• Title/Summary/Keyword: 문화취향

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A Study on Views of Vital Capital in Film (영화 <기생충>에 나타난 생명자본의 관점에 관한 연구)

  • Kang, Byoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.75-88
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    • 2021
  • The film won the Golden Palm Award at the Cannes Film Festival, and received the Academy Award for a non-English-speaking film in February 2020, respectively. It has received a monumental evaluation in the world film history. Overall, this film is about class conflict, and critics evaluate the theme of the film as "badly twisted class gap" and "anger from class." The film expresses an intrinsic conflict embodied in culture as a "tragedy in which no bad person appears," rather than the dichotomous composition of the classical class struggle from Marxism. In other words, this can be seen as expressing the substrated class relationship of the modern society that Pierre Bourdieu had argued. This film has been focused as a controversial target under Korea society with excess of ideology. Politics used to adopt the keyword, 'parasite', for political disputes not only in culture contents world. Paradoxically socialism China did not allow to release film 'Parasite.' On the other hand, Lee O-Yong argues that the movie "Parasite" does not look at social phenomena through a dichotomous perspective, but is viewed through a "double perspective" and evaluates that it does not lose eyes looking at humans through tension. This view is based upon 'Vital Capitalism'. Lee. O-Yong looks at the movie "Parasite" from the perspective of "Vital Capitalism". The theory of Vital Capitalism does not seek to find the root of historical development in class struggle conflicts, but rather figuring out history and society pays attention onto the intrinsic characteristics of life, Topophilia, Neophilia, and Biophilia. Lee Eo-ryeong argues that the development of civilization theory evolved from the stage of Hobbes' Darwinism or predatism to the stage of host vs. parasite of Michel Serres, and onto the stage of Margulis's 'Win-Win (inter-dependence)'. In this paper, after overview of vital capital concept and preceeding research, re-interpretations were tried onto scenes based upon fields from habitus, culture capital. This exploration looks for a alternative for excess of ideology in Korea society.

A Study on the Use of Communication Functions in Mobile Messenger Emoticons - Focus on Line Messenger - (모바일 메신저에서 이모티콘 캐릭터를 통한 플랫폼 비즈니스 확장에 관한 연구 - 카카오 프렌즈와 라인 프렌즈를 중심으로 -)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.151-158
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    • 2020
  • SNS on the mobile platform is an essential element and tool for communication and has become a part of life for many people. Having been accustomed to non-face-to-face communication, people today have chosen to use emoticons instead of text to express their feelings and the use of emoticons is constantly growing. This is because the emoticons in various styles of drawings and movements can evoke emotional and sentimental reactions in users and express their tastes in addition to feelings. The current study was conducted to analyze the use of initial emoticon characters released by two most leading SNS platforms in Korea--Kakao for Kakao Talk and Naver for Line--and their expansion to various platform businesses. Based on the cases of the two companies, it discussed the development and goals of Korea-made emoticons in the future as cultural contents.

The study about historical style of animation :Focused on the individual style and USA's style & Japan's style (애니메이션의 역사적 양식에 대한 연구:개인양식과 미국의 디즈니.일본의 지브리 양식을 중심으로)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.49-65
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    • 2009
  • I try to extract typological factors from the historically relevant works of animation, for that we can refer 'style.' creator's individuality, general tendencies and restraints of his time, the national properties work on them. It is the individual aspect that excels in the works of Jiri Trnka, Tim Burton, Yuri Norstein, so they stand out not only in their own specific sensibility, vision but also in the elucidation of themes and the technology of dealing medium. On the other hand the Walt Disney's animation has so distinctive characteristics that we could identify them. Disney's so-called classical model accomplished a typically American animation form as full of expressive visual language, over reaction, full animation describing detail action. We could tell, Miyajaki Hayao's Gibri Studio represents Japanese animation, which works on traditional motives of Japan and expresses unique humanity.

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Effect of Substrate Structure on Flame Retardant Fixation and Ignition Characteristics of the Treated Paper (원지의 구조적 변화가 난연제의 정착과 난연 처리된 원지의 구조적 변화가 난연제의 정착과 난연 처리된 종이의 인화 특성에 미치는 영향)

  • 김병수;이승기;정현채
    • Proceedings of the Korea Technical Association of the Pulp and Paper Industry Conference
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    • 2002.05a
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    • pp.131-131
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    • 2002
  • 종이가 인류의 생활에 미치는 비중은 정보의 전달을 제 l의 목적으로 사용되고 있는 인쇄용 지와 필기용지가 차지하는 것이 가장 크다. 정보전달의 매개로 사용되는 종이의 용도 이외 의 것을 살펴보면 전사지, 감압.감열지, 절연지,OMR지, 항공권지, 벽지 등과 같은 특수지와 기능지가 있다. 특히 벽지는 다양한 문양과 색감으로 인간의 미적 감각과 정신적 안정감에 미치는 영향이 크다. 벽지의 기능은 여러 가지의 목적으로 우리들의 실생활에 있어서 없어서는 안될 중요한 건축 재료로서 사용되고 있다. 가장 중요한 벽지의 목적은 앞서 언급한 바와 같이 미려한 색상과 다양한 디자인으로 도안.인쇄 및 발포 처리된 벽지를 사용하여 단순한 벽면을 개인의 취향 에 맞게 함으로써 심리적 안정감을 가져옴과 동시에 미적 가치를 증가 시켜 문화 수준의 향 상에도 영향을 미치는 것으로 알려져 있다. 그러나 종이 벽지와 종이 벽지 원지를 기저로 하여 제조된 발포 벽지는 인화성이 강하기 때 문에 이들에 대한 적절한 난연 처리가 요구 되고 있다. 매년 발생되는 다양한 형태의 화재 는 돌이킬 수 없는 인명과 재산의 손실로 귀결되어 각별한 주의가 요구되기 때문에 주거공 간과 대중의 군집이 많이 이루어지는 공공장소에서의 난연 처리된 벽지 사용에 대한 중요성 이 나날이 그 강도를 더 해가고 있는 실정이다. 난연 처리된 벽지는 통상적인 벽지에 비하 여 제조 원가의 상승에 따라 가격이 비싸기 때문에 일반인들에게 있어서 그 사용은 주목할 정도로 증가되지 못하고 있으나, 생활 수준이 향상 될수록 안전에 대한 의식 강화와 정부의 노력으로 인하여 그 사용량은 크게 늘어날 것으로 기대된다. 따라서 본 연구에서는 종이의 제조에 사용되는 원지의 충전제 종류와 양 그리고 난연 처리 된 폴리에스테르 섬유의 혼합을 달리하여 제조된 원지를 사용하여 난연 처려한 후 이들의 인화 특성에 대해 고찰 함으로써 보다 향상된 성능을 발휘 할 수 있는 난연 벽지의 제조와 개발에 보탬이 되고자 하였다.

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Implementation of Machine Learning-Based Art Work Recommendation Service in Embedded System Environments (임베디드 시스템 환경에서의 머신러닝 기반 미술 작품 추천 서비스 구현)

  • Cheon, Mi-Hyeon;Lee, Donghwa
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.265-271
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    • 2019
  • The number of galleries across the country is increasing as interest in cultural life increases due to the increase in national income. However, museum satisfaction is relatively low compared to other services. In this paper, we propose a service that provides preference information based on machine learning in embedded system environment in order to increase museum satisfaction. The proposed algorithm implements an embedded system using Raspberry Pi. Machine learning was used to find works similar to the viewer's favorite works, and several models were compared to select models applicable to embedded systems. By using the preference information, it is possible to effectively organize the gallery exhibition contents to increase the exhibition satisfaction and the re-visit rate of the museum.

Fashion attribute-based mixed reality visualization service (패션 속성기반 혼합현실 시각화 서비스)

  • Yoo, Yongmin;Lee, Kyounguk;Kim, Kyungsun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.2-5
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    • 2022
  • With the advent of deep learning and the rapid development of ICT (Information and Communication Technology), research using artificial intelligence is being actively conducted in various fields of society such as politics, economy, and culture and so on. Deep learning-based artificial intelligence technology is subdivided into various domains such as natural language processing, image processing, speech processing, and recommendation system. In particular, as the industry is advanced, the need for a recommendation system that analyzes market trends and individual characteristics and recommends them to consumers is increasingly required. In line with these technological developments, this paper extracts and classifies attribute information from structured or unstructured text and image big data through deep learning-based technology development of 'language processing intelligence' and 'image processing intelligence', and We propose an artificial intelligence-based 'customized fashion advisor' service integration system that analyzes trends and new materials, discovers 'market-consumer' insights through consumer taste analysis, and can recommend style, virtual fitting, and design support.

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A Study on Makerspace: Focusing on Its Urbanism and Placeness (산업공간으로서 메이커스페이스의 도시성(urbanism)과 장소성(placeness))

  • Jeong Seok Ha
    • Journal of the Economic Geographical Society of Korea
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    • v.25 no.4
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    • pp.547-567
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    • 2022
  • In this study, I focus on makerspaces, which have rapidly spread since the late 2000s in the world's major cities. Makerspaces, born amid great social change, reflect the core characteristics of industrial space. I analyze the makerspace based on the theoretical perspectives of urbanism in the macroscopic aspect and placeness in the microscopic aspect. The urbanism of makerspaces is manifested through entry into the inner cities and their connections with urban capabilities. This means that convergence with innovation factors is becoming more important than optimization of factor costs and agglomeration economies in the locational determinants of industrial space. The placeness of makerspaces is being re-formed through an emphasis on taste, the expansion of autonomy, and the strengthening of connections. This reveals how the value creation process within the industrial space is changing, from forming-placelessness through standardization, uniformity, and compartmentalization to forming-placeness through restoration of individual humanity and interaction. The results of the urbanism and placenesss analysis carry implications for the present moment, when it is necessary to diversify the spatial planning of industrial spaces.

Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.28
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    • pp.79-99
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    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

Physicochemical and Sensory Characteristics of Snack Using Cham chwi(Aster scaber) (참취를 이용한 스낵제품의 이화학적 및 관능적 특성)

  • Lee, Jong-Mee;Chung, Hye-Jung
    • Journal of the Korean Society of Food Culture
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    • v.14 no.1
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    • pp.49-55
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    • 1999
  • This study was to investigate the physicochemical and sensory characteristics of snack with various amounts Cham chwi and oil. This result was used to determine the optimum condition of adding levels of Cham chwi and oil. Flavor, crispness, greasiness, oil absorption, expansion rate were selected as the physicochemical and sensory characteristics to determine the optimum conditions of the amount of Cham chwi and oil. The predicted values were obtained by the regression method of RSM(response surface methodology). Conditions were standardized with maximum range of expansion rate when expected value of crispness was more than five and expected value of greasiness was less five. The optimum conditions of Cham chwi snack was established as the 8.6% of Cham chwi and 7.6% of oil.

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A Study on Phatic Communication of Korean Community in Residential Life Space (한국적 집단공동체 주거생활공간에서의 친교적 커뮤니케이션 활동고찰)

  • Kim, Man-Ki
    • Journal of Digital Convergence
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    • v.8 no.2
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    • pp.69-87
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    • 2010
  • This research is to investigate phatic communication by puting the purpose in maintaining and strengthening social relationship among people in groups in Korean residential community space. Phatic communication is the activity for friendship, expressing and sharing the tastes, expectations, and common features of residents by inducing the participation of residents in all sorts of events, meetings, and activities in residential space. Through this pathic activity, the range of communication age, the time of communication, the selection of location, and the topic of communication discourse are examined. The investigation methods of this research were taken two ways: First, it carried out the observation of participation and in-depth interview by the participation of researcher in a way of life as a member. In order to prove more objectively, it enhances the reliability of data by adding the questionnaire survey through the convenience sampling of 150 residents of three communities. Moreover, $x^2$; chi-square test was conducted in order to verify the difference in heterogeneous groups. Accordingly, this research will bring about the great development in cultural studies by exploring a way of Korean life, based on the communication of Korea community in residential life space, which can unify the community through sharing the meaning, interacting and delivering the message.

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