• Title/Summary/Keyword: 전통문화 콘텐츠

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A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.63-74
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    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

Visual SLAM-based Augmented Reality System using Topography and Architectural Heritage Model (지형 및 건축 문화유산 모형 활용 Visual-SLAM 기반 증강현실 시스템)

  • Yoo, Eunji;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.401-403
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    • 2020
  • 본 논문에서는 박물관에서 사용되는 전시 매체 중 지형 및 건축 문화유산 모형을 활용한 Visual SLAM 기반 증강현실 시스템 활용을 제안한다. 현재 박물관에서 다양한 디지털 전시가 도입되고 관람객과의 상호작용을 중요시하고 있으나 오래전부터 도입된 지형 및 건축 문화유산 모형의 ICT 기술 활용은 미흡한 상황이다. 이에 본 연구에서 제안한 Visual SLAM 기반 증강현실 시스템은 현실 객체의 특징점을 인식하여 3D 객체를 증강하기 때문에 다양한 크기와 형태의 문화유산 모형에 활용될 수 있다. 이러한 시스템 제작을 제안함으로 박물관에 전시되어있는 기존 모형의 활용도 및 전시 효과를 높일 수 있고 다양한 인터랙션 설정으로 추가 정보 또한 제공할 수 있다.

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Implementation of Traditional Architectural Heritage Using Augmented Reality (증강현실을 이용한 건축문화유산 구현)

  • Lee, Kang-Hoon;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.131-139
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    • 2012
  • Many researches are actively doing for digital implementation of traditional architectural heritage using multimedia and virtual reality technologies. In addition, various attempts are progressed to utilize the digitally implemented traditional architectural heritage as "contents." Nowadays, the digitally implemented traditional architectural heritage can be displayed on through the Internet and/or many multimedia appliances by these attempts. Recently, virtual reality technology, especially augmented reality technology, begins to grab the attention for digitally implementing architectural heritage. Augmented reality is a technology that makes possible to show the overlapped contents by piling up the virtual objects on the real world. Many studies for augmented reality are progressed because it has an advantage in interacting with virtual objects and information. This study proposes the method of digital implementation of traditional architectural heritage by using augmented reality technology. We presented the method and process of digital implementation of traditional architectural heritage with augmented reality technology. Moreover, digitally implemented traditional architectural heritage with augmented reality is compared with the contents implemented by other computer technologies. We, also, presented how to utilize the traditional architectural heritage contents by using augmented reality.

Culture Contents Adaptational Aspects of Jeju Myth "Chasabonpuri" (제주신화 <차사본풀이>의 문화콘텐츠 변용 양상)

  • Kim, Jin-Chul
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.85-95
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    • 2015
  • This study examined adaptational aspects by analyzing culture contents, which use Jeju myth "Chasabonpuri" as a writing material. "Chasabonpuri" has a heroic narration of Ganglim, who becomes the grim reaper by solving the serious problem through a journey to the world beyond. Also, it has a value as an archetypal narration because of its reflection on Korean world view of afterlife. Culture contents, which use "Chasabonpuri" as a writing material, have features of 'accurate reproduction of heroic narration' (Ganglim who becomes the grim reaper), 'tragic conversion of narration through humanization' (The way home), 'extension of narration through merging with traditional and modern elements'(Together with God), 'Unique view of the world that reflects the contemporary trend' (Ghost Messenger).

The Architectural Simulation for Kenjeongjun of Kyungbok Palace Using Computer Graphics (컴퓨터 그래픽을 이용한 경복궁 근정전 건축 시뮬레이션)

  • Lee, Kang-Hoon;Lee, Hang-Chan
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.269-276
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    • 2008
  • Recently, the concerning about cultural heritages has been increased. As a result, the protection, repairing and restoration of cultural assets have been actively in progress. The biggest project of cultural asset reconstructions is the restoration of Kyungbok Palace and it has been in proceed step by step since in 1989. The actual sizes of these traditional buildings have been measured and recorded for future maintenance. In this paper, the 3D computer graphic technique is used to help understanding the inner structures of the traditional buildings as well as their construction processes. In other word, the construction simulation of Keunjeongjun which is the center building of Kyungbok Palace have been produced using 3D computer graphic techniques. The purpose of this project is aiding people in understanding the process of traditional palace architecture in Korea.

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Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

A Study on the Display and Exclusive Font Development in Traditional Markets (전통시장 서제 중심의 디스플레이 연구 및 전용서체 개발)

  • Kim, Cho-Ah;Jang, Yun-Jeong;Kim, Yong-Chul
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.280-289
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    • 2018
  • Traditional market is a place filled with traditional culture and sentiments of the local population, so this is not just a commodity trading places that has been at the centre of our life, including culture and the local economy and the people of the community. However, many consumers still ongoing by the facilities that aging is deprived to the department stores and hyper-marts. Also, low awareness of the displayer, including the internal facilities, is very reality is bad development compared to the appearance, in particular product names, price tags and one mark of origin, such as signs, despite Upon entering the market first leaps to the eye are not improved the situation as it is necessary for the improvement of typography for traditional market. Therefore, examine the fonts used in the traditional markets, proceed to further analysis in the future by building a dedicated font made of only the traditional market it has a distinctive identity and unity of the market typography to present the guidelines of the market font.

A Value Inquiry of Cultural Relics of Waryongmae and a Restitution of Cultural Heritage (창덕궁 선정전 와룡매(臥龍梅)의 환수 문화재로서 문화콘텐츠적 가치)

  • OHN, Hyoungkeun;KIM, Chungsik
    • Korean Journal of Heritage: History & Science
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    • v.54 no.2
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    • pp.136-153
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    • 2021
  • The restitution of cultural heritage located abroad has been going on for 107 years, starting with the return of the Jigwangguksa Tower to Beopcheonsaji Temple in Wonju after it was taken during the Japanese occupation in 1915. The Overseas Cultural Heritage Foundation, established in 2012, has laid the foundation for retrieval, preservation, restoration, and exchange of cultural heritage through research cooperation and the purchasing of cultural heritage items. The pace of the collection of cultural heritage objects and the locating of others has increased every year since its establishment, and the number of returned, rather than recovered, cultural heritage items has also increased. The present study aimed to complete a value inquiry of the cultural relics of Waryongmae (臥龍梅) and a restitution of cultural heritage as the main focuses. The process of recovering relics from Waryongmae has been recorded in the book The Cultural Property Returned into Our Arms, published by the above-mentioned foundation. This record was revised and supplemented to try and raise its cultural value by adding elaborate storytelling to the process of recovering the Waryongmae that grew in the courtyard of Changdeokgung Palace. The cultural value of Waryongmae is that it is unique. The Waryongmae is the first living cultural heritage, and therefore has cultural value due to its uniqueness. Second, the Waryongmae has unique cultural value due to its restitution and return to Korea twice, once in 1992, and another time in 1999. The first restitution was special in that it was featured by the Japanese media, and the second was special in that it was intensively reported by the Korean media. Third, 42 Waryongmae cultural content types were explored, including nineteen visual contents, eleven interactive contents, and twelve skate contents.

Research on Taoist Elements in South Korean Traditional Furniture (한국 전통가구 양식디자인의 도교(道敎)적 요소에 대한 연구)

  • Xiao, Yang;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.332-344
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    • 2019
  • Based on the life of the furniture is to reflect a region and the important basis of ideological and cultural characteristics of The Times culture form the traditional concept of directly determine the style and features of furniture. Due to the geographical location, China and the Korean peninsula have a long history of cultural exchanges. Through long-term exchanges, Chinese traditional culture has penetrated into the daily life of the ancestors of the Korean peninsula in various ways. As one of the traditional Chinese cultures, Taoism began to spread in The Three Kingdoms period on the Korean peninsula. With the integration and development of Taoism on the Korean peninsula, Taoism culture with unique characteristics of the peninsula was formed and became part of the traditional ideological and cultural life of the ancestors on the peninsula. In the historical development of furniture on the Korean peninsula, Taoist theories such as yin-yang theory and five-element theory and geomantic geography theory have exerted an important influence on the use, shape, material and pattern of traditional furniture on the Korean peninsula. The late period of the joseon dynasty was the heyday of the handicraft industry on the Korean peninsula. During this period, the categories of furniture increased, and a large number of furniture with distinctive Taoist characteristics, beautiful shape, excellent design and different uses appeared. Through the study on the modeling, materials, patterns, seals and designs of furniture in the late period of joseon dynasty, this study confirms that Taoist thoughts are one of the main factors affecting the development of Korean traditional furniture forms and patterns. Using patterns of various natural objects or plants and animals for furniture design, it is to pray for family members to avoid disasters and disasters. Thus it can be seen that praying for blessings from heaven is the main Taoist thought.

Development of Universal Design for Learning of Korean Traditional Dance: Based on the Cognitive Apprenticeship Theory (한국 전통무용의 보편적 학습설계(UDL)개발: 인지적 도제 학습의 관점)

  • Yoon, Jeong Ok;Kim, Ji Young
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.261-262
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    • 2019
  • 이 연구의 목적은 국가중요무형문화재 제92호 '강선영류 태평무' 교육을 체계적으로 보완하여 보편적 학습설계를 위한 구성주의 관점의 인지적 도제 학습의 적용가능성을 모색하는 것이다. 이를 위하여 전통무용 교육전문가 10명을 선정하여 개방형 설문과 포커스 그룹 인터뷰 실시를 통해 의견을 수렴하였으며, 순환적 과정을 통해 모형 개발을 실행하고 형성적 순환에 중점을 두는 설계기반연구(DBR)를 수행하였다. 그 결과 전통적 도제에서의 교육적 한계점을 밝히고, 도제 원리의 특수성을 검토하여 구성주의 관점의 인지적 도제학습 관점에 기초한 한국 전통무용의 보편적 학습설계를 새롭게 개발하였다.

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