the role of the audience in contemporary Theatre, there should be a discussion that clearly sees the complex characteristics of contemporary Theatre through the approach from various perspectives, rather than merely one view of the audience as a participant. something to do.

Developments of Local Festival Mobile Application and Data Analysis System Applying Beacon (비콘을 활용한 위치기반 지역축제 모바일 애플리케이션과 데이터 분석 시스템 개발)

  • Kim, Song I;Kim, Won Pyo;Jeong, Chul
    • Korea Science and Art Forum
    • /
    • v.31
    • /
    • pp.21-32
    • /
    • 2017
  • Local festivals form the regional cultures and atmosphere of communication; they increase the demand of domestic tourism businesses and thus, have an important role in ripple effects (e.g. regional image improvement, tourist influx, job creation, regional contents development, and local product sales) and economic revitalization. IoT (Internet of Thing) technologies have been developed especially, beacon-one of the IoT services has been applied as plenty of types and forms both domestically and internationally. However, notwithstanding expansion of current digital mobile technologies, it still remains as difficult for the individual to track the information about all the local festivals and to fulfill the tourists' needs of enjoying festivals given the weak strategic approaches and advertisement activities. Furthermore, current festival-related mobile applications don't function well as delivering information and have numerous contents issues (e.g. ways of information delivery within the festival places, independent application usage for each festival, one time usage due to one time event). This research, based on the background mentioned above, aims to develop the local festival mobile application and data analysis system applying beacon technology. First of all, three algorithms were developed, namely, 'festival crowding algorithm', 'visitor stats algorithm', and 'customized information algorithm', and then beta test was followed with the developed application and data analysis system. As a result, they could form the database of visitors' types and behaviors, and provide functions and services, such as personalized information, waiting time for festival contents, and 'hot place' function. Besides, in Google Play store, they also got the titles given with more than 13,000 downloads within first three months and as the most exposed application related with festivals; and, thus, got credited with their marketability and excellence. This research follows this order: chapter 2 shows the literature review of local festival related with technology development, beacon service, and festival application. In Chapter 3, design plans and conditions are described of developing local festival mobile application and data analysis system with beacon. Chapter 4 evaluates the results of the beta performance test to verify applicability of the developed application and data analysis system, and lastly, chapter 5 explains the conclusion and suggests the future research.

Application of Deep Learning for Classification of Ancient Korean Roof-end Tile Images (딥러닝을 활용한 고대 수막새 이미지 분류 검토)

  • KIM Younghyun
    • Korean Journal of Heritage: History & Science
    • /
    • v.57 no.3
    • /
    • pp.24-35
    • /
    • 2024
  • Recently, research using deep learning technologies such as artificial intelligence, convolutional neural networks, etc. has been actively conducted in various fields including healthcare, manufacturing, autonomous driving, and security, and is having a significant influence on society. In line with this trend, the present study attempted to apply deep learning to the classification of archaeological artifacts, specifically ancient Korean roof-end tiles. Using 100 images of roof-end tiles from each of the Goguryeo, Baekje, and Silla dynasties, for a total of 300 base images, a dataset was formed and expanded to 1,200 images using data augmentation techniques. After building a model using transfer learning from the pre-trained EfficientNetB0 model and conducting five-fold cross-validation, an average training accuracy of 98.06% and validation accuracy of 97.08% were achieved. Furthermore, when model performance was evaluated with a test dataset of 240 images, it could classify the roof-end tile images from the three dynasties with a minimum accuracy of 91%. In particular, with a learning rate of 0.0001, the model exhibited the highest performance, with accuracy of 92.92%, precision of 92.96%, recall of 92.92%, and F1 score of 92.93%. This optimal result was obtained by preventing overfitting and underfitting issues using various learning rate settings and finding the optimal hyperparameters. The study's findings confirm the potential for applying deep learning technologies to the classification of Korean archaeological materials, which is significant. Additionally, it was confirmed that the existing ImageNet dataset and parameters could be positively applied to the analysis of archaeological data. This approach could lead to the creation of various models for future archaeological database accumulation, the use of artifacts in museums, and classification and organization of artifacts.

A Study on Digital Culture Phenomenon Shown in the Modernly Fashion Design (현대 패션디자인에 나타난 디지털문화현상)

  • Kim, Jee-Hee
    • Fashion & Textile Research Journal
    • /
    • v.7 no.2
    • /
    • pp.143-152
    • /
    • 2005
  • A concept of 'digital' is changing a living pattern of moderners, with having influence on the whole life of modern society. The purpose of this study is arrange the frame of conformity to the 'fashion as culture' by considering the social and cultural phenomena being shown in relation to digital, which is a concept being watched most for the 21st century and by trying to analyze a tendency of digital culture being shown in the modernly fashion design based on this. The digital culture, which is a concept of generalizing the phenomena of interactional changes in the sub-structure being derived by digital technology, is being shown as a tendency of fusionization and globalization, and due to this, the culture of digital nomads is being formed. On the other hand, a tendency of amenity caused by the reaction against the coldly digital technology, is forming one axis of digital culture. As the culture, which experiences the process of a change by digital technology, is reflected even on the fashion, the fusion of technology and the human body, brought about the appearance and the development of the artificial body, by allowing the wearable computer to be introduced to fashion and by being connected directly to the body. This means the expansion of range for fashion. The destruction of a border between space and space, is making an opportunity of forming another ego inside the cyber space, with bringing about the mixed loading between the cyber space and the real space. As the border between the cyber space and the real space is being collapsed, the space of newly self-realization is being created. The collapse of gender is being shown as the pursuit of gender, which is a nomadic concept of not giving priority to anywhere of male gender and female gender. The tendency of sensitive design introduced the sports look as the largely fashion trend. Fascinated with Zen thoughts is leading to a response to the swiftly and coldly social conditions caused by machine. The digital culture by digital technology and the fashion tendency being shown by its influence, meet the needs of self-realization and self-expansion for a human being, and satisfy the needs for the expression of self-identity for a human being, and enable the search for introspection about inner existence inside the self.

Studies about Changes in Modern Korean Font and Effect of Digital Font to Caligraphy Design Thinking of Korea (근현대 한글 컴퓨터서체의 변화와 디지털폰트가 Caligraphy에 준 영향에 관한 연구)

  • Lee, Sung-Soo;Choi, Byoung-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.8 no.6
    • /
    • pp.159-163
    • /
    • 2008
  • Recently, typography in Korea has been varied. Among them, after 2005 a new trend caligraphy has appeared and in reality people discussed that this has been occurred as a coincidence. However, as a view of one who is interested in Hangeul typography, born of Hangeul caligraphy is not a coincidence. It is because computerizing of Hangeul has been later than U.S. or Japan. Korea was colonized by Japan and experienced the Korean War and economical independence got late and cultural independence got late as well. Our language, Hangeul was independenced in the beginning of 1990's after computer was introduce and original letter of Hangeul was scanned and basic standard was built. From the end of 80's there were many efforts for independence of Hangeul but there were problems on hardware side than software side. In the beginning of 90's basic fonts such as Myungjo or Gothic of Choi Jung-ho's fonts were set for computer hardware, but later 90's can be called as a time for distributing designed fonts for that new fonts that were planned and applying new ideas on fonts were done. In 2000 the two major font company in Korea Sandoll Communication and Yoon Design Institute made a fonts such as When branding had to be done by designer, typo must be written so adjusting size and moving baseline made old style and caligraphy fonts to be born. These cycling process has been natural motive for nowadays' caligraphy and these two major companies' role has made caligraphy to be popular.

  • PDF

A Study on Conceptual Design of Local Community Knowledge Information System Based on Public Library 2.0 (Public Library 2.0 기반 지역 커뮤니티지식정보시스템 개념적 설계)

  • Park, Mi-Young;Seung, Hyon-Woo
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.21 no.1
    • /
    • pp.193-209
    • /
    • 2010
  • It is library service innovation that leading change as cultural leader in advance of original technology of knowledge information, sharing and forming a new system, creating a new knowledge in feedback relationship, and constructing a specified unique library in active interaction. The purpose of this study is to provide public library a new vision based on pubic library 2.0 service model through library service innovation in digital knowledge information age. This study aims to improvement community knowledge information system of conceptual design based on public library 2.0. It is summarized as follows: First, library 2.0 service model is proposed with library 2.0 definition, principle and essential factor through literal and e-journal search. Second, application case is searched centering around library 2.0 cooperating technology of blogs, wiki, instant messaging, podcast, social networking, flickr. Third, public library new vision is proposed by definition and principle of public library 2.0. This study is conceptual design for next generation public library and is needed follow research for system implementation and test.

A Study on User Service and Enhancement Strategy for Chungnam Representative Library (충남대표도서관 이용자 서비스 및 활성화 전략 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Yu, So-Young;Kim, Jeong-Taek
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.50 no.4
    • /
    • pp.283-310
    • /
    • 2016
  • The present study aims to develop measures to enhance user service at Chungnam Representative Library by establishing Chungnam Representative Library Operation Master Plan. To this end, I conducted a literature review, analysis of services of other representative libraries, and a survey. The study results suggested six measures for user service enhancement. The first measure is space-specific programs, such as children's materials room, general materials room, electronic materials room, auditorium, multipurpose room, outdoor stage, exhibition room, and book café. The second measure is the services specific user types, such as children, adolescents, adults, the disabled, and multicultural families. The third measure is information service specific for information type, such as print material service and digital material service. The fourth measure is the service for the Information-Poor including the expansion of mobile library service, the service for information users in special environment, and the development of mobile library rules. Fifth measure is information service for Chungcheongnam-do residents, such as Baekje Studies specialized service that incorporates local characteristics, specialized information service for Chungcheong Studies and local materials, and information service for administrative and policy materials. The last measure is the measure to secure initial users and early stage service enhancement.