• Title/Summary/Keyword: 문화 코드

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Globalization of Ssireum (씨름의 세계화 방안)

  • Kim, Ki-Tak;Kim, Hong-Seol;Kang, Ho-Jung;Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.355-365
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    • 2012
  • The purpose of this research was to review the current situation of Ssireum and to investigate a basic direction for globalization of Ssireum. Examining disposition, situation, and image of Ssireum through literatures analysis, survey, in-depth interview was conducted. In detail, it's recognition and image perceived by customers and general individuals were investigated, and it's perception and related image of foreigners were analyzed. We examined the situation and the various problems of Ssireum on the base of site and customers. We made a conclusion that Korea has to make a great deal of effort for globalization of Ssireum both as a sport through institutionalization of alternatives for the globalization and as a heritage which has a strong identity. As detail alternatives for the globalization of Ssireum, education through physical education in school, bringing up foreign athletes, maximization of event values, specialization of Ssireum organization, international instructor, glocalization, culture coding, enhancement of ritual, connection with festival and so on were suggested.

A Study on Formative Characteristics and Symbolic Meanings of Emphasizing Phallus in Costume - Focusing on Codpiece - (복식에 나타난 남근 강조의 조형적 특성과 상징적 의미 - 코드피스를 중심으로 -)

  • Bae, Yun Jee;Ha, Ji Soo
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.35-42
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    • 2014
  • The purpose of this study is to comprehensively re-interpret the garments that emphasize a phallus such as codpiece throughout history. Perspective to understand the codpiece is extremely limited in most studies, thus it could be refocused in historical perspectives, formative point of views, and from a psychological point of view from various angles. A literature study of research methods and case studies were combined in order to investigate the emphasis of phallus' appearing in costumes. The following results were obtained. First of all, in length, the form of emphasizing a phallus tended to be distorted as it was protruding. Secondly, in area and volume, the forms of the phallus were mostly exaggerated or expanded. For the last, it drew strong attention with particular detail to the phallus, such as ribbons and swordbelts. The symbolic meaning of various garments with which emphasized a phallus has changed in social context through history. Doubtlessly, it represents patriarchal ideology. Also, it expresses dramatic eroticism due to the theory of immodesty. However, the meaning of it becomes more decentralized through reinterpretation of ideal male suits for modern society and turns into a representational tool of sub-culture. In addition, it could broaden out the new way of fashion expression.

The Effects of Consumers' Attitude toward Party on Dress Code Receptiveness (파티에 대한 태도가 드레스코드 수용에 미치는 영향)

  • Seo, Sang-Woo;Lee, Yu-Ri
    • Journal of the Korean Society of Costume
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    • v.58 no.1
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    • pp.104-115
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    • 2008
  • Party is an important communication method in the 21st century and this tendency is not exceptional in Korea. With this noteworthy phenomenon, this study summarized the concept and history of party first, and then analysed "belief - attitude - behavioral intention" model based on the one-dimensional attitude theory. The variables included in this research were western culture familiarity as belief factor, three variables evaluating the party culture(i.e., non-popularity of party, marketability of party, sociability of party) as attitude factor, and dress code receptiveness as behavioral intention factor. The samples of this study were 498 women in twenties and thirties from metropolitan areas in South Korea. SPSS 12.0 and AMOS 4.0 packages were used for statistical analysis. The results of this research are as follows: First, western culture familiarity had a significant effect on attitude toward party culture. Specifically, western culture familiarity negatively influenced the non-popularity dimension of party and positively influenced the marketability and sociability dimension of party. Second, attitude toward party culture significantly influenced the dress code receptiveness. Consecutively, all of three dimensions about attitude toward party culture positively influenced the dress code receptiveness. Managerial implications were provided.

A Study on the Production of 2D Pixel Game Objects Using Basic Shape (기본도형을 활용한 2D Pixel 게임 오브젝트 제작연구)

  • KIM, Do-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.213-215
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    • 2022
  • 현재 게임들에서 Retro 풍이 일면서 다시 2D그래픽이 주목을 받고 있는 현상이 발생하고 있다. 물론 과거에도 2D 그래픽풍의 게임이 없었던 것은 아니나 근래에 들어서는 그 양상이 좀 더 진화되어 유저들에게 어필을 하고 있어 주목이 되고 있다. 현재 출시된 멀티 플랫폼 게임 엔진 중 게임 개발사에서 많이 사용 중인 엔진은 Unity3D 엔진이다. 본 논문에서는 Unity3D 엔진을 이용한 2D게임 그래픽 제작에 대해 논하고자 한다. 유니티 엔진은 C#, 자바스크립트로 코드를 작성할 수 있다는 이유로 C#과 모노 기반 코드로 개발되었다고 알려져 있었다. 실제로 엔진의 런 타임 부분은 C++과 마이크로소프트 닷넷 API, 에디터 프로그램은 C#으로 개발되었다. 스크립트는 유니티 내에서 바로 수정은 하지 못하고 Mono Develop등 유니티를 지원하는 스크립트 에디터에서 수정할 수 있다. 이에 본 논문에서는 멀티 플랫폼 게임 엔진을 이용한 2D 게임 그래픽인 Pixel Art 구현을 제안 하고자한다. 이를 통해서 다양한 멀티 플랫폼 기반의 게임 설계 및 개발에 도움이 되었으면 한다. 어떤 요소들이 2D게임을 선택하는 데에 있어 영향을 끼치는가에 대해서 알아보고, 세부항목에 따른 기본 도형을 이용한 게임 오브젝트 제작의 특징과 그 이유가 사용자에게는 어떤 의미를 가지는가에 대한 것을 알 수 있다.

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An Automatic Access Registration System using Beacon and Deep Learning Technology (비콘과 딥러닝 기술을 활용한 전자출입명부 자동등록시스템)

  • Huh, Ji-Won;Ohm, Seong-Yong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.807-812
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    • 2020
  • In order to prevent the national wide spread of the COVID-19 virus, the government enforces to use an electronic access registration system for public facilities to effectively track and manage the spread. Initially, there was a lot of hassle to write a directory, but recently a system for creating an electronic access list using QR codes, what is called KI-Pass, is mainly used. However, the procedure for generating a QR code is somewhat cumbersome. In this paper, we propose a new electronic access registration system that does not require QR code. This system effectively controls the suspicious visitor by using a mask wearing discriminator which has been implemented using deep learning technology, and a non-contact thermometer package. In addition, by linking the beacon, a short-range wireless communication technology, and the visitor's smartphone application, basic information of the facility visitor is automatically registered to KDCA through the server. On the other hand, the user access information registered in the server is encrypted and stored, and is automatically destroyed after up to 4 weeks. This system is expected to be very effective in preventing the spread of other new infectious diseases as well as responding to the coronavirus which is recording a high spread worldwide.

Celeactor as Cultural Contents : Focused on the Multi-Persona in a South Korean Reality Show Program (셀러엑터를 활용한 문화콘텐츠 : <놀면 뭐하니?>의 멀티 페르소나를 중심으로)

  • Han, Ae-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.45-62
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    • 2021
  • This article examines celeactor as cultural contents focused on the multi-persona in a South Korean reality show program . The celeactor is a form of celebrity and part of a celetoid. Celebrity can be categorized by three forms: ascribed form, achieved form and attributed form. In attributed form, the celetoid suddenly becomes popular through the media. The celeactor is a subcategory of the celetoid. The celeactor is defined by a virtual character that exist in temporary or institutionalized traits of popular culture. The Korean celebrity culture presents Korean intellectual factors, spiritual aspects, tastes, moral virtue, power relationships and traditional hierarchy. In order to examine the features of the Korean celeactor in cultural contents, this article focuses on the multi-persona of celebrity in South Korean popular culture through fantasy, challenge and nostalgia. This article examines the multi-persona of celebrity represented in South Korean popular culture as a negotiated response to cultural identity deconstructed and reconstructed in performance. The research methodology is to analyze a South Korean television reality show program on MBC Hangout with Yoo that represents various sub-characters performed by Jae-suk Yoo, a South Korean comedian and host. As for theoretical underpinning, this exploration joins work on Erving Goffman's (1959) notion of self-presentation and Chris Rojek's (2001) celebrity studies.

Characteristics and Meanings of the SF Genre in Korea - From Propaganda of Modernization to Post-Human Discourse (한국 SF의 장르적 특징과 의의 -근대화에 대한 프로파간다부터 포스트휴먼 담론까지)

  • Lee, Ji-Yong
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.33-69
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    • 2019
  • This thesis aims to reveal the meanings of SF as a genre in Korea. Most of the studies on the characteristics of SF novels in Korea have revealed the meanings of characteristic elements of SF, or peripherally reviewed the characteristics of works. However, these methodologies have a limitation, such as analysis through the existing methodologies, while overlooking the identity of SF texts with the characteristics as a genre. To clearly define the value of texts in the SF genre, an understanding of the customs and codes of the genre is first needed. Thus, this thesis aims to generally handle matters like the historical context in which Korean SF was accepted by Korean society, and the meanings and characteristics when they were created and built up relationships with readers. In addition to fully investigating SF as a popular narrative & genre narrative that has not been fully handled by academic discourses, this thesis aims to practically reconsider the present/future possibilities of SF, which is currently being reconsidered given that the scientific imagination is regarded as important in the 21st century. This thesis considers the basic signification of Korean SF texts in academic discourses. Through this work, numerous Korean SF that have not been fully handled in the area of literature and cultural phenomena will be evaluated for their significance within the academic discourses, and also reviewed through diverse research afterwards. As a result, this work will be helpful for the development of discourse and the expansion of the Korean narrative area that has been diversely changed since the 21st century.

A Study on the Encoding of Literature Therapy in the Third Line of the Poem 'Morning' Written by Cho Ji-Hoon (조지훈의 시 「아침」의 3번째 행에 나타나는 문학치료 부호화 연구)

  • Park, In-kwa
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.123-129
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    • 2017
  • The purpose of this study is to utilize emotional movement and developmental process in literary therapy. So, I tried to reveal the process of the emotional channel that works in the human body when we deal with literary works. As a result, the emotions confirmed that the emotional codes in the human body were pulled from each other and gathered to the positions of amino acids when the shears were spoken. However, it was judged emotionally to act as a catalyst for the synthesis of amino acids. Of course, this is a humanistic and convergent argument, not a medical proof. However, if these studies continue, it will contribute to making people think more healthily.

Methodological Review of Cartoon Analysis (만화분석에 관한 방법론적 고찰)

  • Kwon, Kyung-Min
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.110-115
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    • 2004
  • The cartoon communicates its messages by cartoon semiotics as a vehicle of emotion, face expression, act, glance, and texts along the story. this style of communication showed in the cartoon can be defined as "Cartoon communication style". Since, the cartoon is cultural and social product, an understanding of "Cartoon communication style" plays a major role in understanding culture and society as well as its production and interchange. To understand what is the "Cartoon communication style", systemic and objective research method through "Cartoon Analysis" is required. The study review cognitive tendency of cartoon expression through semiotic analysis of total 35,225 cuts of Korea, Japanese and Chinese published cartoons and consequently, classifies the cartoons by 3 forms - One-Root, One-Idea and One-Style to encode.

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Package Modeling Change in Age of Feeling -Based on Solid Chocolate Package Structure by -√3 Proportion- (Feeling 시대의 Package 조형 변화 -√3 비례에 의한 판 초콜릿 Package 구조를 중심으로-)

  • Kwon, Il-Hyun;Nam, Young-Hyun
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.163-173
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    • 2007
  • As present generation live in the age of feeling after been through age of need or age of want, we analyzed Signification based on consumer psychology, sociocultural variation. Based on above, we first built basic modeling from a regular triangle by $\sqrt{3}$ proportion and then approached to substantial modeling of products that enable us to distribute and sell. Furthermore, we built recycle modeling which enables us to create a variety of forms with joy after using products. This means a lot to us in terms of package modeling creation from sans code. Besides, we studied on not only materialistic or functional value of package modeling, but also appropriate semiotics that enable psychological and sociocultural function of package modeling to respond to consumer identity.