• Title/Summary/Keyword: 영상문화

Search Result 946, Processing Time 0.031 seconds

Reliability of Non-invasive Sonic Tomography for the Detection of Internal Defects in Old, Large Trees of Pinus densiflora Siebold & Zucc. and Ginkgo biloba L. (노거수 내부결함 탐지를 위한 비파괴 음파단층촬영의 신뢰성 분석(소나무·은행나무를 중심으로))

  • Son, Ji-Won;Lee, Gwang-Gyu;An, Yoo-Jin;Shin, Jin-Ho
    • Korean Journal of Environment and Ecology
    • /
    • v.36 no.5
    • /
    • pp.535-549
    • /
    • 2022
  • Damage to forests, such as broken or falling trees, has increased due to the increased intensity and frequency of abnormal climate events, such as strong winds and heavy rains. However, it is difficult to respond to them in advance based on prediction since structural defects such as cavities and bumps inside trees are difficult to identify with a visual inspection. Non-invasive sonic tomography (SoT) is a method of estimating internal defects while minimizing physical damage to trees. Although SoT is effective in diagnosing internal defects, its accuracy varies depending on the species. Therefore, it is necessary to analyze the reliability of its measurement results before applying it in the field. In this study, we measured internal defects in wood by cross-applying destructive resistance micro drilling on old Pinus densifloraSiebold & Zucc. and Ginkgo bilobaL., which are representative tree species in Korea, to verify the reliability of SoT and compared the evaluation results. The t-test for the mean values of the defect measurement between the two groups showed no statistically significant difference in pine trees and some difference in ginkgo trees. Linear regression analysis results showed a positive correlation with an increase in defects in SoT images when the defects in the drill resistance graph increased in both species.

Design of Nationalism and 'Koreanness' in the Authoritarian Regime of South Korea (독재정권기의 민족주의와 디자인에서의 '한국성')

  • Kim, Jong-Kyun
    • Archives of design research
    • /
    • v.19 no.5 s.67
    • /
    • pp.139-150
    • /
    • 2006
  • Over the past half the 20th century, Korea has been through the period of three dictatorial regimes. In each regime the orthodox problem was raised due to its undemocratic ruling. Nationalism in particular was perverted by the authoritarian regimes' exploitation of it as a form of cultural policy to control their people effectively. To emphasize it's ideology the government sought, selected and devised cultural heritage and defined it as the 'Korean cultural identity' or 'Koreaness'. Artists have produced works in the 'Korean style' focused on 'Koreaness' which had been prescribed by the government. These works were sewed as a propaganda and contributed to the reproduction of ideology. In addition to the 'Korean-style design' formed in this period, this case includes a wide range of environmental design, public construction, graphic design, public design, films, etc. The Korean-style design has been developed in accordance with each government's cultural policy with a little difference in content and form.

  • PDF

Analysis of Implementing a Multicultural Experiential Learning Program in Philippines based on APEC Edutainment Exchange (APEC 에듀테인먼트 교류 기반의 필리핀 다문화 체험학습 프로그램 적용 분석)

  • Jun, Young-cook
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.5
    • /
    • pp.561-574
    • /
    • 2016
  • The purpose of this study is to enhance the quality of APEC Edutainment Exchange Program (AEEP) that was developed for Korean multicultural students and implemented in Philippines. Based on literature review and data analysis, we designed and developed edutainment-based contents for their team projects. The participants of the AEEP which was carried out between Aug 12th and 19th in 2012 were 34 elementary and secondary school students with program coordinators. Data collection included survey, video, interview, report and episodes. The data analysis of AEEP activities revealed the features of global experiential learning and edutainment in the K-pop and cooking projects where the Korean-Philippino students exchanged their cultural activities with joyful cooperation. The data also confirmed the Korean students' positive changes toward multi-cultural understandings and attitudes.

Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.5
    • /
    • pp.70-80
    • /
    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.

Virtual Reality Based Cultural Tourist Attractions converging with Souvenir (수베니어를 융합한 가상현실 기반의 문화 관광지 가상체험 서비스)

  • Lee, Ga-Yeon;Lee, Seok-hyun
    • Journal of Convergence for Information Technology
    • /
    • v.7 no.3
    • /
    • pp.111-116
    • /
    • 2017
  • This study offers the possibility as a new product of souvenirs from cultural tourist sites with virtual reality contents, instead of a simple exhibit. Users can watch augmented reality contents on souvenirs, and use the virtual experience service of cultural tourist sites with VR viewer. It has 4K-class high-quality $360^{\circ}$ image capture to increase the immersion of users in virtual space, implement virtual reality space and intuitive UI interaction with users using IMU (Inertial Measurement Unit). It is also possible to apply various add-on functions, including 3D contents, through technical development to increase its marketability, and apply in other industries. In addition, the prototype of the souvenir and VR viewer will be made by using a 3D printer and such in order to apply the contents which will be introduced in this study. Various product expansions can be considered through consultation with the relevant companies for the use of ready-made products.

Improvement of Tourism Information Web Contents in Multicultural Society (다문화사회의 관광정보 웹 콘텐츠 개선 방안)

  • Lee, Yong-Jae;Kim, Hee-Young
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.3
    • /
    • pp.413-422
    • /
    • 2010
  • With the beginning of foreign workers' immigration since 1990, Korea has faced multi-cultural society. At the same time, the number of female marriage immigrants have constantly increased. But the social services for immigrants are not yet prepared. According to the research on the actual condition of immigrants' culture enjoyment, which was done by Ministry of Culture, Sports and Tourism of Korea, the most preferable leisure activity of immigrants is 'sightseeing'. So this study focused on improvement of web contents of tourism information to satisfy the information needs of immigrants. Concretely, this study analysed the present condition of the existing tourism web contents, and analysed deeply the web site 'Tourism Busan' for special reference. Especially this study tried to analyse VOD images among web contents of 'Tourism Busan', and provided concrete improvement plan for that. And also this study processed interview with marriage immigrants to provide web site evaluation at the level of immigrants' eyes. As a result of evaluation, immigrants was the most dissatisfied with 'contents quality', and showed lower dissatisfaction at 'service quality', 'interface quality' factors.

Analysis of Future Growth in Korea Movie Industry (한국영화산업의 발전방향 분석)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.11
    • /
    • pp.134-143
    • /
    • 2008
  • The significance of the image content industry, as a flagship industry of the cultural content industry, is emerging globally as a high value-added trend. Since the movie industry has diverse related industries along with a positive spillover effect from cultural and economic perspectives, it ultimately strengthens national brands as well as national competitiveness. As a national strategy cultural content industry, the movie industry in each country around the world utilizes its own diverse self-protective systems. The Korean movie industry has emerged as a 10 million-strong movie-goer market; however, in reality, it is vulnerable to high film production costs and utility. The current domestic media market demands a new paradigm through the media industry as a whole; nonetheless, it is inherently limited to past film production and distribution channels. In this study, I seek to evaluate the status quo and propose a new direction for the Korea movie industry.

Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.93-103
    • /
    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

Case Study of Video Work Connecting with Fans : the TV series Making Full Use of Convention (팬과 소통하는 영상작품의 사례 연구 : 컨벤션(convention)을 적극적으로 이용하는 TV 시리즈 <수퍼내추럴(Supernatural)>)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
    • /
    • v.16 no.1
    • /
    • pp.145-155
    • /
    • 2015
  • Into the 1990s, there have been changes in perception of pop culture consumers by making a distinction between groups that are active, critical and creative. This study aims to establish a theoretical reasoning for conventions organized and participated voluntarily by fans, which has been especially noticeable in the American subculture for a long time, while investigating how fans and all the parties concerned interact at conventions then to expand the imaginary world. To this end, an analysis has been carried out on the conventions for the particular American TV series of Supernatural. The results show that the reason for this drama series maintaining such enduring vitality as if a living thing is attributable to the special bond of sympathy developed between fans and actors and the following interactions between them. Furthermore, in the aspect of cultural sociology, a piece of work can only be completed through unconstrained interpretation of the work and the resultant recreation by the creator and the receiver, which has been ascertained by this study.

A Study on the Conceptualization of Information Resources for Localities Based on the FRBRoo/CIDOC CRM (FRBRoo/CIDOC CRM 기반의 로컬리티 정보자원 구조화 연구)

  • Hyun, Moonsoo
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.25 no.4
    • /
    • pp.265-290
    • /
    • 2014
  • The aim of the study is to examine the applicability of FRBRoo / CIDOC CRM to conceptualize information resources for localities. It attemps to establish the conceptual structure and the relationship of them and seeks ways to apply the model. For this purpose, almost 30 articles specially in localities research were analysed and categories of information resources for localities were identified. After examining conceptual model in cultural information management sectors (library, museum, archive), 6 case of conceptualization were attempted based on FRBRoo / CIDOC CRM. In conclusion, it presented that FRBRoo / CIDOC CRM could be applied to various type of information resources for localities and that it could be possible to represent information resources based on particular space(place, local) through the conceptualization.