• Title/Summary/Keyword: 문화콘텐츠기술

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A Study on pipelines of a media content production based on digital reconstruction (디지털 복원에 기반한 영상콘텐츠 프로덕션의 파이프라인 연구 -카이스트 문화기술연구센터 디지털 헤리티지 그룹의 사례연구를 중심으로-)

  • Choi, Yang-Hyun;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1257-1264
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    • 2009
  • In regard to media contents of digital heritage reconstruction, they are actively produced in museums, art galleries and special exhibitions. However, there is no concrete guideline for the productions and the pipelines are not systematic either. This makes the process ineffective regarding time and cost. Media contents production of digital heritage reconstruction might seem similar to film or documentary production, but it is important to construct its specific pipeline based on its specific purpose. The digital Heritage group in research center for culture technology of KAIST produced media contents which digitally reconstructed various heritages such as Persepolis, Iranian remains, with National museum of Korea, Sukgulam, and Hue, an ancient city in Vietnam, with Cultural heritage administration of Korea. From these experiences and case studies, this paper will present a pipeline model for efficient production.

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A Case Study on the Characteristics of Cultural Expression in Interior Space of Contemporary Commercial Architecture in China (중국 현대 상업건축 실내 공간의 문화적 표현특성에 대한 사례연구)

  • YU, DeSheng;Yoon, Jiyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.389-390
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    • 2019
  • 본 연구의 목적은 현대 빅데이터 시대에서 급격히 발전하고 있는 사회적 배경아래, 현대 디자인 문화가 내포된 건축사상을 바탕으로, 중국의 4개 현대 상업건축 사례에 대한 디자인 문화 표현 특징에 대해 분석을 진행하였다. 현대 상업건축 실내 공간의 문화성은 주로 다섯 가지 측면에서 나타난다. 전통, 지역, 대중, 기술, 생태, 이것을 복합적으로 통합하여, 상업건축의 지속가능성과 다양성을 촉진한다.

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The Strategy of City Brand Activation by Confusion Content - Case Study of Andong City and Qufu City (유교문화 콘텐츠를 활용한 도시브랜드 활성화 방안 연구 - 안동시와 중국 곡부시 사례를 중심으로)

  • Ha, Kyu-Soo;Moon, Ji-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.252-263
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    • 2016
  • This study considered the factors of city brand reinforcement and city revitalization through a case study of two cities that were successful in revitalizing using a brand strategy. World leading cities are securing city competitiveness through the culture resources, particularly traditional culture, as a key asset to highlight the cities' uniqueness in increasing their value. The Confucianism influence on Korean traditional culture has a valuable content like etiquette, ritual ceremony, food, education, etc. as well as culture heritage in historical architecture. Therefore, it can be used as the city's assets to promote it worldwide. On the other hand, there is difficulty in preserving most Confucianism culture content and the intangible cultural properties have been neglected. This needs to be applied actively to be used on a city brand strategy. This study reviewed the successful case of Andong city in Korea and Qufu city in Sandong, China and suggests ways of raising the cities' brand power.

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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Research on Utilizing Volumetric Studio for XR Content Production (XR 콘텐츠 제작을 위한 볼류메트릭 스튜디오 활용 연구)

  • Sukchang Lee;Won Ho Choi
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.849-857
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    • 2023
  • Volumetric Studio is catalyzing the expansion of the XR content market. Consequently, there is a rising demand for in-depth research on volumetric capture technology. This research delves into the methodology and outcomes of capturing dancers' movements in the form of 3D video images. Furthermore, this research examines the practical applications of volumetric capture technology by assessing the infrastructure and operational workflow of the studio specializing in this domain, aiming to derive significant findings. Notably, this research highlights constraints associated with video image distortion and extended rendering durations within Volumetric Studio system.

Interactive Intangible Heritage Contents using Multiple Sensors: Focused on Bongsan Mask (다중 센서를 이용한 인터랙티브 무형유산 콘텐츠: 봉산탈춤을 중심으로)

  • Won, Haeyeon;Yu, Jeongmin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.373-374
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    • 2019
  • 2004년 이후로 무형유산의 중요성이 대두되면서 박물관의 설립 및 전시 콘텐츠의 수요는 증가하고 있으나, 그 콘텐츠를 활용한 ICT응용기술 발전이 미흡하였다. 본 논문에서는 국가무형유산중 하나인 봉산 탈춤을 기반으로 사용자의 상호작용이 가능한 교육형 인터랙션 콘텐츠 응용을 제안한다. 키넥트와 팔에 장착된 자이로 센서들을 활용한 향상된 동작 추적을 기반으로, 사용자는 봉산탈춤의 기본 동작 및 과정을 따라함으로써 봉산탈춤을 학습 할 수 있다.

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A Study on the Activation of Cultural Heritage through Virtual Augmented Reality (가상증강현실을 통한 문화유산의 활성화 방안 연구)

  • Jin, Hwa-su;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.653-655
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    • 2017
  • 문화콘텐츠가 우리나라를 세계에 알리고 위상을 높이는데 중요한 역할을 하면서 그 근본이 되는 문화유산에 대한 사회적 관심이 높아지고 있다. 이에 따라 우리의 문화유산을 보존하고 알리기 위하여 과학기술을 융합하여, 활용하는 다양한 연구가 진행 되고 있지만, 우리나라의 문화유산 콘텐츠 개발은 아직 초보 단계에 머물고 있다고 할 수 있다. 이에 본 연구에서는 최근 화두가 되고 있는 4차 산업혁명에서 주목 받고 있는 가상증강현실(Virtual Augmented Reality : VR/AR) 기술을 통해 문화유산의 활용 보존 계승에 도움을 주는 방안을 탐색하고자 한다.

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A study on exhibition contents application plan based on image recognition augmented reality (이미지 인식 증강현실 기반 전시콘텐츠 활용 방안)

  • Lee, il-soo;Kim, sang-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.143-144
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    • 2015
  • 최근 문화기술분야의 기술적 진보로 인하여 다양한 기술을 활용한 전시회가 이루어지고 있는데 전시회에서 기술을 활용하는 범주는 편협한 경우가 대부분이기 때문에 크게 세 가지의 사례를 통해 문제점을 파악하고, 증강현실(AR) 기술을 활용한 체험전시 방안에 대해 검토해 보고자 한다.

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A Study on the Evaluation Factors of Teaching Learning in the Planning of Cultural Contents by Using PBL (PBL 접목한 문화콘텐츠 기획의 교수학습 평가 요소 연구)

  • Hangbo, Won-ju;Bae, Hyojin;Park, Youngil
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.362-373
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    • 2021
  • This study sought to explore the enhancement of the introduction of teaching and learning methods for Problem Based Learning (PBL) and the evaluation factors to evaluate them effectively through an understanding lecture in Cultural Content Planning. It was intended to incorporate a practical zero-volume education methodology of problem-oriented learning and sufficient leading learning to reflect storytelling in the entire process of completing a cultural content with culture, cultural content, and content planning. To this end, the role of teaching methods should be faithful to ensure that teamwork and cooperation can be done organically according to the educational field, practice and situation. Students who take classes were asked to meet demand, reflect it through surveys, apply real-world problems, and acquire the entire course. Learners had to cooperate with each other until planning cultural content and completing the results through classes, and they evaluated themselves and colleagues in teamwork until the last result was completed from creative ideas. The results were shared together and the students were able to investigate the necessary PBL evaluation factors for themselves, and the prior research and survey on the method of PBL evaluation was conducted to derive the factors of understanding of cultural content planning. The derived assessment elements were able to identify priorities between the assessment elements using basic statistics, word cloud analysis, and AHP analysis. The components of the assessment derived were communication skills, basic knowledge, reasoning process, expertise, and evaluation techniques. Through this article, I was able to lead the understanding of cultural content planning to problem-oriented learning classes and encourage students to be familiar and smooth.