• Title/Summary/Keyword: 문화상품

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Qualitative Study about Value Cognition and Benefits of Consumer on Culture-Art products (문화예술상품에 대한 소비자의 가치인식과 추구혜택에 관한 질적 연구)

  • Rhee, Young-Sun;Shin, Eun-Joo
    • Asia Marketing Journal
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    • v.12 no.4
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    • pp.27-54
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    • 2011
  • This research attempted to present the efficiency of culture marketing to the organizations producing culture-art products and to the companies utilizing art and suggest the practical viewpoints to the culture and art policy agencies. The methodology used was to take an in-depth look at the consumer value cognition and benefits of culture-art products in contemporary consumption culture from a social context by conducting a total of 12 Focus Group Interviews, consisting of 58 males and females in their 10s~50s who can represent culture-art product consumers. The culture-art products refer to the artist's spiritual, actual act of creating or to the end products with economic exchange value. They are also sense goods and merit goods that affect the mental state of consumers. By looking at culture-art products as consumer merit goods, this research examined consumer value cognition of culture-art products based on the characteristics culture-art products. As a result, this research determined that consumers view culture-art products largely as 'aesthetic and sensuous merit goods', 'actual and individual merit goods', and 'social public property'. As 'aesthetic and sensuous merit goods', culture-art products are considered as the products of an artist's creative activities; as 'social public property', culture-art products have a public value in terms of ownership; and as 'actual and individual merit goods', culture-art products act on the spirit and reality of a consumer in terms of consumption. As a result of analyzing the benefits of culture-art products based on the above-mentioned consumer value cognition, it was observed that the benefits of culture-art-product consumption are chiefly divided into 'aesthetic character-oriented', 'social relationships-oriented', and 'individual benefits-oriented' depending on how consumers see culture-art products. A 3-conceptional structures model was constructed according to the relationship between consumer value cognition of culture-art products and the benefits. This research revealed that consumers who pursue the aesthetic value or sense of beauty as the central reason experience culture-art products themselves, enjoy intellectual quests, and pursue their satisfaction by expressing affection for and interests in culture-art products. On the other hand, consumers who pursue social value as the central reason as a means of communication by perceiving culture-art products as a public property of society, pursue sympathy with people close to them through the symbolic power of culture-art product consumption or the joy of self-display. Consumers who perceive art products as spiritual and actual merit goods and pursue consumer value as a central reason want to express their own personality, develop themselves, and differentiate themselves or identify themselves with others in the context of social relations for the ultimate goal of living a happy and satisfied life while pursuing to satisfy imminent and actual necessities as emotional stability and rest. The fact that culture-art product benefits could vary according to how a consumer perceives them implies that consumer value cognition of culture-art products and their benefits significant affect consumers' decision in choosing and consuming various culture-art products. It turned out that such benefits from the consumption of culture-art products reflect the complex contemporary consumption culture of rational consumption, symbolic consumption, experiential consumption, and social reflective consumption. This research identified conceptional structures of consumer value cognition on culture-art products and benefits that can be used for studying and understanding culture-art products consumers who pursue a variety of consumption values. They can also be used by private companies in utilizing art, as well as by national agencies in enhancing the population's quality of life. However, since this research could only conceptually grasp consumer perception of culture-art products and reveal the dimension of classification due to its own limitations arising from characteristic investigation, quantitative data on the benefits of culture-art product consumers should be measured in future studies through a quantitative investigation, while using the value cognition of culture-art products and the individual characteristics of consumers as variables based on this research.

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Application Scheme of OSMU based on the Musical Culture Performance Contents (뮤지컬 문화공연 콘텐츠의 원소스 멀티유즈 활용방안)

  • Han, Hye-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.180-184
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    • 2006
  • 뮤지컬 문화공연 시장 규모의 확대로 인해 다양한 뮤지컬 작품을 관객들은 원하고 있으며, 이에 뮤지컬 문화공연 콘텐츠의 OSMU의 활용이 중요하다. 이러한 활용방안으로 첫째, 뮤지컬 문화공연 콘텐츠는 역사, 설화, 문학, 국악, 영상(드라마), 영화, 무용, 댄스 등의 다양한 소스(작품)들의 상호 조합으로 새로운 멀티 유즈로의 활용이다. 따라서 뮤지컬의 문화공연 콘텐츠의 OSMU의 활용을 위해서는 다양한 뮤지컬 소재의 발굴과 함께 문화공연 작품의 창작 활동이 중요한 것으로 생각된다. 둘째, 이미 작품화 된 뮤지컬 문화공연 콘텐츠는 다양한 부가가치 가지므로 공연 관련 상품을 가공, 판매를 하는 OSMU로의 활용이다. 이에 공연 기획 단계에서부터 부가 상품 판매에 대한 체계적인 마케팅 전략을 별도로 수립, 티켓 판매만이 아닌 다양한 부가 상품 개발을 통해 뮤지컬 문화공연 콘텐츠를 다양한 상품의 형태로 재 판매하는 OSMU 활용 방안이 필요하다.

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21세기 키워드-컬덕트

  • Kim, Jeong-Sang
    • 프린팅코리아
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    • s.56
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    • pp.152-153
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    • 2007
  • 최근 상품에 문화를 입힌 '컬덕트(Culduct)'가 주목받고 있다. '컬덕트'는 문화(cultrue)와 상품(product)이 합쳐져 생긴 새로운 단어로 블루오션세계에서 주목받고 있는 개념이기도 하다. 문화를 판다는 '컬덕트'에 대해서 소개한다.

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Study of sale product of Toyo-carp baseball club of Japan (일본 도요카프 야구구단의 판매상품 연구)

  • Lee, Hyunji;Oh, Chigyu
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.143-144
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    • 2017
  • 최근 여가생활의 중요성이 부각되며 스포츠 관람도 여가생활로써 각광받고 있다. 구단도 브랜드라고 볼 수 있다. 스포츠 구단을 응원하기 위한 방법은 관람뿐만 아니라 구단의 라이선싱 상품을 구입하는 것도 방법이다. 한 브랜드의 판매상품을 구성하려면 구매자들의 문화를 파악하고 분석하여야 한다. 이 발표는 일본인들의 문화의 하나인 '오미야게' 문화에 대해 알아보고 그로 인해 일본의 야구 구단의 판매상품 구성에 끼친 영향에 대해 연구하고자 한다.

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Development of Augmented Reality Framework for Augmenting Information of Relics on Cultural Products (문화상품을 활용한 유물 정보 증강현실 프레임워크 개발)

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.363-365
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    • 2019
  • 본 논문은 4차 산업혁명 시대에 발맞춰 문화유산과 최첨단 ICT 기술을 이용한 연구로 문화유물에 대한 대상으로 제작된 문화상품을 증강현실 기술로 유물의 가치와 우수성에 대한 정보를 사용자 맞춤형 기반 유물의 다양한 메타데이터를 전달 할 수 있는 시스템을 제안한다. 문화상품을 마커로 인식하는 마커리스 기술로 정보를 인식하여 장소와 상관없이 문화유물의 특성을 알리고 효과적으로 널리 알리는 기술적 방법을 제안한다. 이와 같은 형태의 증강현실 기술로 문화유물에 대한 가치를 전파하고 문화유산의 유형에 따른 콘텐츠의 특성화 방안을 제안하여 교육용 산업용 홍보용 등 다양한 사용 목적에 맞게 대중화 실현에 기여하고자 한다.

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Making Cultural Products Using Natural Dyed Hanji-Fabric (I) (천연염색 한지직물을 활용한 문화상품 제작 (I))

  • Jung, Jin Soun
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.23-27
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    • 2019
  • Korea boasts outstanding cultural heritage accumulated over the 5 thousand-year-long history, but has neglected developing marketable commercial products out of its culture. As a result, despite the fact that Korea had successfully developed internationally well-acknowledged technologies, there isn't any exceptional cultural product that can be marketed globally. Therefore, it is necessary to re-design and commercialize a modern sense using unique materials in traditional culture. Fabrics made by natural dyeing have a low saturation, so they do not need special color harmony, they are natural and comfortable. Therefore, fabrics obtained by natural dyeing are considered to be a very suitable material for cultural product development. In addition, Hanji is a good material that can build a field of art by itself because it has a quality, a profound and elegant feeling. In this study, Hanji-fabric, which is made of excellent Hanji, is used for natural dyeing with. Using the dyed fabrics, the cultural products such as two parasols and a card holder was made and presented.

Program Development of Tea Culture for Tourism Product (다문화 관광상품 프로그램개발에 관한 연구)

  • Jung, Young-Sook;Kim, In-Sook
    • Journal of Global Scholars of Marketing Science
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    • v.8
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    • pp.1-19
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    • 2001
  • To develop the traditional tea culture into tourism product, we will review the characteristics of traditional tea culture. Since our ancestor introduced tea, our tea culture has expressed the culture and spirit of ancestors' life and practiced the body and mind. Based on this facts, we want to build the program for applying.the tea culture into the characteristics of tourism products. The program for tea culture is following; reception; visiting the Korean Tea Museum consisting of reception room, tea-related document room, tea pottery room and korean traditional dress room; experiencing tea ceremony, tea traditional foods, natural dyeing, tea pottery making and tea etiquette; seeing visitors out. However, we didn't evaluate the satisfaction of tourists from Japan, China, America and Europe who participated in this program through the objective data. But they understood the excellency and creativity of Korean traditional culture through experiencing Korean invisible-visible culture. Therefore this study intends to develop the program for the attractive and differentiated culture tourism and build the competitive model of Korean culture tourism product.

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Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.