• Title/Summary/Keyword: 문화예술 융복합

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A Study on Property of Light Representation based on CGI(Computer-Generated Imagery) in IBL(Image Based Lighting) (IBL(Image Based Lighting)에서 나타나는 CGI기반 빛 재현의 특성에 관한 연구)

  • Chung, Kue-Hyung;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.371-378
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    • 2014
  • We understand the real form with light and it make us to visualize the world. Hence, light have got a great influence on formative arts in many ways from ancient time to now. Invisible and substantial light is described by many representational tools in various way and project the illusion. Projected illusion caused the change in human and general social culture. For such a reason, the representation of light is most important issue without distinction of age, space and genre. Now we are faced with CGI light just same as real light. So we need to study about properties of CGI light representation.

Comparative study of cultural tourism industry in Korea and China - Focusing on local cultural tourism products - (한·중 문화관광산업 비교 연구 - 지역 문화관광상품 중심으로 -)

  • Hwang, Gyun-Jeong
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.97-102
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    • 2020
  • In this paper, the concept of the diversified cultural tourism industry in Korea and China was summarized and the research direction was suggested. Also, the characteristics and status of the cultural tourism industry were analyzed. As a characteristic of the cultural tourism industry in both Korea and China, it exhibited similar cultural tourism forms such as performances, theme parks, festivals, and museums. Korea had a unique cultural tourism form called Hallyu cultural tourism, and China is also a rare cultural arts complex in Korea. And has developed cultural tourism. The strength of the Korean culture and tourism industry is that it is rich in cultural resources and possesses many assets with cultural contents, and the strength of the Chinese culture and tourism industry is that it has abundant tourism resources and huge economic power. As such, Korea and China with many similarities were found to be a country with high interest and potential in the cultural tourism industry, which is growing into a high value-added industry in the future. In addition, in order to continuously and stably develop the cultural tourism industry, continuous efforts and interests and proper research must be conducted so that the two countries can coexist with each other.

An Analysis of Cultural Contents in High School English Textbooks (고등학교 영어교과서의 영미문화 내용분석: 2011년 개정 영어과 교육과정 중심으로)

  • Ryu, Da-Young
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.71-83
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    • 2013
  • In a EFL situation, most Korean students and teachers are exclusively dependent on English textbooks to acquire the cultural factors of English. Therefore, it is necessary to analyze cultural elements in the English Textbooks. The results of the study are as follows: First, although all of the textbooks contain the culture part at the end of each lesson, it is insufficient for students to build a cultural schema. Second, in the analysis of cultural types, three types of cultures are presented in a similar percentage. Third, the culture elements were analyzed based on the 7th national curriculum revised in 2011. The most dominant is the culture regarding arts and literature. Forth, in nationality analysis, universal culture takes up the largest portion. Therefore, it is required more efforts to improve students' knowledge of the American and English culture.

A Study on Personal Ornaments Arts by utilizing Formative Characteristics of Sewing Kits of Gybang Culture (규방문화 침선구의 조형성을 활용한 장신구 작품 연구)

  • Lee, Jae-Ho;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.237-243
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    • 2012
  • Human beings were constantly developing and using tools. This implies the history of humans have been creatively maintained and developed. Humans put its utmost efforts to the development of civilization to lead better life at the same time constantly pursuit to the cultural development such as formative characteristics for the satisfaction of aesthetic needs. Gyubang crafts are regarded as extremely feminine and contained emotions of Korea while being classified as a genre of Korean culture & art. Gyubang crafts were created independent & unique formative beauty on the basis of then social, cultural, religious background, in which those sewing kits being called friends of ladies express the emotion of arts contains cultural depth of its appearance of life as well as its spiritual world of happiness, anger, sorrow and pleasure of ladies. And it was aimed to sought the possibilities to start itself in various ways under the assumption capable to be expressed detail & contemporary taste of the sewing kits that lived together with the ladies in their historic life through linking with ornaments arts with convergence and harmony of formative image. As stated, it could be an opportunity to rediscover the formative characteristics, harmony of convergence, elegance, delicacy, aesthetic beauty focused on sewing kits among Gyubang crafts filled with ladies' scant and spiritual hope and to be re-understood the excellence and the aesthetic beauty of traditional culture & arts through personal ornaments.

Examining the Influence of Science Museum Service Quality on Customer Satisfaction and Revisit Intention - A Case of Gwacheon National Science Museum - (과학관 서비스 품질이 고객만족도 및 재방문 의도에 미치는 영향 분석 - 국립과천과학관을 중심으로 -)

  • Choi, Jung won;Nam, Tae woo;Cho, Jae min
    • Korea Science and Art Forum
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    • v.27
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    • pp.277-288
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    • 2017
  • The number of science museums in Korea has expanded quantitatively from 72 in 2008 to 128 in 2016. This study started with the fact that the government puts a lot of budget into building a science museum, but there are more than one quarter of science museums with less than 50 spectators per day and many inefficient institutions. The number of visitors is an important factor in improving the efficiency of the science museum operation. The purpose of this study is to analyze the relation between the service quality of the science museum and the customer satisfaction and the intention to revisit and to find out what kind of effort should be concentrated in the science museum to attract more visitors. Questionnaires were written in the exhibition, education, and culture fields of the Gwacheon National Science Museum. The results were derived by frequency analysis, reliability analysis, factor analysis, and multiple regression analysis. The results and contents of the study are as follows. First, in the field of exhibition, the quality of exhibition facilities was expected to affect customer satisfaction and intention to return, but did not have a meaningful relationship. Second, the education sector has been found to affect customer satisfaction and return intention in all aspects of service quality (operation and contents, instructors, educational facilities and environment). Third, in the field of culture (event), the quality of the cultural program influences the visitor satisfaction, but it does not affect the intention to revisit. The science museum can provide satisfaction to visitors by combining activities such as science and arts. Despite the limitations, it is necessary to make efforts to improve the visitor satisfaction and revisit by proceeding with the convergence research on the entire National Science Museum in the future.

The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.385-390
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    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.

A Study on Comparative Analysis of Inlay Craft Technique of Relic in the Three Kingdom Period (삼국시대의 유물에 나타난 입사공예기법 비교분석 연구)

  • Park, Ji-Won;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.505-513
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    • 2014
  • Modern metal craft is losing our tradition and personality with simple expressive methods and limited techniques without artistry with the purpose of mass production. In order for development of modern metal craft and to succeed our unique culture, there is a need to consider traditional craft techniques that have been delivered since the ancient. Inlay craft requires high concentration and technology, and it is typical traditional metal craft techniques that show contemporary culture and ideas well. the period of the Three States was the time when inlay technique was introduced the first, and it can be seen in Baekje, Gaya and Silla. Furthermore, when inlay craft is applied for modern metal craft, a possibility was found to grant artistic expression and historical value of our unique artistic expression and historical value. For this purpose, it is expected to establish development of modern metal craft and our unique individuality firmly when continuously seeking practical measures that can accept contemporary crafts and expanding opportunities of education to learn traditional techniques.

The Necessity of DB Classification for Digital Braille Music (전자점자악보의 현황에 입각한 DB구축의 필요성 연구)

  • Jung, Jiyoung;Lee, Mee-Ae
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.343-350
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    • 2017
  • Music Braille is essential and academic materials for the blind to learn and enjoy music. In Korea, National Library for the Disabled is the public institution for the manufacture digital music braille by the request and the center of music rehabilitation the disabled also make the digital music braille on a welfare level. However, most of braille libraries in Korea do have little music braille compared to other braille books. This paper reports the current situations how braille libraries including National library for the Disabled contain braille books, music brailles and digital music brailles to find out that the blinds can be provided exact informations about music brailles and digital music brailles so they can learn music with the right materials such as music brailles. In conclusion, the construction of Database for the digital music brailles is required and necessary for the blind to have better activities of music from the welfare and artistic point of view.

A Study on the Typeface of Font, the Shape Royal Seal of the ex-Emperor Sugang in the Joseon Dynasty (조선시대 어보 수강태황제보(壽康太皇帝寶) 서체 형태 연구)

  • Park, Yoon-Sung;Kim, Ji-Su
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.493-499
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    • 2019
  • Seal is a tool to prove an individual or group. Guk-Sae and Eo-Bo uses typeface to represent their names or titles, which change from tensile to tensile and have varied from time to time. Although the Korean alphabet currently uses Hangul, it had used Chinese characters before Hun-Min-Jeong-Um was created in 1443. All seals and royal seal before the Korean Seal of State were made in Chinese characters. This thesis analyzes the concept of typography through the royal seal, and the subject of this study is 'Sugang Emperor' which is the only eight-letter version seal of the Joseon Dynasty's various royal seal. Bo-Yeong, which is shown in Bo-Myeon has artistic value with beautiful typeface and proportions, which is worth research. It examines the features of the Korean seal, analyzes and studies the typeface shape and features from the typographic perspective of the "Sugang Emperor Bo-Yeong," or writing.

Preference Factors of the Korean MZ Generation vis-à-vis the Online Programs of Museums Abroad (비대면 시대 해외 뮤지엄의 온라인 프로그램에 대한 한국 MZ 세대의 선호요인 연구)

  • Kwak, Song-Bi;Kwon, Cheeyun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.565-573
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    • 2022
  • This study aims to analyze the preference factors of the Korean MZ generation with regards to the online programs developed by museums abroad during the COVID-19 pandemic. World renown museums such as the British Museum, the National Gallery of London, Van Gogh Museum, J. Paul Getty Museum, Hasting Contemporary, Uffizi Gallery, and the Guggenheim Museum tackled the social-distancing situation with various creative online programs and events to continue their role as socially relevant institutions. Ten acclaimed programs conducted by these museums were shown to the Korean MZ generation, the most digitally savvy and frequent visitors to museums, to extract their responses to the various types of programs. The study showed that the Korean MZ generation prefer online programs which most closely reflect the onsite experience of a museum, and online contents with educational elements.