• Title/Summary/Keyword: 취향문화

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Building an intelligent interpretation and translation system for online exhibition (온라인 전시회를 위한 지능형 통번역 시스템 구축)

  • Kim, Sea Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.673-676
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    • 2020
  • In 21 century, we entered the multiculture society. Multi cultural society became a trend. It is known that 65.5 percents of Koreans find difficuty in using foreign languages. The need for intellignet and machine translation is increasing rapidly. This paper suggests a translation system which is mainly using in MICE industry. There are many applications provide translation, however, using multuple translayion appication is rare. We provide untact service which can import many application tools to provide a better service.

Structuration of literatherapy transition (문학치료 전이의 구조화)

  • Park, In-Kwa
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.2
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    • pp.21-36
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    • 2015
  • This study is a descriptive study to examine how poem causes effects of literary treatment for the contemporary people and how to improve therapeutic effect with poem by illustrating the process of therapeutic effect by poem. Each poem in the poetry book has a well-organized flow. While those poems are mixed, it can be synapsed into the cognitive system of readers by their taste in the form of introduction, development, turn, and conclusion.' The poetry book is structured with the transition of literary treatment. Such transition structure is embodied in a circle. If poetic contents are positive and creative in such transitive structure, it gives more comfort and excitement to readers increasing therapeutic effect. Therefore, it is very important to progress literatherapy narrative with such creative works.

A Study on Livestock Symbol Representation Using Visual Information Metadata (시각정보 메타데이터를 이용한 축산 심벌 표현에 대한 연구)

  • Kim, Gok Mi
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.2
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    • pp.191-196
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    • 2018
  • Recently, consumers' taste has been diversified, consumption pattern has changed, and product package design has been gradually developed. The product packaging design should be made to be able to know the contents accurately, and it should have the charm that attracts consumers' attention and makes them want to buy the goods. In addition, product design should motivate consumers to buy according to brand naming, package layout, content expression method, taste color, as well as graphic elements that induce visual effects.The graphic elements that express the image of the contents in a package design of the product at a glance are the most essential elements to enhance the value added of the product and to induce the purchase motivation and rationalization of the consumer. This study is a study on visual image symbol image using visual information metadata in livestock products. It examines cases of various livestock packages and presents graphical elements that can visualize livestock images at a glance as metadata elements. We will pursue the premiumization of livestock products, raise brand value, and offer differentiating design strategies for economic benefits as well as potential for revitalizing the livestock market.

A Study on User's Awareness of Subway Environment Shape Objects in Metropolitan Cities (광역시 지하철 환경조형물에 대한 이용자 의식분석 연구)

  • Choi, Chol-Heyong;Park, Sun-Woo;Kim, Chang-Hyun;Cho, Han-Jin
    • Journal of the Korean Society for Railway
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    • v.12 no.6
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    • pp.927-935
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    • 2009
  • Environmental shape objects not only play a part as various cultural facilities but also symbolize local unique culture beyond the limit of functional role. Therefore subway environmental shape objects should be approached in terms of public installations and art and should be designed to accommodate and meet the needs of subway users appropriately. In order to find out what subway users think about environment shape objects in subway stations, the factors that can evaluate awareness and preference for environment shape objects and visual image of environment shape objects were examined and analyzed. Positive elements were shown with regard to environment shape objects a lot but it is judged that visual quality of subway environment can be deteriorated if environment shape objects do not harmonize with the characteristics of station environment.

Awareness of Passengers Using Subway Stations About Environmental Sculptures Installed in Subway Stations (지하철 환경조형물에 대한 지역별 이용 승객 인식도 분석)

  • Choi, Chol-Heyong;Cho, Han-Jin
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.446-456
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    • 2010
  • Environmental sculptures not only play a part as various cultural facilities but also symbolize local unique culture beyond the limit of functional role. Therefore subway environmental sculptures not only should be approached in terms of public installations and beauty but also should be designed to meet the needs of subway users appropriately. In order to find out what subway users think about environment sculptures installed in subway stations, the factors that can evaluate awareness and preference for environment sculptures and visual image of environment sculptures were examined and analyzed. Positive elements have been shown with regard to environment sculptures but it was judged that visual quality of subway environment can be improved more if environment sculptures keep in harmony with the characteristics of stations.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

Research on Music Application UI Design and Feature Preferences by MBTI Personality Types (MBTI 성격 유형별 음악 애플리케이션 UI 디자인 및 기능 요구 선호도 연구)

  • Wu Yuhang;Inyong Nam;Bao Wenhua
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.437-449
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    • 2024
  • This study analyzed the influence of MBTI (Myers-Briggs Type Indicator) personality types on preferences for user interface (UI) design in music applications. Through an online survey, 535 responses were collected, and data were processed using ANOVA analysis in Python. The analysis revealed that certain MBTI types tend to prefer combinations of warm and neutral color tones, aligning with their artistic sensibilities and emphasis on harmony. Conversely, other MBTI types show a preference for colder color tones or combinations of cold and neutral tones, reflecting their practical and systematic tendencies. Additionally, it was found that UI layout preferences also vary according to personality types. Some MBTI types exhibit a preference for the 'Mostly Fluid' model, reflecting their efficient and systematic nature. These findings underscore the importance of considering users' individual personality types in UI design for music applications.

Examining Genre Tastes of Hollywood Movies in Korea (할리우드 영화의 장르별 수용 : 한국 영화시장에서의 문화적 할인현상을 중심으로1)

  • Park, Seung Hyun;Chang, Jeong-Heon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.511-551
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    • 2014
  • This study has examined genre tastes of Hollywood movies in Korea. A concept of cultural discount suggests that Hollywood film in foreign countries would be received differently according to its specific attributes. Following the suggestion of cultural discount, this study examines how local reception of Hollywood movies is different in Korea, focusing on film genre, production budget, and U.S. box office. The results show that genres are useful variables for such analysis, indicating that certain film genres are indeed suffering from relatively high cultural discount at the level of Hollywood movie import/distribution. Comedy, specifically, constitutes the crucial particularistic movie genre. However, this study does not find out any significant effect of movie genres on the box office in Korea, controlling the effect of U.S. box office and production budget. As Hollywood studios have recently produced multi-genre movies rather than genre-specific movies to induce a variety of audience who have different movie tastes, the influences of cultural discount disappeared among imported Hollywood movies in Korea. This study also reveals that Hollywood movies of high production budget and of successful U.S. box office are more preferred in Korea.

Gender Differences and Gender Stereotype in Play Style among Young Korean Gamers (한국 남녀 청년 게이머의 플레이 취향과 성차 및 성 고정관념)

  • Song, Doo Heon;Park, Sojin;Yang, Seung Won;Yang, Yunjung;Won, Kyohyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.72-81
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    • 2017
  • There is a common misbelief that female gamers prefers simple cute easy games so that they are incompetent if higher skill level is required or disqualified to be a winning party member in MMORPG. This pink game theories are the results of video game analysis done in US and Europe way before online games and mobile games become popular thus. there are many evidences that such misconceptions do not hold anymore. However, researches on gender game culture and gender preferences have not been seriously conducted since 2007 in Korea. Thus, in this paper, we surveyed 88 male and 151 female gamers from their late teens to 30s and found a gap between behavior and perception due to serious gender stereotypes. Gender differences are still found in several areas, but the degree of differences were weakened or in different direction from 2007. The game design to attract female gamers should understand such gender gaming culture and gender difference.

The Inflow of the Creative-Class and Forming of Cultural Landscape on the Kyunglidan-Gil (경리단길 창조계급의 유입과정과 문화경관 형성요인)

  • Yang, Hee eun;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.6
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    • pp.158-170
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    • 2013
  • With the recent 'Creative economy' and 'Cultural prosperity' coming to the fore as a new code to build up a city or a region, it is necessary to focus on strengthening the regional creative capacity as well as developing spontaneous regional culture. In such trend this research aims to explore the Kyunglidan-gil, Seoul, Korea in which creative-class are appearing autogenously in clusters and forming new cultural landscape, to identify the factors of their accumulation and changing aspect of cultural landscape. This study has the following purposes: First, Investigating the historical context of the Kyunglidan-gil's landscape. Second, considering the process of the creative-class being flowed into the Kyunglidan-gil as the subject leading to the modification of the region. Third, their activity was analyzed to consider the unique aspect of forming the cultural landscape at the Kyunglidan-gil. Regarding why the creative-class should flow in, results of the study drew five factors including region in issue compared to inexpensive rents, coexistence with nature, quiet atmosphere seeming isolated from the urban confusion, location possible to test and share individual materials one likes, and a site with synergy effect of activity through the network with acquaintances. Also, five characteristics of cultural landscape forming by the people's activity were drawn - space of communication for increasing creativity, temporary and flexible spatial use, expression of one's identity and taste, distinguishing, and positive use of the existing facilities. Like this, by exposing the 'creative-class', a subject of the leader in changing process of the Kyunglidan-gil, this research identified the aspect of forming cultural landscape.