There has been criticism that the government-led makerspace did not reflect the actual demand of makers, so there was a limit to performance creation. In this regard, the study aims to diagnose the current status and problems of makerspace and to suggest the implication to respond to policy demand. To this end, we analyzed the current status of makerspace by utilizing the government documents. Then, we conducted a survey of SMEs related to ICT devices that experienced makerspace, and analyzed their opinions on D·N·A technology demand, management difficulties, and governments' support policies. As results, the study proposed several improvement measures to upgrade makerspace as a digital conversion platform as follows. First, due to the nature of the existing industry for introducing D·N·A technology, there is a limit for companies to enter the market on their own, so comprehensive support from the government is needed. Second, it is necessary to establish and expand an empirical test bed for the development of new products and services so that various types of metaverse contents can be discovered and digital transformation convergence models of existing businesses can be derived. Third, by modifying the support method to operate the makerspace as a platform that implements the government-led start-up support policy, boldly transfer what the private sector can do well to the private sector. The participants of Industry·University·Institute Collaboration should freely share ideas and help the common problem be solved. Based on the problems and the findings for improvement, it is expected that the current makerspace would be upgraded to a digital conversion platform suitable for the demand of the field.
This paper discusses the possibility of developing literary villages and book towns by examining the feasibility of place marketing for culture and art spaces from multiple perspectives. The aim is to point out the practicability of literary villages, moving away from building halls of fame for individual writers and artists and toward creating whole villages functioning as the centers of their local cultural scene, as well as suggest ways for contributing to regional revitalization and development of culture and art programs. To this end, "Kim Yujeong Literature Village," "Lee Hyo-seok Culture and Art Village," and "Hwang Soon-Won Sonagi Village" were selected; based on these, case studies were conducted and their actual operational status was explored. As a result, it was discovered that literary villages would function well as the centers of their local community if meaningful and interesting content is continuously developed with quality enhancement. This suggests a positive impact of place marketing, and to achieve this, it is necessary to open a new paradigm of local culture by differentiating from other cultural industries and securing a position as a new industrial sector. To this end, the paper suggests approaches such as small local literary groups with direct or indirect links to the literary village, or application of space and related works in the literary village with local education.
Journal of the Korean Society of Floral Art and Design
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no.42
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pp.133-144
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2020
Anthropomorphism is one of the commonly used appeal methods in the field of communication design. Almost all visual images that humans encounter are exposed to this anthropomorphism, and we are consciously or unconsciously utilizing or being used. In addition, anthropomorphism can be found in almost all cultures and arts rather than in a specific field of study. Therefore, in this paper, the personification is redefined based on the relationship formation structure based on the anthropomorphic cases observed in culture and art and the results of previous studies. In addition, the personification form is defined as two kinds of personification and inverse personification according to the subject of relationship formation based on the personification type and gesture list derived from the previous study on the personification technique. Through the application cases of anthropomorphic techniques, which are appealed across the design domain, the effective anthropomorphic application system was defined. The definition of anthropomorphic relationship formation and anthropomorphic application system provided a framework for anthropomorphic techniques that could lead to effective audience satisfaction in various media. In addition, through the personification application system that synchronizes the characteristics of the conceptual traits of the medium with the gesture list and the personification type classification, it was confirmed that a device for communicating with the owner can be provided with a powerful and effective personification technique.
Purpose. The purpose of this study is to examine how the phrase "old person" are expressed and used in the online sphere. Based on the theoretical concept of stigma, this study investigates the images and attitudes in society toward the elderly, and the characteristics of hate speech aimed at the elderly. Method. This study conducted text mining based on social big data using anonymous conversations. Results. It was confirmed that the elderly images shared online were generally negative. The attitudes expressed toward them also tended to be negative due to the negative images that are propagated of the elderly. The hate speech relating to the elderly, in usages such as 'Teul-ttag' and 'Kon-dae', were mainly identified in comments that negatively evaluate the elderly, and these expressions demonstrate the depth of hate and discrimination towards the elderly who are considered burdensome by young people. Interestingly, the hateful expressions towards the elderly were found more with regard to issues related to politics and economics and not just any content about the elderly. Conclusions. This study discussed the ways and means to enhance inter-generational understanding and solidity.
Journal of the Korean Society for Library and Information Science
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v.57
no.3
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pp.97-117
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2023
The purpose of this study is to suggest a mid- to long-term expansion plan to resolve the blind spot and alleviate the imbalance of public library services in Daegu City. The research methods for this purpose included literature review, related laws and statistical data analysis, case study, and opinion survey. As a result, the first service area was set as a total of 14 areas based on administrative districts(Jung-gu, Seo-gu, Nam-gu, and Dalseong-gun each have one, Dong-gu and Buk-gu each have two, and Suseong-gu and Dalseo-gu have three each). Second, the expansion scenario for public libraries in Daegu City was proposed to add 26 libraries by the final target year (2032) based on the trend of national library growth over the past 13 years (2008-2020) and the forecast for the next 10 years (2023-2032). Third, the construction scenarios for each basic local government, excluding the Daegu representative library, are as follows: One library each in Jung-gu, Seo-gu, and Nam-gu; two libraries in Suseong-gu; three libraries in Dalseong-gun; four libraries in Dong-gu; and seven libraries each in Buk-gu and Dalseo-gu. In terms of floor area, it is proposed to add a total of 17 branch libraries with a minimum legal standard of 330-2,499㎡, four central libraries with 2,500-4,999㎡ each, and four central libraries with 5,000-9,999㎡ each. On the premise of these conditions, Daegu City and public libraries should focus on creating an inclusive and open community space, creating a digital platform, strengthening the library operation and cooperation system centered on Daegu representative library, developing collections and specializing services for local hub libraries, enhancing various knowledge information and program services, managing key library indicators and improving social contribution.
This paper is an attempt to discuss the history and the current state of 'SF theaters.' SF theater is still an unfamiliar genre to the public, and may surprise some, given that the stage is perceived as an insufficient space for stretching the scientific imagination. Since 2010 works that bring the scientific imagination into the theater have frequently been performed, and a recognition of SF theaters began to be established. Producers came to be absorbed in human psychology, and our isolation amidst the progress in technology, as well as in the absurdities of the world, while giving up the ideal of realistic descriptions. This became the foundation for SF theaters in South Korea today. Starting from the research history and the conceptual change in SF theaters, this study examined the status of SF dramas going back to the colonial period for SF theaters. Through inquiring into the history of SF theaters, we were able to derive the following implications and problems. Firstly, as they are based on future society or technical improvement without consideration of scientific probability or rationality, the scientific imagination is too absent for the work to be named 'SF theater.' Secondly, while being highly evaluated as an attempt to integrate science and stage in an era that emphasizes convergence, when we delve into the creativity of a material it is noticeable that the view of the world is still regressive. Thirdly, there are many cases in which scripts lean on SF classics or Japanese original works. Nevertheless, if young creators' diverse attempts in a genre can breathe with the contemporary audience desiring a new material, the foundation of a Korean-style SF theater may be expanded to include more significant work.
As time is rapidly changing, the culture to represent an era is getting more subdivided and complex. Due to cultural diversity, the influence, cause, characteristics which could be understood in individual field centered by space in the past cannot be understood now only by the viewpoint of one field, and it has become difficult to predict and correspond to the change of the future. With the development of information and knowledge delivery system, various cultural contents to form a space are being created and lapsed, but there are a lot of parts which cannot be explained or understood by only one point of view. To inspect these situation, this study is aimed to draw the cultural and technical causes that became the influence with Suwon Hwaseong, a traditional space with historical superiority, analyze the key factors that became the main factor to form the space, and consider the importance of the related factors. Suwon Hwaseong is a new town formed by the order of King Jeongjo. Suwon Hwaseong at that time was a space with the will and effort of many people who dreamed a new era, and it has a meaning of varoius time ans space as historical facts and cultural values as well as the progress and development of scientific technology. The unstructured data technique which is applied as the method of analysis in this study can be said to be a new value judgement and viewpoint in interpreting the space. Therefore, this study is a new trial to provide a frame for multilaterally interpreting the various traditional space and culture of Korea from the past to the present.
In the Web 3.0 era, the third generation of web technologies that uses blockchain technology to give creators ownership of data, metaverse is a crucial trend for developing a creator economy. Web 3.0 aims for a value in which content creators are compensated from participation without being dependent on the platform. Blockchain NFT technology is crucial in metaverse, a vital component of Web 3.0, to ensure the ownership of digital assets. Based on the theory that investigates the concept and characteristics of metaverse, this study identifies five features of the metaverse based NFT art ①'Continuity', ②'Presence', ③ 'Concurrency', ④'Economy', ⑤ 'Application of technology'. By focusing on metaverse based NFT art <Hybrid Nature> case study, we analyzed how the concepts and characteristics of the metaverse and NFT art were reflected in the work. This study focuses on the concept of NFT art, which is emerging at the intersection of art, technology and industry, and emphasizes the importance of finding creative, aesthetic, and cultural values rather than the NFT art's potential for financial gain. It is still in its early stage for academic studies to focus on the aesthetic qualities of NFT art. Future academics and researchers can find this study to gain deeper understanding of the traits and artistic, creative aspects of metaverse based NFT art.
The Journal of the Convergence on Culture Technology
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v.9
no.2
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pp.493-502
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2023
The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.
The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.569-577
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2023
This study selected seven carbon-neutral villages, considering the characteristics of each region, including all five administrative districts of Changwon City, and proposed activation plans based on business evaluations through surveys of local residents and FGIs with leaders. The analysis showed that carbon-neutral education was the most important factor for activating carbon-neutral villages, with a response rate of 91.9% for 17 multiple-choice questions, followed by legal (ordinance) arrangements at 79.3% and village organization building at 74.1%. Based on this, the following activation plans through the participation of residents who are involved in the project of creating a carbon-neutral village in Changwon City were proposed. First, the characteristics of each carbon-neutral village model were classified into a resource circulation-based model, an environmental creation-based model, an environmental education and experience event-based model, and an energy efficiency-based model. Second, it is necessary to create and present carbon-neutral village growth stage guidelines for the growth of carbon-neutral villages. Third, manuals and teaching materials related to carbon neutrality, such as theories, issues, and practices, need to be produced and distributed for leaders and activists to easily apply and access for self-government operation of the village. Finally, if a carbon-neutral support center that is legally installable in Changwon City is established, it is expected that the lives of local residents will become more sustainable for carbon-neutral living in preparation for climate crises.
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