• Title/Summary/Keyword: 문학콘텐츠

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An Application and Design of Modern Culture's Contents Ontology using Topic Map (토픽맵을 이용한 현대문학 콘텐츠 온톨로지의 적용 및 설계)

  • Jeong, Hwa-Young;Ko, In-Hwan
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.213-218
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    • 2012
  • Modern culture has describing the year's situation along the social environment. A literary work changed as if the year's situation change. Therefore we can understand the age through the literary work and get knowledge the social request of the year's. This literary works have made a chance to know approaching more closely to user as producing media resources. Recently, IT convergence and digital convergence become a new trend to combine each other academic area and get much synergy effect. In this paper, we propose an application and design of the ontology that needs to make digital content from modern literary work's information. For this works, we specify the structure of the year's literary work and the relation of each factor. The specification method used topic map. Each relation model was specified the connection by topic vector.

A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.279-286
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    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

A case study of tourism contents (문학 소재의 지역축제 개발사례 연구)

  • Jee, bong-gu
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.773-776
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    • 2007
  • 지방자치단체는 지방자치제 실시이후로 많은 지역축제가 개최되어 왔으나, 대부분의 소재가 특산물와 자연환경을 소재로하여 개최되었다. 다른 요소들보다 지역축제의 소재를 찾기 쉬운 점에서 눈에 보이는 소재를 이용했다고 볼 수 있지만, 지역축제를 개최하는 데 있어 소재에 대한 중요성이나 파급효과에 대한 심도있는 자기 지역만의 특색있는 소재를 찾는 노력에서는 문제점을 지적하지 않을 수 없다. 자기 지역을 대표할 수 있고, 다른 지역에서 흉내낼 수 없는 자기 고장만의 소재만이 관광객을 지속적으로 유치할 수 있는 유인요소가 될 것이기 때문이다. 따라서, 본 연구에서는 문학작품과 관련된 소재를 개발하고, 관광객을 유치할 수 있는 방안을 제시하는 데 목적이 있다.

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A study on the aspect of filmography of (<흥부전>의 영화화, 그 양상과 의미)

  • Kim, sun-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.199-200
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    • 2019
  • 이 연구는 <흥부와 놀부>(1967), <흥부>(2017)을 중심으로 <흥부전>의 영화화 양상과 의미에 대해 고찰한 것이다. 50여년의 격차를 두고 제작된 두 영화를 통해 <흥부전>에 의해 매개된 1960년대 말과 2010년 말의 사회, 문화적 차이와 접점을 살펴보고자 하였다. 이를 통해 <흥부전>은 과거에 박제된 문학이 아니라 그것이 재현되는 세계와 긴밀히 조응하며, 살아있는 문학, 문화로 자리 잡고 있음을 확인해 볼 수 있었다.

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Utility of Literary Works in English Education (영어교육에 있어서 영문학의 효용성)

  • Lee, Jongbok
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.157-165
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    • 2018
  • The purpose of this study is to investigate the effectiveness of general use of English literary works. It will be helpful for both general English learners and college students majoring English Education in ESL or EFL context. English literature is very useful pedagogical tool in the language class due to its unique valuable characteristics including authenticity, cultural and linguistic value, and personal enrichment, which impact on fostering English ability of EFL students. For this reason, it is unavoidable to develop a theory and practice regarding using English literature as an educational resource for college students in Korea. In this study several considerations will be discussed in terms of selection of the literary works to be applied for language learning purpose in the classrooms of universities in Korea. Such attentions will include fours skills of English such as reading, writing, listening and speaking. Finally, some effects and implications of using literary text as a pedagogical tool in the EFL language classrooms will be discussed.

Reinvestigating Korean Culture Education Based on Culture and Art Contents (문화·예술 콘텐츠를 기반으로 한 한국문화교육의 재모색)

  • Lee, Young-Jo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.277-287
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    • 2020
  • The proportion of cultural education in Korean language education is increasing. Many researchers in Korean language education have used a variety of teaching methods and materials for cultural education, and the range of contents applied to cultural education is wide ranging from literature, drama, film, theater, and music. In addition, the results studied until recently are vast. Nevertheless, cultural education in the classroom is fragmentary and often stays one-off. Since culture is a product that is produced over time, it raises the question that it needs to be more phased, systematic and sustainable. Therefore, this study examines the existing aspects of arts and contents-based culture education, selects literature among the art contents, and presents specific class cases conducted for one semester, and implements the continuous and systematic culture education aspects. I tried to find the direction of Korean culture education.

콘텐츠연재 / 디지털콘텐츠 제작기술 발전이 양질의 콘텐츠 개발 이끌어

  • O, Ik-Jae
    • Digital Contents
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    • no.1 s.116
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    • pp.100-103
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    • 2003
  • 디지털콘텐츠는 기획, 제작 및 유통, 구입에서 결제, 이용까지 모두 네트워크와 PC로 처리되는 전자상거래의 독자적인 분야이다. 문학, 음악, 미술, 만화, 영화, 캐릭터, 애니메이션, 컴퓨터게임, 광고 등 저작물을 디지털 방식으로 제작·처리·유통한다. 디지털콘텐츠의 제작을 위해서는 하드웨어로서의 컴퓨터 시스템, 소프트웨어로서의 운영체제와 플랫폼, 콘텐츠 유통채널로서의 디지털 방송망, 유무선 정보통신망, DVD등 패키지 미디어에 대한 기본적인 이해를 필요로 한다. 그 외 프로그래밍 언어, 2D·3D 컴퓨터그래픽 기술, 사운드 및 음악 제작기술, 다양한 콘텐츠 저작 도구 등에 대한 이해가 필요하다.

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The Impact of Digital Medium Quality on Learning Satisfaction, Sustainable Use Intention: Application Scheme of OSMU based on the Korean Classical Literature in grandculture.net (디지털 매체품질이 학습만족과 지속이용의도에 미치는 영향 : 고전문학의 원소스 멀티유즈(OSMU) 활성화를 위해 향토문화전자대전 사이트를 중심으로)

  • Hyun, Young-Ran;Chung, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.1-10
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    • 2016
  • This paper focus on the digital media quality of one source multi-use for the vitalization of Korean classical literature. This paper examines the structural relationship between the quality of digital media and learning satisfaction/sustainable use intention through digital media. For this we used the case of The 'Encyclopedia of Korean Local Culture(www.grandculture.net)'. Thus we conducted a survey of 418 high school students attending a classical literature class which used the local culture DB. The result of this study demonstrates that quality of media content and media service quality affect the learning satisfaction even if media system quality does not affect the learning satisfaction. Learning satisfaction affect strongly. The result of multi regression showed that system quality increased the learning satisfaction in the high group, but system quality did not effect the learning satisfaction in the low group. These results indicate that if system quality is enhanced, learning satisfaction will be slightly increased, and if quality of contents and services is enhanced, learning satisfaction will be strongly increased.

New Cyber Space for Literature and criticism: Applied to Social Network (문학과 비평의 새로운 사이버 공간: 소셜 네트워크의 적용)

  • Ko, In-Hwan;Jeong, Hwa-Young
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.93-98
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    • 2012
  • Literature has showing a phenomenon of the society and the year's issue for a long time. Many critics used index to do not only understand the years' but also just literature. That is, the literature was an essential method to express the society. However, it can be different for each people to have a view point for the literary work. Therefore, people has a self-analysis for the work, and the activity affect that the it can be difficult for people to public their interest for the literary. In this paper, we make new cyber space for social network of the literary and propose a framework that people can discuss their opinion for the literary work. In that time, we make a literary work as digital content.