• Title/Summary/Keyword: 문화의 교육 콘텐츠

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An Analysis of Arts Management-Related Studies' Trend in Korea using Topic Modeling and Semantic Network Analysis (토픽모델링과 의미연결망분석을 활용한 한국 예술경영 연구의 동향 변화 - 1988년부터 2017년까지 국내 학술논문 분석을 중심으로 -)

  • Hwang, SeoI;Park, Yang Woo
    • Korean Association of Arts Management
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    • no.50
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    • pp.5-31
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    • 2019
  • The main purpose of this study was to use Deep Learning based Topic Modeling and Semantic Network Analysis to examine research trend of arts management-related papers in korea. For this purpose, research subjects such as 'The Journal of Cultural Policy', 'The Journal of Cultural Economics', 'The Journal of Culture Industry', 'The Journal of Arts Management', and 'The Journal of Human Content', which are the registered journal of the National Research Foundation of Korea directly or indirectly related to arts management field. From 1988 to 2017, a total of 2,110 domestic journals' signature, abstract, and keyword were analyzed. We tried Big Data analysis such as Topic Modeling and Semantic Network Analysis to examine changes in trends in arts management. The analysis program used open software R and standard statistical software SPSS. Based on the results of the analysis, the implications and limitations of the study and suggestions for future research were discussed. And the potential for development of convergent research such as Arts & Artificial Intelligence and Arts & Big Data.

Effect on Changes of Perceptions and Consumption of Kimchi in Children with Kimchi Experience Contents Employing Scientific Experimental Activity (과학 실험 활동을 적용한 김치 체험 콘텐츠가 아동의 섭취 태도에 미치는 영향)

  • Choi, Eun-ok;Kwon, Yong-min
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.368-376
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    • 2016
  • Kimchi is a traditional food in Korea and its function in health is globally recognized. However, as the westernization and simplification of dietary habits, kimchi consumption has decreased. In order to promote Kimchi consumption in children, the kimchi educational contents, "Exploring Kimchi", which employs the scientific experimental activity, was developed. This contents was evaluated on its educational effect through a test trial in an elementary school. A total of 137 5th grade students in one elementary school located in Gwangju Metropolitan City, participated in 3 programs that were carried out for 3 weeks and performed a pre-post survey. As a result, the Kimchi Experience Contents employing the scientific experimental activity showed statistically significant positive effects regarding the benefits of Kimchi consumption, the recognition behavior for expressing the familiarity to Kimchi and Kimchi eating intention. In addition, the amount of Kimchi consumption after applying the contents showed a significant increase compared to before applying the contents.

Insadong History Experience Program Activation Measuresof The March First Independence Movement of 1919 (3.1운동 중심의 인사동 역사체험프로그램 활성화 방안)

  • Choi, In-dam;Chu, Chin-oh
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.447-448
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    • 2015
  • 인사동은 전통문화의 거리로 알려졌으나 관광상품 위주의 일시적 개발이 진행되어 역사적 장소로서 그 중요성이 부각되지 않았다. '3.1운동' 유적지를 중심으로 한 역사체험프로그램을 통해 교육적 효과를 높일 수 있는 장소로 인사동을 활성화시켜야 한다. 이를 통해 3.1운동의 발생지로서 인사동의 역사적 의미를 되찾고 공간과 학습이 결합한 역사적 공간으로 근대문화유산의 가치를 교육적으로 활용하는 방안을 모색한다.

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Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age (조선기생 및 평양기생학교에 관한 전통문화의 디지털콘텐츠 창작소재에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.45-52
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    • 2005
  • This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.

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A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

Design of Continuous Cultural Heritage Education Applications via Gamification - Focused on Korean Ceramic History (Gamification을 통한 지속적인 문화재 교육 앱 디자인 - 한국 도자사를 중심으로)

  • Ham, Chorom;Yu, JeongMin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.409-411
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    • 2020
  • 4차 산업 시대의 흐름에 따라 디지털 문화유산 컨텐츠의 생산이 이루어지고 있다. 문화재의 위치와 해설을 사용자에게 제공하거나 문화재 사진을 보고 이름을 맞추며 간략한 정보를 얻는 등 학습을 위한 어플리케이션이 제작되고 있으나 사용자 경험을 고려한 지속적 교육 컨텐츠의 개발은 부족한 상황이다. 이에 따라 본 논문에서는 게이미피케이션을 통해 사용자가 문화재에 대한 정보를 지속적으로 학습할 수 있는 모바일 어플리케이션을 제안한다. 사용자의 흥미를 동반하여 학습을 이어가기 위해 수집형 롤플레잉 게임 시스템을 응용하고 이를 크게 네 가지의 항목으로 세분화하였다. 이 연구를 통해 우리 문화유산을 활용한 지속적 교육 컨텐츠 개발에 기여하길 기대한다.

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Implementation of Digital Contents of the Ten Kings of Hell according to Keyword (주제어에 따른 시왕의 디지털 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.530-539
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    • 2020
  • In this paper, we implement a digital content that visualizes the ten kings of Hell kings appearing in Buddhist myths according to their keyword. The ten kings of Hell are called ShiWang, and can be found in ordinary temples as tangible cultural Heritage such as paintings of the Buddha. ShiWang is a great king who controls the underworld and has been passed on in various forms in shamanism and Buddhist culture. We analyze the ShiWang, who appears in ancient literature, analyzes its features by hell and categorizes keywords. When the public chooses keywords of interest from implemented digital content, digital content represents the ShiWang and Hell image and descriptions associated with the selected keywords. Applications of the digital content are as follows; development of games and cultural characters, digital storytelling using traditional culture, teaching Buddhist culture and doctrines, games, etc.

Adaptation of VR 360-degree Intravenous Infusion Educational Content for Nursing Students (간호대학생을 위한 가상현실(VR) 360도 정맥수액주입 교육용 콘텐츠의 적용)

  • Park, Jung-Ha
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.165-170
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    • 2020
  • In this study, after applying VR 360-degree video contents for intravenous infusion education, basic data on whether VR 360-degree video can be applied as educational content in the future is prepared by grasping the empathy and flow of nursing students in graduating grades. The VR 360 degree intravenous infusion educational content was developed in four-step process of planning, production, modification and completion. The design of this study was descriptive research, and the study period was from November 9 to November 22, 2019. The subjects of this study were 4th grade nursing students at a university, totaling 64 students. Nursing students watched VR 360 degree intravenous infusion educational content using HMD(head mounted display) under the safety management of the researcher. As a result of the study, the empathy of nursing students was 5.32±0.88 points and the flow was 6.02±0.84 points out of 7-point scale. The VR 360 degree intravenous infusion educational content developed in this study can be used as an educational medium in subjects and comparative departments, and it is necessary to specifically develop and verify teaching and learning methods in future studies.

The Study on Korean Culture Education through The Musical (뮤지컬 <스웨그 에이지: 외쳐, 조선!>을 활용한 한국어 문화 교육 방안 연구)

  • Kang, Joo-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.71-86
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    • 2021
  • The purpose of this study is to reveal the significance of musicals and find a way to utilize them in Korean language culture classes for foreigners. Korean language education aims to improve communication skills, and cultural education is necessary to help students understand not only the language but also the social background and context of the language. Accordingly, the author of this study has put together a lesson plan for Korean culture incorporating musicals, a topic that has been heretofore disregarded in Korean language education. Musicals are an appealing art medium for Korean language learners, as they provide striking visuals centered around distinct narrative structures and music. The musical "Swag Age: Shout out Joseon!," which this study focuses on, provides particularly suitable content, as it deals with social issues that are relevant even in contemporary Korean society and includes sijo (poetry), which can be used to teach traditional Korean literature. Based on the above characteristics, the author of this study outlines a Korean culture lesson plan teaching sijo through the musical "Swag Age: Shout out Joseon!" The class will be for learners of intermediate level and above, and consists of 4 sessions: 1) Understanding the overall plot of the musical, 2) Learning about Korean sijo, 3) Writing sijo based on your own life, and 4) Presenting your own sijo. This culture class is significant in that it goes beyond simply learning about sijo and enables students to internalize the meaning of and actively enjoy sijo by writing their own versions. In addition, it is expected to be a compelling class that, on top of its educational value, introduces and allows students to experience a wider range of Korean popular culture by adding the musical genre to the common repertoire of movies, dramas, plays, and pop songs often covered in Korean culture classes.