• Title/Summary/Keyword: 문화예술 기술요소

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High School of Arts students' Understanding of the Nature of Science and Nature of Art (과학과 예술의 본성에 대한 예술고 학생들의 인식)

  • Kim, Hee-Jung;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.586-603
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    • 2012
  • This study is a survey conducted to explore what art high school students specifically see as nature of science. Third-year students of a high school of arts in Gyeonggi-do participated in the survey. The questionnaire was classified into three categories - the formative arts in the fine arts, the sound arts in music, the performing arts in dance, and drama and play. The study analyzed what they think of as similar aspects of science and art respectively according to their majors, with focus on the extracts. As a result, they mentioned 'creative imagination', 'correlation with technology', 'social and cultural relation', 'subjectivity', 'variability', and 'inquiring attitude' as similarities between science and art. The results are almost the same as the elements of the nature of science as agreed on by scientists. From the result, we can assume that students majoring in art, indeed, need an education on the nature of science. Also, while the fine arts students have more tendency to perceive inquiring attitude than others, music students are more likely to perceive variability than others. Therefore, teaching strategy in experimental inquiring context for the former is more helpful in understanding the nature of science, and teaching strategy in the context of scientific history for the latter.

Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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Study of the Image Design Components of Urban Landscape Media Facade (도시경관 미디어파사드의 영상디자인 구성요소 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6478-6483
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    • 2014
  • Media facades project images on the external walls of a building as a screen. Such facades can recover the cultural emotions of users tired of a high level of market competition in urban spaces and develop into urban aesthetics and be reinterpreted as an image design as the city becomes a topic as well as the target projected. From a cultural perspective, the artistic possibility and strengthening of publicness of media facades are discussed. One of the considerations is that it should be the medium communicating with the building or surrounding of the projected target. Urban landscape media facades, such as 2014 Gwanghwamun media facade, 2014 Sejong Center for the Performing Arts media facade and 2013 Namsan media facade were compared and analyzed. As a result, four types of image design components could be derived such as motifs, concepts, stories and projection types. Media facade, which is establishing itself as a new technological genre beyond canvas and theater screens, should contain messages, themes and technological advances as a higher level of the urban symbolic art form in the future. This paper derived the components of image design through the comparative analysis of symbolic urban landscape media facade.

A Study on the Oral Characteristics in Personal Narrative Storytelling (체험 이야기하기의 구술적 특성에 대하여)

  • Kim, Kyung-Seop
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.143-150
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    • 2022
  • The folk language that lives and breathes in modern works does not just come from old stories, but it is a personal narrative which is based on the experiences of the narrator. Like many genres in oral literature, most of these personal narratives occur from the impulse of communicating and reinventing rather than from the impulse of creating. Compared to traditional folktales, stories about an individual's experiences, such as personal narratives are often performed by adding the individual tendencies of the narrator. In so doing, the phenomenon of "processing the experience by estimating it and reinterpreting the memories roughly" occurs, and this is a significant factor in making the oral literature. However, the question that arises here is: How can we deal with these significant elements that are inevitably captured when performed orally? Text linguistics, the main methodology of this paper, implies the possibility of expressing the impromptu elements of oral literature. Also, textual linguistic analysis of personal narratives provides the possibility of discussing oral characteristics from various angles which have been difficult to analyze, such as on-site atmosphere, speaker mistakes, contradictions in stories, and audience reactions. Hence, it is possible to effectively discuss oral-poetics in oral literature which are based on the one-off of 'words', the 'roughness' of the on-site atmosphere, and the stackability of the 'wisdom of crowds'. Furthermore, it is expected to contribute to the study of personal narrative storytelling that plays an important part in Veabal art in community culture.

A Study on the Value Factors of Culture Consumers for Corporate Culture Marketing through Big Data Techniques (빅데이터 기법을 통한 기업 문화마케팅을 위한 문화소비자의 가치 요소 연구)

  • Oh, Se Jong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.31-36
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    • 2020
  • Corporate Culture Marketing is a marketing tool that enhances a company's cultural image or conveys its image through culture. Culture Consumer value analysis is important predictive data in identifying the value and pursuit of life in individual consumption behavior, explaining the choice behavior of culture consumers, and serves as the basis for decision making. The research method was linked to the text mining and opinion mining techniques of big data, and extracted positive, negative and neutral words. The analysis targets culture consumers participating in concerts at Hyundai Card's 'Super Concert', which is subject to domestic consumers, and CJ ENM's 'KCON', which is subject to foreign consumers. The culture consumer value elements of corporate culture marketing are the basic conditions, and they were derived as 'Consensus Communication (Expression of Sensibility)', 'Participation Sharing(VIP Belonging)', 'Social Change Issue', 'Differentiating Services', 'Price Discount Benefit' and 'Location Quality'. In the future, we will need to foster 'Culture Technology Marketers' and apply them in areas such as arts management planning, cultural investment, cultural distribution, cultural space, Corporate Culture, CSR and K-pop marketing to enhance corporate interests and brand value and enhance brand value.

A study on the Convergence of Culture and Technology Contents of Traditional Old Capital, Kyoto - Focused on the Lake Biwa Canal - (전통 고도(古都) 교토(京都)의 문화기술 융합 콘텐츠 연구 - 비와코(琵琶湖) 운하를 중심으로 -)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • v.16
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    • pp.157-169
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    • 2014
  • Lake Biwa Canal was a dream project that reminds us the passion and innovation of Kyoto Citizens more than water supply. It is a modernization project combining engineering knowledge and scientific technology, which started transportation by ship through big-scale civil construction as well as supplying electricity as the first waterpower plant in Japan, and it overcame the physiographic limit through adopting unique method of waterway transportation. Lake Biwa Canal, which has tangible and intangible culture heritage value as the traditional space of Kyoto, the Old Capital of 1200 years, conceives a cultural meaning that is connected through various mutual relation as well as scientific technologic factor. Lake Biwa Canal is not only the function for supplying water to gardens and temples of Kyoto region, but it is also a cultural fruit that is formed by complex causal relationship of various contents such as geographical and environmental background, the phases of the times, local development policy, political circumstances and religions. This study is aimed at interpreting the value of Lake Biwa Canal multilaterally by the convergence of cultural and technological aspects through the view of the world which the age tried to pursue, focusing on the construction of Lake Biwa Canal which was accomplished in the process of promoting the modernization of Kyoto.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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Exploring the Perception Change of the Consumers for the Cultural Heritage Values in the Cultural Heritage Yahaeng (문화재야행 사업에서 소비자의 문화재 가치 인식 변화 요인에 관한 연구)

  • Yim, Haksoon
    • Korean Association of Arts Management
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    • no.52
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    • pp.107-133
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    • 2019
  • This article is aimed at exploring what factors influence the perception change of the consumers for the cultural heritage values in the case of the cultural heritage policy program entitled with the cultural heritage Yahaeng. The consumers is considered as a key factor in the value creation system of the cultural heritage Yahaeng. It is necessary that the priority of the cultural heritage Yahaeng should be shifted from the supplies to the consumers. The consumer-based model of cultural heritage utilization is used as a theoretical framework. This study examines the influence of cultural heritage authenticity, cultural motivation, management system, loyalty on the perception change of the consumers for the cultural heritage values. This study is empirically examined by the means of a survey conducted on 205 visitors in the case of the Suncheon Yahaeng. The results indicate that the cultural heritage Yahaeng positively influences the perception change of the consumers for the cultural heritage values. In addition, the results indicate that cultural heritage authenticity is the most important factor which positively influences the perception change of the consumers for the cultural heritage values. In addition, the results indicate that cultural motivation positively influences on the perception change of the consumer for the cultural heritage values through the mediating variable of the loyalty. In line with its results, the article recommends that the significance based management system, evaluation system focused on the perception of the consumers for the cultural heritage should be established in the future. The article concludes that the local residents should be importantly considered as consumers and the collaborative partners in the cultural heritage Yahaeng.

Analysing the narrative structure in the contents of Media facade (미디어 파사드 콘텐츠에 나타나는 서사 구조에 대한 연구 - 서울스퀘어의 정규 콘텐츠를 중심으로)

  • Lee, Youna;Jung, ChangYong;Kim, Hyunggi
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.367-379
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    • 2013
  • The Media facade is valuing more than utilizing to the display space and has potential as a new urban culture. The possible role of the contents, which can be a variety of expression can be seen that the more importance. Using narrative structure, which is a component of the story, discourse, temporality, spatiality, to analyze to the contents of media façade and this study suggests that new contents of narrative is an appropriate utilization at the new media environment.

Invigorating Makerspaces in Korea: Empirical Analysis on Operating Components of Makerspaces (한국형 메이커스페이스 활성화를 위한 운영요소 분석 연구)

  • Kwon, Hyeog-In;Kim, Ju-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.2
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    • pp.105-118
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    • 2019
  • New manufactural innovation was generated with combination with Do It Yourself(DIY) culture and Information and Communication Technology(ICT). It led people to make their creative idea in real things and share them. This social movement has been called as 'Maker' culture. As maker culture was developed, the places named 'Makerspace' with high-tech equipment and sharing environment have been widely spread and gotten spotlight. Futhermore, makerspaces have been diffused rapidly in Korea; because of its importance for the fourth industrial revolution. However, the operation of makerspaces is not matured as much as its popularity, so problems occurred in operating aspects. The number of related studies is not enough to foster domestic maker culture in Korea. Of that, studies on operation of makerspaces were limited and the quantity of survey sample was insufficient. Therefore, firstly, in this study, operation elements of makerspaces were extracted by literature review. And, survey for examining the extracted elements was conducted to four policy makers and researchers, four makerspace operators and four makers. Final survey was carried out by Importance-Performance Analysis(IPA) method to fifty recipients composed of policy makers and researchers, operators, and makers. In result, importance located above performance in every elements and in-depth interview was followed to understand domestic surroundings and suggest way to invigorate makerspaces in Korea. The suggestion shows as follows. First, online and offline platform for makers should be expanded; second, makerspace should connect private sponsorship with makers or their projects; third, policy direction has to be improved from venturing business to diffusion of maker culture; fourth, basic maker education should be enlarged.