• Title/Summary/Keyword: 인간문화재

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A Study on the Museum Renovation in the Preserved Area of Cultural Properties for Sightseeing Resources (관광자원화를 위한 문화재보호구역 내 미술관 리노베이션 계획연구 -사적 제314호 광주 분원리 조선백자도요지 내 폐교를 중심으로-)

  • 정영환;유보현
    • Archives of design research
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    • v.17 no.2
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    • pp.43-54
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    • 2004
  • The appreciation of cultural properties related with what the aspects of society was is mandatory to understand our culture correctly. To make over all cultural properties to our descendants without breakage or damage is our natural duty and national obligation. On the contrary, inhabitants in the preserved area should be restricted and controlled by the cultural property law. The conflict between the inhabitants in the preserved area and the government raises economical problems and damages all the time. Especially it is time to discuss to mediate between them and solve the problems. This feasible study is a proposal to settle them up through renovating abolished school in the preserve area to the museum and a case to preserve the cultual properties as well as habitant's assets in that area.

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Development of 3 Dimensional Information system for culture and art (문화예술 3차원 정보시스템 개발)

  • Lee, C.W.;Kim, W.S.;Lee, M.S.;Kim, C.H.;Hong, S.W.;Lee, C.J.
    • Journal of the Korea Computer Graphics Society
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    • v.1 no.2
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    • pp.279-283
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    • 1995
  • 21세기 정보화 시대에 효과적으로 대비하기 위해 세계 여러나라에서 추진하고 있는 정보화 사회를 구축하는데 필수적인 요소로 lnfrastructure인 초고속 정보 통신망을 구축하고 있다. 이에 따라 국내에서도 정부주도로 초고속망을 이용한 대국민 서비스 사업을 추진하고 있고, 이 사업의 일환으로 문화체육부에서도 국립중앙박물관을 중심으로 대국민 서비스용 문화정보망 구축을 추진하고 있다. 이러한 문화정보망 사업의 최종 목표는 종래의 개념을 넘어선 인간에게 가장 현실감을 줄 수 있는 "가상박물관"과 같이 문화재를 글, 그림 이외에 3차원 업체형상을 가진 문화재를 3차원적으로 표현하여 보이지 않는 부분을 볼 수 있도록 문화재를 이동, 회전 및 확대, 축소 표현이 가능한 3차원 형상정보 데이타베이스를 구축하여야 한다. 본 과제에서는 이러한 3차원 형상정보 데이타베이스 구축을 위해, 컴퓨터 그래픽스 기술과 인공지능 기술이 복합적으로 구현된 3차원 입체형상 자동 입력 시스템 및 모델링 시스템과 지원 도구 개발을 목표로 진행되고 있다. 이 시스템이 완성되면 문화재 형상의 영구보존, 문화재의 특성(크기,색,무늬,질감) 보존, 문화재 형상 복원 및 문화재의 시대적 상대평가를 용이하게 하는 효과를 얻을 뿐아니라, 컴퓨터 그래픽스 기술 및 정보처리 기술을 문화재 연구와 전시에 적용하여 문화정보망 사업의 구체적 효과를 가시화 할 수 있다.

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The Ontology-Based Intelligent Solution for Managing U-Cultural Heritage: Early Fire Detection Systems (U-문화재관리를 위한 온톨로지 기반의 지능형 솔루션: 화재조기탐지 시스템)

  • Joo, Jae-Hun;Myeong, Sung-Jae
    • Information Systems Review
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    • v.12 no.2
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    • pp.89-104
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    • 2010
  • Recently, ubiquitous sensor network (USN) has been applied to many areas including environment monitoring. A few studies applied the USN to disaster prevention and emergency management, in particular, aiming to conserve cultural heritage. USN is an useful technology to do online real-time monitoring for the purpose of early detection of the fire which is a critical cause of damage and destruction of cultural heritages. It is necessary to online monitor the cultural heritages that human has a difficulty to access or their external appearance and beauty are important, by using the USN. However, there exists false warning from USN-based monitoring systems without human intervention. In this paper, we presented an alternative to resolve the problem by applying ontology. Our intelligent fire early detection systems for conserving cultural heritages are based on ontology and inference rules, and tested under laboratory environments.

21세기 문화정책의 방향 - 문화는 국가경쟁력 창출 원동력

  • Kim, Seong-Jae
    • 프린팅코리아
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    • s.7
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    • pp.52-59
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    • 2003
  • 우리가 살고 있는 21세기를 일반적으로 '문화의 세기' 라고 말한다. 문화란 비단 예술이나 문화재같은 것만을 지칭하지는 않는다. 문화는 인간이 자연에서 벗어나 역사를 통해 만들어 온 문명과 그 밖의 모든 총체적인 자산을 의미한다.

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Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

Problems with the Application of the Concept of "Original Form" to Natural Heritage (자연문화재에 있어 원형개념 적용의 문제점)

  • Lee, Won Ho
    • Korean Journal of Heritage: History & Science
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    • v.49 no.1
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    • pp.166-177
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    • 2016
  • This essay explores the problems with applying the concept of "original form" to natural heritage when it is based on originality and diachronic, historical period. It also suggests an alternative perception that the concept of "original form" can be considered based upon "integrity". First, the conceptual framework for applying the concept of "original form" falls into three types: one that centers on the time point at which heritage originated; another that respects the diachronic characteristics of the concept of "original form"; and the last that bases original form on a particular time after the heritage originated. Second, the national policy for the conservation of natural monuments and scenic sites stayed at the level of consulting the Decree on the Preservation of Treasures, Historical Remains, Scenic Sites, and Natural Monuments of Joseon, under Japanese colonial rule. And after the legal framework was established through enacting and proclaiming of the Cultural Heritage Protection Act in 1962, 564 cases have been designated as natural monuments. Third, the natural conservation movement, the first national policy for natural heritage, was initiated from the heritage field, but the Environment Ministry subsumed all nature-related policies and ever since the heritage agency (Cultural Heritage Administration) has implemented only heritage policies regarding "cultural" heritage. The present state of the coexisting policies about the natural heritage by the Environment Ministry and the Cultural Heritage Administration resulted in leading the public confused about official terms and main policy agency of natural heritage. Fourth, the difficulty of applying the concept of "original form" to natural heritage stems from the fact that natural heritage is inherently distinct from cultural heritage, which is placed at the center of the heritage policies implemented by the heritage agency. In addition, natural heritage, similarly distinct from the overall natural environment, has evolved in a way that incorporates human culture and thus diversely includes characteristics of originality, diachrony, and historical period. Under these circumstances, an incorporative, professional approach is required rather than independent approaches for each type of natural heritage. In conclusion, this essay suggests that issues related to the restoration of original conditions of natural heritage should be resolved through the application of the "integrity" concept by restoring "the characteristics of an object or a place that imbue it with meaning and value," with consideration given to efforts for alleviating logical contradictions within the concept of "original form" through the preparation of standards and guidelines for the restoration of original condition.

Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.210-218
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    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

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Testing the Push and Pull Factors for National Parks in Mountain Regions (산악형(山岳型) 국립공원(國立公園)의 방문객(訪問客) 동기요인(動機要因)과 유인요인(誘因要因)의 검정(檢定))

  • Han, Sang-Yoel;Choi, Kwan;Lee, Ju-Hee
    • Journal of Korean Society of Forest Science
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    • v.89 no.3
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    • pp.356-367
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    • 2000
  • The purpose of this study was to identify the underlying dimensions of push and pull motivators for Soraksan, Kayasan, Naejangsan, and Pukhansan national parks in mountain regions. This study also examined the nature and extent of the reciprocal relationship between the push and pull factors. The result showed that four dimensions were derived from 12 push items, which were cultural and natural experience, escape and rest, health, and socialization and novelty motivators. Three dimensions also were derived from 12 pull items, which were facilities and culture, nature, and accessibility. The push and pull dimensions were correlated and regressed against each other. Given the nature of relationship between the push and pull factors, facilities and culture pull factor was affected by the cultural and natural experience motivation. Nature pull factor had strongly associated with culture and nature, escape and rest, health, and socialization and novelty motivations. Finally, accessible attraction pull factor had a positive relationship with health motivator, however, had a negative with cultural and natural experiencing motivation.

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