• Title/Summary/Keyword: 문화콘텐츠 개발

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Necessity and Direction of Korean Culture Contents Development (한국 문화 콘텐츠 개발의 필요성과 방향)

  • Seo, Eun-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.417-427
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    • 2009
  • This article studies on the identity of Korean Culture and the direction of Korean culture contents. Our Korean society goes on to value-pluralism and cultural diversity. In this point, we need to confirm the identity of our Korean culture. And we meet with the crisis of Humanities. Humanities is the core of our culture. It is the key point to make identity of our Korean culture as cultural universality and to apply it to develop Korean culture contents for the revival of Humanities. The core contents of Korean culture lies in the ancient myth, the thought of Hwarang, Confucianism, Neo-Confucianism, Buddhism, Taoism, the practical thought, thought of Yangmyeong study and the thought of East study and so on. On the basis of these thoughts, the core of Korean culture are humanity, harmony, the spirit of Punglyu, thought of life- esteem, ethics of environment etc. I suggest that we can apply our cultural core ideas those I analyzed above to develop Korean culture contents in the fields of cinema, music, cartoon, animation, game, character, digitalization, cultivation of experience programs of Korean culture etc. In addition, I suggest their commercial application like e-learning and culture contents education.

A Study on the Development Process of Food Cultural Contents - A Case Study Focusing on Producing the Video about the Health benefits of Kimchi - (식문화 확산 콘텐츠 개발 프로세스 연구 - 김치의 기능성 홍보 동영상 제작 사례를 중심으로 -)

  • Choi, eun-ok;Park, sung-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.117-118
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    • 2012
  • 한국의 경제성장과 김치의 우수성이 규명됨에 따라 세계인의 김치에 대한 인지도가 높아지고 있다. 김치가 세계적인 식품이 되기위해서는 김치문화의 세계화가 전제되어야 하고 이를 위한 홍보활동이 이루어져야한다. 본 연구에서는 김치의 기능성 홍보 동영상제작 사례를 통해 식문화 확산을 위한 콘텐츠 개발 프로세스를 제안하고자 한다.

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A case study of Infringement on the second digital copyrights of comics contents (만화콘텐츠의 2차적 디지털 저작권 침해사례 연구)

  • Kim, ha-yeong;Yoon, ki-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.109-110
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    • 2011
  • 만화가 각종 문화콘텐츠의 중요한 미디어믹스 원천 소스로 떠오르면서 이에 따른 2차적 저작권분쟁 또한 증가하고 있다. 이에 따르는 사회적 기회비용이 크고 향후 문화콘텐츠 산업에 악영향을 줄 수 있다. 따라서 기존의 공정이용 대책과 함께 만화 원작자와 관련단체, 그리고 정부기관의 콘텐츠 이용 형태와 권리 관계에 따른 구체적이고 세분화된 풀랫폼이 개발되어야 하고 더불어 기술적 보호 장치와 보상체제를 갖추는 노력이 선행되어야 한다.

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Development of Smartphone-based AR Contents for Traditional Instruments Experience of Royal an cestral rites music (종묘제례악에 사용되는 전통악기 체험을 위한 스마트폰 기반 AR 콘텐츠 개발)

  • Yoo, Eunji;Yu, Jeongmin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.371-372
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    • 2019
  • 본 논문은 종묘제례악의 스마트폰 기반 증강현실 전통문화콘텐츠 개발을 제안한다. 조선 왕조의 전통과 역사적, 문화적 가치를 가지고 있는 종묘제례악의 문화콘텐츠로서의 가치를 확인하고 활용 방안을 논의하며 스마트폰 기반 증강현실 (AR Augmented Reality) 환경에서 콘텐츠 사용자와 효과적인 상호작용 방법을 제안한다.

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Application Scheme of OSMU based on the Musical Culture Performance Contents (뮤지컬 문화공연 콘텐츠의 원소스 멀티유즈 활용방안)

  • Han, Hye-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.180-184
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    • 2006
  • 뮤지컬 문화공연 시장 규모의 확대로 인해 다양한 뮤지컬 작품을 관객들은 원하고 있으며, 이에 뮤지컬 문화공연 콘텐츠의 OSMU의 활용이 중요하다. 이러한 활용방안으로 첫째, 뮤지컬 문화공연 콘텐츠는 역사, 설화, 문학, 국악, 영상(드라마), 영화, 무용, 댄스 등의 다양한 소스(작품)들의 상호 조합으로 새로운 멀티 유즈로의 활용이다. 따라서 뮤지컬의 문화공연 콘텐츠의 OSMU의 활용을 위해서는 다양한 뮤지컬 소재의 발굴과 함께 문화공연 작품의 창작 활동이 중요한 것으로 생각된다. 둘째, 이미 작품화 된 뮤지컬 문화공연 콘텐츠는 다양한 부가가치 가지므로 공연 관련 상품을 가공, 판매를 하는 OSMU로의 활용이다. 이에 공연 기획 단계에서부터 부가 상품 판매에 대한 체계적인 마케팅 전략을 별도로 수립, 티켓 판매만이 아닌 다양한 부가 상품 개발을 통해 뮤지컬 문화공연 콘텐츠를 다양한 상품의 형태로 재 판매하는 OSMU 활용 방안이 필요하다.

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Study on the Development of Cultural Contents for Epic Poem Geumgang (서사시 "금강"의 문화콘텐츠 개발에 관한 연구)

  • Kang Sang-Dae
    • The Journal of the Korea Contents Association
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    • v.6 no.7
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    • pp.127-135
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    • 2006
  • This study analyzed narrative composition and examined storytelling elements to develop Shin, Dong Yeop's Epic Poem Geumgang into cultural contents. This piece's narration involves separately or compositely historical, fictional, and lyrical compositions and the hierarchical meaning of each composition contributes to exposing the poet's historical view and perception of reality. This piece also contains several storytelling elements by presenting various hierarchies of events and characters. This pieces' heroic characters, war epics and fictional spaces, and mythical stories are very important storytelling elements, and will be effectively used to develop cultural contents for Geumgang.

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A Study on Ways to Foster Cultural Contents through Contentization of Tea Culture (차(茶)문화의 콘텐츠화를 통한 문화콘텐츠 육성 방안 연구)

  • Kim, Mi-kyung;Guo, Jin-yuan
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.59-67
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    • 2021
  • This study was conducted to foster domestic tea (茶) culture as a single cultural content containing domestic culture, to increase domestic cultural competitiveness, and to suggest new cultural sanctions in the content era. Given the growth of the contents industry and the flow of domestic culture, cultural contents represented by the "Hallyu" of today do not exist at present, so it seems the time to move to keep pace with the times through the development of more Korean contents. Accordingly, this researcher has shed light on Korean tea (茶) culture, and reviewed the case of China, which is known as the origin of tea (茶) culture, and suggested a strategy for content creation of domestic tea (茶) culture. For this, the most prerequisite is to identify the identity and value of the domestic tea (茶) culture, and then expand education on tea (茶) culture and diversify the profit structure to serve as Korean cultural contents (茶) It suggested that the rediscovery of culture should be made.

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.

A Exploration on the Story Value and the Application as Local Cultural Contents of Female Independence Activists in Andong city (안동 여성독립운동가 이야기 가치와 지역문화콘텐츠 활용 방안 탐색)

  • Lim, Jihye
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.173-174
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    • 2016
  • 본 논문은 안동 여성독립운동가들의 항일투쟁과 독립운동가 가족들의 삶의 이야기를 통해지역공동체를 복원할 수 있는 지역문화 콘텐츠 활용 방안으로 첫째, 안동 독립운동에 대한 강좌형 체험프로그램 개발, 둘째, 독립운동 전통마을의 테마파크화, 셋째, 지역독립운동 해설사 콘텐츠 개발, 넷째, 지역독립운동 콘텐츠의 축제화를 제안한다.

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A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.