• Title/Summary/Keyword: 한국문화 콘텐츠

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A Study of the Creative Application of Performing Arts Archives in the Fourth Industrial Revolution (4차 산업혁명 시대의 공연예술아카이브와 창조적 활용)

  • Choi, Haeree
    • Trans-
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    • v.6
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    • pp.1-15
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    • 2019
  • Performing arts is an intangible arts that disappears immediately at the moment it is presented and remains only in the memory of the performer's body and audience. The same repetition, restoration and reproduction of the disappeared performance is impossible, but artists of all times and places have tried various recording methodology to leave their performances in the tangible form. The performing arts archive is where performing arts are recorded, preserved, and utilized. In the fourth industrial Revolution era, library institutions in developed countries are turning into institutions that support creative activity by not only artists but also the general public. Korea's performing arts archives should also shift from the role of an old archive to a platform to create new cultural contents. This paper summarizes the changes in the Korean performing arts archive and presents the creative application of the performing arts archive in response to the fourth industrial revolution.

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Development Convergence Education Program for Elementary and Middle School Using Design (디자인을 활용한 초‧중등 융합교육 프로그램 개발)

  • Lee, Jong-Hak;Yoon, Ma-Byong;Ryu, Sung-Rim;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.8 no.10
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    • pp.173-183
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    • 2017
  • The purpose of this study is to develop students' creativity and artistic sensitivity by developing a convergence education program that links various subjects, including mathematics, science, and art based on design. Design is done in almost every human activity that pursues beauty and implements cultural value through patterns and images. We have developed three programs for elementary school students and two programs for middle school students, taking into consideration the achievement standards and curriculum content appropriate for the 2015 revised curriculum. It was assessed by a panel of five educational experts during the development and demonstration courses to evaluate the feasibility of the development program. The development program can enhance the design literacy and design sense of elementary and junior high school students and can be used convergent educational contents that can be applied in the free-semester system activities of junior high school. Through this program, adolescents who will lead the future design society will be able to acquire the sense of design, literacy, and design ability as design consumers and producers.

Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.3-14
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    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

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An Analysis on the Internet Uses and Barriers of the Older Adults in Korea (고령층의 인터넷 활용 및 장애 요인 분석)

  • Kim, Heesop;Kim, Pansoo;Lee, Misook
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.1
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    • pp.257-276
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    • 2014
  • The purpose of this study is to investigate the patterns and barriers of the Internet for the elderly adults in Korea. Data was collected through the face to face interview using a questionnaire for the residence of Daegu and Kyungsang Buk-Do areas targeted over the 60-years-olds elder adults. A total of 119 valid response data were analyzed with the descriptive statistics and the group differences by age and gender using SPSS 18.00. It found that the most of the elder adults access the Internet to seek the entertainment contents, the knowledge-related contents, and the cultural and art contents. They spend most of the Internet online session to do searching information and enjoying movie and music. However, there were age differences and gender differences within the subjects. The complexity of computer and the Internet usage is one of the barriers for the Internet access, and they suggest that a customized education and training courses of computer literacy for the elderly adults would be the ways of resolve those obstructions.

Image Encryption using the chaos function and elementary matrix operations (혼돈함수와 기본 행렬 연산을 이용한 영상의 암호화)

  • Kim Tae-Sik
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.1
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    • pp.29-37
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    • 2006
  • Due to the spread of mobile communication with the development of computer network, nowadays various types of multimedia data play an important role in many areas such as entertainments, culture contents, e-commerce or medical science. But for the real application of these data, the security in the course of saving or transferring them through the public network should be assured. In this sense, many encryption algorithm have been developed and utilized. Nonetheless, most of them have focused on the text data. So they may not be suitable to the multimedia application because of their large size and real time constraint. In this paper, a chaotic map has been employed to create a symmetric stream type of encryption scheme which may be applied to the digital images with a large amounts of data. Then an efficient algebraic encryption algorithm based on the elementary operations of the Boolean matrix and image data characteristics.

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The Characteristics and Evaluation of Local Social Enterprises and Regional Development : The Case of Jinju City, Korea (지역 사회적기업의 실태와 정책과제 - 경남 진주시 사례 -)

  • Lee, Jong-Ho
    • Journal of the Korean association of regional geographers
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    • v.19 no.4
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    • pp.654-667
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    • 2013
  • This paper aims to examine the characteristics of social enterprises in Jinju City, Korea and to provide policy recommendations for promoting the competitiveness of local social enterprises. There are 11 social enterprises in Jinju City that are certified by central and local governments. The survey shows that the majority of social enterprises in Jinju City are based on the local community and their activities are public in nature, including supporting the self-reliance of local under-privileged class or contributing to local socio-economic development. However, it is also revealed that local social enterprises have a great deal of difficulty in making a profit. Particularly, they have much trouble with sales of their services and products, largely due to the vulnerability of marketing and financial ability. This means that the local social enterprises are not capable of being viable in a severe market competition. Thus I suggest some important policy recommendation for invigorating local social enterprises, including the reform of governance system, expansion of public purchase of the products made by local social enterprises, and the facilitation of inter-organizational networking among local social economy agents.

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A Study on the Design of Official Costume of 16th Century Gineyo in Scholar's Banquet;Focusing on the Image Design for Cultural Contents (16세기 조선 기녀의 일반 연회(宴會) 규정복식 고증 디자인 연구;문화콘텐츠용 이미지 작업을 중심으로)

  • Choi, Hae-Yool
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.8
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    • pp.1322-1331
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    • 2008
  • The purpose of this study is to design an official costume of Joseon Ginyeo in the scholar’s banquet in 16th century, thereby making correct historical animation, drama costumes, and various costume contents. Every Ginyeo in and wore a long yellow coat with short front edge. 'Dan-ei', Ginyeo’s court costume, had very similar shape except color and collar, therefore the size of Dan-ei was adapted to design a yellow coat for drama actress. Ginyeo’s Jogori in these paintings was wide and long enough to cover undervelly under the edge of yellow coat, but It was designed more slim and long for better appearence and comfortable movement in my work. A skirt of Ginyeo was designed with circumference of about 360cm and length of about 105cm according as a skirt style of Joseon ladies in 16th century. Ginyeo's Jam(hairpin) was consist of a vase, a plum blossom, and a lotus pattern. And, a wide underpants with a single suspender, portable pouch, Un-hae(women’s shoes) with low heel are needed for drama actress in the role of Ginyeo. In this design, it is very important to save an estimate and time, select suitable mordern fabrics, reform discomportable points, express a charater’s role, and make a trendy appearence.

Estimation of 3D Rotation Information of Animation Character Face (애니메이션 캐릭터 얼굴의 3차원 회전정보 측정)

  • Jang, Seok-Woo;Weon, Sun-Hee;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.49-56
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    • 2011
  • Recently, animation contents has become extensively available along with the development of cultural industry. In this paper, we propose a method to analyze a face of animation character and extract 3D rotational information of the face. The suggested method first generates a dominant color model of a face by learning the face image of animation character. Our system then detects the face and its components with the model, and establishes two coordinate systems: base coordinate system and target coordinate system. Our system estimates three dimensional rotational information of the animation character face using the geometric relationship of the two coordinate systems. Finally, in order to visually represent the extracted 3D information, a 3D face model in which the rotation information is reflected is displayed. In experiments, we show that our method can extract 3D rotation information of a character face reasonably.

A study on digital jewelry design through reinterpretation of symbolic element of Peony flower in Minwha with Linguistic analysis (민화 '모란' 의 언어학적 상징요소 재해석을 통한 디지털 주얼리 디자인 연구)

  • Lee, Ji-Won;Nah, Ken
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.407-413
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    • 2016
  • This research is aimed to discuss for Korean cultural contents; symbol structure of Minwha painting which not only expresses openness, flexible expression and methods of communication of our ancestors but also possibly passes down as precious cultural heritage to modern society with new developed mediums. From this perspectives, as a method of research, modern jewelry design is created through digital process with linguistics analysis of its symbol structure that contains universal wishes of people. As a result, this research showed jewelry design and design process, titled "Blossom" and "Big Smile" grafting modern technology of 3D digital tool onto universal meaning symbolized by Peony flower, wealth and honor, and also grafted modern manufacturing methods of 3D printing and laser cut onto openness and flexible thinking in symbol structure in Minwha.