• Title/Summary/Keyword: 문화의 교육 콘텐츠

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The Endpaper Types of Bologna Ragazzi Award Korean Picturebooks (볼로냐 라가치상을 수상한 한국 그림책의 면지 유형)

  • Nam, A Reum;Kim, Sang Lim
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.327-332
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    • 2022
  • The purpose of this study was to analyze the type of endpapers in Korean picturebooks that won the Bologna Ragazzi Award. The endpapers were classified by three standards: identities between front endpapers and back endpapers, type of arts, and type of contents. As results, picturebooks with identities between front endpapers and back endpapers were slightly more than ones with unidentities. Most of art types were illustrated, followed by patterned and plain. In addition, the peritextual contents were found to be the most frequently used content type in endpapers. The results showed that the most endpapers of the Korean picturebooks that won the Bologna Ragazzi Award were related to the text contents, which suggests the important roles of endpapers in picturebook activities.

How to Create Small-sized Cities as Local Contents: Focusing on the Case of 'Town-stay' in Korea and Japan (로컬콘텐츠로서의 소도시 만들기: 한국과 일본의 마을스테이 사례를 중심으로)

  • Suhee Chung;Dongsuk Huh
    • Journal of the Economic Geographical Society of Korea
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    • v.26 no.1
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    • pp.23-39
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    • 2023
  • Due to the recent population decrease and urban decline, it has become increasingly important to induce qualitative changes in the city itself and create a differentiated development model. Local culture, based on its uniqueness and diversity, generates the expansion and ripple effect of various contents through creative utilization. In this study, we examine a new local content approach called "town-stay (village hotel)" that develops cultural content and creates a place-making in terms of creating a sustainable ecosystem with cultural vitality. While the uniqueness and creativity of individual content can make a region's attractiveness stand out, we have seen in the case of small-sized cities in Korea and Japan that content elements (place, story, people) can be materialized into area-level content called town-stay(village hotel). The local contents are densely presented in a specific area to increase visibility and expand into a variety of content that reveals regional connections. Local creators, who are the core actors, understand locality, induce active activities, and pursue sustainable development that promotes not only economic value but also community solidarity.

University Education Program Suitable for the Business Development of Human Resource (기업의 인재육성 프로그램에 걸 맞는 맞춤형 대학교육 프로그램)

  • Hwang, Eui-Chul
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.393-394
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    • 2014
  • '인재가 미래다'라는 모토로 기업에서도 글로벌 우수인재 확보와 미래 성장산업에 요구되는 인재 확보를 위해 단순히 스펙 쌓기에 충실했던 지원자보다는 실제 업무에서 자신만의 열정과 창의성을 유감없이 발휘할 인재들을 채용하는 데 주력함으로써 채용 문화를 크게 개선하고 있다. 기업들이 원하는 인재상이 통섭, 상상력, 스토리, 모험심 등으로 다양화하고 있으며, 그들의 가치관, 인생관, 소통방식을 평가한다는 것이다. 본 논문은 국내 30여 기업들의 인재육성 프로그램을 분석하여 산업현장의 요구에 맞춰 교육하고, 배출된 인력은 입사 후 바로 현업에서 일할 수 있는 기업맞춤형 대학 교육프로그램과 향후 대학교육의 방향에 대하여 제시하고자 한다.

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The Weights Analysis of Evaluation Areas and Items for the school Dance Education Program through the AHP (계층의사결정법(AHP)을 활용한 학교 무용교육의 평가지표 개발)

  • Lee, Ji Young;Kim, Eun Hye;Kim, Ji Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.521-522
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    • 2018
  • 본 연구의 목적은 학교 무용교육의 교수평가를 위한 영역과 항목을 도출하고, 우선순위별 가중치를 도출하여 평가를 위한 프로토타입을 제시하는 것이다. 이를 위하여 델파이조사와 AHP분석을 실시하였다. 학교무용교육의 평가지표는 주체성, 창의성, 다양성, 관계성의 4개 영역과 총 16개의 항목이 도출되었으며, 영역을 포괄하는 모든 항목의 복합가중치에서는 전반적으로 주체성과 창의성을 중요하게 요구하고 있는 것으로 확인되었다. 이를 토대로 학교문화예술교육 정책에 의해 최근 변화된 학교무용 교수환경에서 종래의 기법중심 무용수업과는 전혀 다른 학교무용의 교수전략을 요구하고 있으며, 실제적인 교수전략과 특성이 반영되어야 함을 강조한다.

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A Study on the Practical Talent Training Method Based on Team Project Using CK-AR/VR PBL (CK-AR/VR PBL을 활용한 팀 프로젝트 기반의 실무형 인재 양성 교수법 연구)

  • Jung-Sun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.449-452
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    • 2023
  • 본 연구는 신산업분야 특화 선도전문대학 지원사업 연구를 통해 개발된 CK-AR/VR PBL 교수법을 팀 프로젝트 기반의 캡스톤디자인 정규 교과목 수업에 적용해봄으로써, 해당 교수법의 장점 및 문제점을 파악하고 활용방안을 모색하기 위해 진행되었다. CK-AR/VR PBL 교수법은 기존 PBL(문제중심수업) 교수법의 특징과 장점을 유지하고 AR/VR 게임콘텐츠 특성에 맞는 특징을 중심으로 구축된 교수법으로 15주 정규교과목 수업인 '취업과창업을위한차세대게임창작프로젝트(캡스톤디자인)' 수업과 '취업과창업을위한차세대게임 포스트프로덕션(캡스톤디자인)' 수업을 수강한 200여 명의 학생에게 적용하였고 장단점을 파악하게 되었다. 이를 바탕으로 게임 개발 팀 프로젝트 교육과정을 운영 중인 교육 관계자들이나 앞으로 유사한 교육과정을 운영하기 위해 준비 중인 교육 관계자들에게 조금이나마 도움을 주고자 한다.

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A Study on the Cultural Industrialization and Content Change Direction of Pyeongsari, a Novel 'Toji (Land )' Background Space (소설 『토지』 배경지 평사리의 문화산업화와 콘텐츠 변화 방향 연구)

  • Choi, You-Hee
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.221-247
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    • 2020
  • This paper examines the meaning of Pyeongsari, the main stage of the novel 'Toji (Land )' and the original experience space engraved in the lives of the characters and suggests the direction of Pyeongsari as a 'Toji (Land )' content platform. Pyeongsa-ri, an imaginary space in the novel, starts from the background of the original work and turns into a representative tourist space for Ha Dong-gun. However, it is necessary to provide cultural experience-type contents that visitors can experience in person. In the original work, Pyeongsari is an ideal community and a symbol of the Korean modern history of suffering and pioneering. Therefore, taking advantage of this meaning, it is necessary to prepare a cultural experience space that shows Confucian culture, women's labor culture, and shamanic culture to draw on visitors' experiences. In addition, the app should be developed in connection with transformed works that have been the driving force behind the reorganization of Pyeongsari, and education and experience spaces using augmented reality are provided on the web. This interaction between digital and reality makes the meaning of the original or transformed works contemporaneous, while contributing to the visitor's own experience. In addition, through this, Pyeongsari can evolve into a cultural experience content platform that reflects the meaning of Korean culture and life. This paper is significant in that it suggests the direction of Pyeongsari's space planning for the 'geography of meaningful places'. In addition, while showing how the imaginary space of the original literary work has reorganized the space of reality, there are implications for the media content of the literary work and the terrain of the culture and arts industry.

A Case Study on Performance Development Based on Local Folk Tale in Gangneung - Focusing on the Musical <Wolhwajeon> - (강릉지역 설화 중심으로 한 공연 개발사례연구 - 뮤지컬 <월화전>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.367-372
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    • 2023
  • This study analyzed the use of scriptwriting and hologram technology for storytelling in the production of locally-centered cultural and artistic content. The musical <WolhwaJeon>, produced in the Gangneung area, was examined as a case study. The process of creating the script for the performance was used to establish the self-identity of the character "carp" and the stage visualization of the folktale "Yeonhwa." Furthermore, the use of hologram technology to actualize the inner expressions of the characters, deliver information, enhance spatiality, and visualize fantasy elements was examined. Through this approach, educational information about local folktales was provided to the local residents, and their pride in their region was heightened. This locally-centered content requires continuous development in a modern society that pursues cultural diversity, and future research is needed to produce and develop traditional and cultural content in other regions.

Developing Korean Learning Contents Using Augmented Reality (증강현실을 활용한 한국어 학습 콘텐츠 개발)

  • Park, Eunha;Jeon, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.459-468
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    • 2013
  • With advancements in augmented reality technology, attempts to apply it in various fields have increased. With advancements in information technology and a growth in the number of Korean learners in Korea and abroad, there is a growing demand for state-of-the-art Korean learning contents. Because the Korean learning contents developed using augmented reality have been found insufficient, this paper investigates ways to develop better contents. This paper proposes ways to develop learning contents that can increase learners' interest in learning and lead to academic achievement, because the methods of education in Korea are limited to textbook learning and learning through the media. Because of the structure of fairytales and the educational lessons that can be learned from them, Korean learning contents are developed using fairytales. Additionally, Korean contents are designed to implement augmented reality technology, and learners need only have computers, webcams, and markers to make use of it. In consideration of Korean learners who do not have access to augmented reality technology, this paper clarifies that there should be a harmony between existing and new Korean learning contents. On the basis of this study, further studies on Korean education exploring the role of augmented reality should be conducted so that Korean learning contents that use diverse types of augmented reality technology can be will developed.

A Study on the Influence of Educational, Historical, and Tourism Characteristics of Suwon Hwaseong on Visiting Intention (수원 화성이 가지고 있는 교육성, 역사성, 관광성이 방문의도에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.61-73
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    • 2020
  • The purpose of this study is to investigate the relationship between educational attainment, history, tourism, psychological benefits, educational benefits, and hedonic benefits on visitors 'intention, and to provide Suwon Hwaseong' We propose a suggestion point. The implications of this study are as follows. First, the participants of Suwon Hwaseong Fortress are not only aware of the fact that the meaning of Mars is simply a stone build-up, but also a place to learn Korean history, experience various cultural experiences and attractions, Should be developed and made available to tourists. Second, the officials of Suwon Hwaseong Fortress should develop educational materials to understand the history of Mars as the representative history of Korean history. Furthermore, contents that show the superiority of Suwon Hwaseong in comparison with various world cultures It is necessary to provide policy support so that it can be developed and provided. Third, the officials of Suwon Hwaseong Fortress will have to worry about the development of culture prototype that can be excavated as a tourism factor when visitors visit and how to provide contents. In order to make sure that tourists do not inconvenience during sightseeing, It should be enough. Finally, the officials of Suwon Hwaseong should provide various entertainment factors around Hwaseong, and should try to create a desire to visit Hwaseong through a systematic PR method.

Building Culture Complex Belt of Innovation City through Mixture of Cultural, Educational and Public Space (신도시형 혁신도시 문화공간의 복합화 조성 방안 -나주혁신도시를 중심으로-)

  • Kim, Hang-Jib
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.421-431
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    • 2010
  • Sustainable development is the main stream of urban development in 21st century. Also, in contemporary cultural space, it is the pivotal paradigm that the development of culture complex and mixture of cultural space, educational facilities, information technology and public space. So, the purpose of this paper lies in presentation for building culture complex belt for innovation city. For this purpose, this paper has reviewed the developmental trend of cultural facilities, has analyzed cultural environment of Naju city, has set the vision and the strategy for Naju innovation city up, and finally has suggested and planned the method of culture complex belt for sustainable new town development.