With the development of science and technology in recent years, various types of unstructured buildings have begun to be implemented by combining traditional architectural styles with digital tools, which are significantly different from conventional formal buildings. Designers will use various methods or digital tools to complete the unstructured and freer architectural forms when building an unstructured building. Based on this background, the need for research on the criteria for evaluating the characteristics of unstructured architectural forms is raised. First, the text was reconstructed by considering and integrating the elements of the unstructured exterior form based on prior research, with the external form of the unstructured building as the main research object. Second, the purpose of this study was to classify various types of unstructured forms and to provide important basic data for designing digital processes of unstructured architectural forms.Third, from 2000 to 2020, the text focused on the study of unstructured buildings and conducted in-depth analysis of the characteristics of their form expressions. While providing a case basis for the study of related fields, distribution laws and presence values related to the characteristics of unstructured buildings were sought. In addition, the analysis was conducted in combination with the distribution of functional use of buildings, and this study is differentiated from the existing research in that the atypical form is applied to the buildings by use, and the application trend of this type is understood to enhance understanding of the atypical form of buildings.
This study explores the importance of semantic web-based network construction in art data archiving, as well as its meaning and value in the context of arts management along with its potential for future application. The study focuses on oral history obtained from the Arko Arts Archives that contained records of the lives and artistic views of early artists. In this study, the possibility of applying semantic web-based technology to materials concerning culture and the arts was discussed in five aspects based on the results of the case analysis. First, checking the relationship and discovering hidden artists are possible by revealing relationships between characters. Second, understanding and studying society and culture at a given time is possible by interpreting the contextual meaning of information. Third, art exploration can be done broadly and deeply, encompassing various genres from the perspective of the consumer. Fourth, through art construction, history can be reconstructed using a new and rich method. Fifth, expanding the scope beyond the boundaries of art is possible through convergence and collaboration of programs that handle big data. The network data can be used in various methods, such as art history research, art planning, and creation, throughout the art ecosystem. The results of the study suggest that digitizing a large quantity of data concerning culture and the arts is meaningful in arts management as well as identifying and analyzing the relationship network among data clusters using semantic web-based technology.
Journal of the Korean BIBLIA Society for library and Information Science
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v.33
no.1
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pp.371-401
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2022
If the blockchain means storing information in a distributed environment that cannot be forged or altered, it is mentioned that this is similar to what librarians collect, preserve, and share authoritative information. In this way, this study examined blockchain technology as a way to collect and provide reliable information, increase work efficiency inside and outside the library, and strengthen cooperative networks. This study attempted to propose various ways to utilize blockchain technology in book relations based on literature surveys and case studies in other fields. To this end, this study first analyzed the field and cases of blockchain application to confirm the possibility and value of blockchain application in the library field, and proposed 12 ways to utilize it based on this. The utilization model was proposed by dividing it into operation and service sectors. In the operation sector, it is a digital identity-based user record storage and authentication function, transparent management and traceable monitoring function, voting-based personnel and recruitment system, blockchain governance-based network efficiency function, and blockchain-based next-generation device management and information integration function. The service sector includes improved book purchase and sharing efficiency due to simplification of intermediaries, digital content copyright protection and management functions, customized service provision based on customer behavior analysis, blockchain-based online learning platforms, sharing platforms, and P2P-based reliable information sharing platforms.
The Journal of the Convergence on Culture Technology
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v.9
no.2
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pp.493-502
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2023
The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.
The Journal of the Convergence on Culture Technology
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v.9
no.5
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pp.83-90
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2023
The recent trend in younger generations of wearing traditional costumes or incorporating fusion hanbok into daily wear necessitates the development of modern hair accessories to complement hanbok. The purpose of this study is to develop practical and modern hair accessory designs inspired by royal women's hair ornaments that complement hanbok, and therefore expand the scope of fashion content development utilizing hanbok culture as well as meeting the demand for various experiences of traditional culture. This research studied the literature on traditional hairstyles and accessories of Queen Yeong and constructed models of these accessories for the purpose of empirical research. The production process first required creating a basic foundation of nylon mesh reflecting the silhouette of a traditional hairstyle, and then grafting a digital textile printed fabric using majestic and extravagant royal relics on top, thus employing the trompe l'oeil technique to ultimately give the impression of wearing traditional jewelry. As a result, a total of six hair accessory designs were completed, produced with hairbands, hair pins, and hair ties. In addition, the accessories are designed to be easily worn regardless of the wearer's hair style, and the stiff yet flexible nylon mesh effectively expresses the shape of a voluminous hairstyle and creates an optical illusion, blending into the hair. These research results present a unique aesthetic and cultural experience to the greater public seeking both daily entertainment and value from rarity.
The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.
The reason to research the musical is it has a lot of useful things for the various studies department not only Korea Musical Theatre own although it has been a successful musical theater on the Off-Broadway by Reboot culture era. Even though does not release on Korea, the popular of the show and powerful results of environments have delivered through the international magazines and Youtube channels to Korea. To study of Musical will be lead us to the world which adopted to the social problems as the youth school violence, family communication hurdle, and religion missing by script not only the musical drama but the interpretation for Teen-agers social problem. There are many kinds of Neo educations are proved by smart learning as STEAM. The students who have been studied with the smartphone, I-pad, personal computer, or laptop as smart tools for class are familliar as feedback processing speedly. It would make them learn the skill for their knowledge of a digital age, but it should not let them how to understand other people's emotion as real although STEAM has emtion part. Besides they have communicated on the social network not the ordinary man but the special ego by themselves, as mention or retweet as like their amusements and make the gossip group. This study would show the perspective for understanding Teen-agers Social Problem and who is the victims today's juvenile problems though the musical based on Jim Taulli's directing.
In the twenty first century of rapid cultural change performing art requires new mode of expression based on imaginative power and creativity as well as establishing its own identity. The modern technological environment support this with advanced technology and bring about the expansion of reason from new experience. The introduction of digital media on artistic expression in particular, expands the physical ability of human body which is the main subject of performing art. A virtual body from digital technology is freed from physical boundaries and goes over space and time. It also suggests the possibility of new mode of communication with audience. This study aims at examining the subject of performing art and its digitalized movement focusing on EveR, the world's first professional robot actor. The robot actor which came on stage according to the new expression medium, a digital body, stands in need not only of technological value but also of cultural and artistic application for expression in art. In this endeavor to meet the demand, this study examines the development process and function of 'EveR' the robot actor. Also it searches into the performance of Ever which replaced human being as well as the historical significance of the title:the world's first. To be more specific, there is a example research on two performances:a pansori play "EveR is simply stunning(2009)" and children's play "The Robot Princess and Seven Dwarfs(2009)." Through this example research, it is enabled to anticipate the influence of robot actors on performing arts and to search for the better way of them to evolve. Furthermore, it aims at finding ways to create high value through promoting robot actors to be familiar to the public as well as supporting them to become active cultural contents. The performance with robotic technology is one of the artistic experiment that may cause the change of the future of performing art by actualizing technological imagination together with human body and machinery. As a consequence, it is expected that the meeting of performing art and robotic technology gives positive influence on activating performing art as one of the integrated cultural phenomenon which satisfies the taste of modern era. Moreover, this study may also be the beginning of the expansion of performing art to stretch to diverse field.
In general, content business companies include animation industry can have benefits, which they have higher incomes when they obtain wider markets. Therefore, they pursue to have diverse windows for content distribution or to reach the foreign markets for dealing their content products with potential customers. It have the greatest value. They can re-invest the incomes to produce their new products, and they can enhance the international competitiveness of their next products. As the results, the companies can have more incomes and wider markets in next business, and it will be the effectiveness of the good cycle of the animation industry. Animation industry has being undergone of its structure changes, more economical chances and viewers' attitudes changes through the all over the industry because of the acceptance of new digital technology. To response the changes or have the new chances from the changes, they should to review the existing system and the law concerned with the animation business as well as having the diverse new plans for supporting the industry like a construction of the online marketplace of Korean animation. It would make the Korean animation companies to meet foreign customers easily by making lower the entrance barrier of the foreign markets. Current Korean government needs to estimate the value of the Korean animation accurately and objectively by concerning its surroundings to support efficiently. However, it is very difficult to estimate the value of the content rightly because of its' intangible and subjective matter. For this, they should analyze the all the data of the information of the Korean animation content by accumulate, open to the public and manage. So if the government makes online marketplace for the Korean animation, which all the Korean animation companies get in, it would be a solution of estimating the value of the Korean animation rightly. In addition, it will be used as the role of archive of the government to lead the industry successfully. As a point of the small size of the Korean animation companies, they are government dependable because of its low budget, so they strongly expect the government to do the right role as the unique knowledge distributor. Therefore, the Korean animation online marketplace would make not only big companies, but also small companies to have the chances to increase the value of their content in the global markets by themselves without economic burdens.
The Journal of the Convergence on Culture Technology
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v.9
no.6
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pp.339-345
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2023
Design exists behind technology. Design is intertwined with the needs of daily life and market structures, and while dealing with technology, it can become insensitive to its meaning. Unlike other social media platforms, Instagram consists of image-based content. The purpose of this study is to examine the addictive design of Instagram. Furthermore, we discuss the ethical responsibilities that designers must have. A theoretical framework for understanding Instagram design is established through a review of major domestic and international literature that has been previously studied. Understand the history, structure, and functions of Instagram and identify Instagram designs that promote social media addiction. In this study, we introduced the mechanism by which Instagram promotes user addiction through design issues. (1) Pull-to-Refresh (2) Red color in push alarm (3) Profile photo border expression in Instagram Story. This design stimulates users' social desires and FOMO, forming the structure of obsessive Instagram usage habits. Instagram is an example that forces us to reconsider the ethical role of design and designers along with the advancement of technology. In today's world, the intrinsic value of what they create, including our society and life itself.
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