• Title/Summary/Keyword: 한국문화 콘텐츠

Search Result 3,197, Processing Time 0.035 seconds

A Study on Extension of Culture Contents Service Based on Linked Open Data: Focused on the K-Food Contents (LOD기반의 문화콘텐츠 정보서비스 확장에 관한 연구: K-Food 분야를 중심으로)

  • Yoo, Hyeon-Gyeong;Yuk, Hye-In;Han, Hee-Jung;Kim, Yong
    • Journal of the Korean Society for information Management
    • /
    • v.32 no.1
    • /
    • pp.109-134
    • /
    • 2015
  • In the Korean wave 3.0 age, it is needed to prepare how to globalize and hold Korean culture through development of various Korean wave culture contents from existing contents focused on media. The goal of this study is to establish the foundation for developing the various Korean wave culture contents as linking information about other culture contents as well as food culture by extending Korean culture contents service based on LOD. For this purpose, this study established and assorted the concept of food culture through the literature review and case study and analyzed the applicability of the services of food culture contents based on LOD. Futhermore, this study provides the basis on extension of Korean wave culture service and suggests the process of implementation of food culture LOD and service model.

The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.271-289
    • /
    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

Little Reviw of Online Game Travelogue (온라인게임여행기에 대한 소고)

  • Lee, Moonyoung;Kihl, Taesuk
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.307-308
    • /
    • 2019
  • 장르소설 중 게임소설은 한국 내에서만 하나의 장르로 구분되는 독특한 분야이다. 게임소설의 발전에 앞서서 MMORPG 내의 게임플레이를 소설 형식으로 구현하는 '온라인게임 여행기'라는 것이 존재했었다. 온라인게임 여행기는 컴퓨터 게임 잡지를 발표 지면으로 삼고 있었고, 컴퓨터 게임 잡지의 폐간과 더불어 사라진 장르가 되었다. 본 논문에서는 1999년부터 2003년간에 걸쳐서 발전했던 온라인게임 여행기의 시말에 대해 검토해본다.

  • PDF

도시 인접 섬마을 해양공간환경 데이터를 활용한 해양문화콘텐츠개발에 관한 연구 (경남 창원시 실리도를 중심으로)

  • 엄민호;안웅희
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2021.11a
    • /
    • pp.145-147
    • /
    • 2021
  • 도시에 인접한 섬마을은 농어촌지역의 섬마을과는 차별화된 해양문화콘텐츠가 필요하나, 섬마을 내 농어업을 영위하는 주민들의 생업 형태는 대부분 유사한 실정임. 본 연구에서는 도시에 인접한 섬마을의 해양공간환경 데이터를 분석하여 실리도만의 특색있는 해양문화콘텐츠 계획안을 제시하고자 함

  • PDF

Determinants of Diversity in Cultural Consumption among People in their 20s (20대 문화 소비의 다양성 결정 요인에 대한 탐색적 연구: 문화 자본, 콘텐츠 장르 이용 특성, 인구사회 요인의 영향)

  • Kim, Seul Gi;Chon, Bum Soo
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.762-771
    • /
    • 2016
  • This study examined determinants of diversity in cultural consumption among people in their 20s. The main results are following; firstly, this study explored determinants of diversity in nine cultural consumption. The results showed that diversity of cultural consumption was determined by three factors such as current interests in cultural fields, content preferences based on broadcasting genres, and income. Although current interests in cultural fields and content preferences based on broadcasting genres were positively correlated to cultural consumption, income was negatively correlated. Next, this study examined diversity in cultural consumption in terms of two separate orientations such as highbrow and mass cultures. The results showed that diversity of highbrow culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and income. Also, diversity of mass culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and education period for classic music including opera and chorus.

A Study on the Revitalization of University Libraries Using Local Cultural Contents (지역문화콘텐츠를 활용한 대학도서관 활성화 방안 연구)

  • Noh, Younghee;Lee, Seok Hyoung;Shin, Youngji;Kwak, Woo-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.31 no.3
    • /
    • pp.169-189
    • /
    • 2020
  • In this study, as the role and function of university libraries have been expanded to become a base for local information services and local information service centers along with the demands of the times, this study seeks to find ways to revitalize university library services using local cultural contents. I did. As a result, first, university libraries select core cultural contents representing the region or contents related to people from the region as regional cultural contents, receive information from relevant institutions in the region, or directly It must perform social, cultural and educational functions based on culture and art. Second, when planning programs related to local cultural contents, university libraries should proceed in the form of combining local visits, learning, reading, and experiences. Third, university libraries should play a role as a repository of cultural resources and a hub of cultural resources through systematic and stable preservation of cultural resources and widespread service expansion through the establishment of a local cultural resource management system.

A Study on Discount & Capitalization Rates for Valuation of Culture Content Enterprises (문화(文化)콘텐츠기업(企業) 가치평가(價値評價)를 위한 할인율(割引率) 결정(決定)에 관한 연구(硏究) -비상장(非上場) 중소기업(中小企業)을 중심(中心)으로-)

  • Kim, In-Cheol;Ju, Hyeong-Geun
    • 한국디지털정책학회:학술대회논문집
    • /
    • 2005.06a
    • /
    • pp.179-213
    • /
    • 2005
  • 본 논문은 비상장 문화콘텐츠기업의 가치평가를 위한 할인율 결정에 있어, 한국문화콘텐츠진흥원의 $\ulcorner$CT프로젝트 투자가치 평가모형$\lrcorner$상 콘텐츠관련 항목별 평가 가중치를 비상장 중소기업에 적용하기에 적합한 것으로 미국에서 추천되고 있는 $\ulcorner$적산법1$\lrcorner$ 상의 리스크요인항목에 반영하고 수정함으로서, 문화콘텐츠사업의 특성이 감안될 수 있는 수정 모델을 제시하고자 하는 것이다. 이는 방송 및 영화용 애니메이션, 음반산업, 게임산업에 국한 된 것이나 실무상 적용이 용이하고 일반적으로 낮게 평가되는 가중평균자본비용을 보완할 수 있다는 장점이 있다.

  • PDF

문무대왕릉의 가치정립을 통한 해양문화콘텐츠 활용방안 연구

  • An, Ung-Hui
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2019.05a
    • /
    • pp.255-257
    • /
    • 2019
  • 경주 문무대왕릉은 신라 30대 문무왕의 무덤이다. 한반도 동해안에서 200m떨어진 바다에 있는 수중릉으로 세계적으로 유래를 찾을 수 없는 건조물이다. 이 수중릉은 천녕을 넘는 예부터 내려오는 찬란한 해양문화으 결정체이다. 이 위대한 해양문화유산은 그 진정한 가치를 정립해야 할 것이고, 그를 토대로 하여 보전과 활용(Conservation & Utilization)의 맥락에서 해양문화콘텐츠로 활용되어야 할 것이다.

  • PDF

Virtual Reenactment of Royal's Procession in the Joseon Dynasty via Mobile Augmented Reality (모바일 증강현실 기술을 활용한 조선시대 왕실 행차 복원)

  • Kim, Eun-Jin;Kim, Hye-Weon;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.361-362
    • /
    • 2019
  • 조선시대 반차도는 왕실 행차에 관한 배열을 나타낸 시각자료이다. 반차도는 구성요소를 평면적이고 간략하게 표현했기 때문에 전문적인 지식이 없는 일반 관람객이 왕실 행차의 내용을 파악하기는 쉽지 않았다. 기존 왕실 행차와 관련된 콘텐츠는 모니터 상에서 2D 이미지를 애니메이션으로 상영하거나 간단한 조작을 통해 3D 콘텐츠를 감상하는 방식으로 재현되었다. 그러나 공간적으로 한정된 모니터를 통해 관람해야 했기 때문에 행렬의 전체적인 모습을 충분히 전달하지 못하는 단점이 있었다. 본 논문에서는 3D 객체를 반차도에 직접 증강시킴으로써 기존 콘텐츠의 문제를 극복하고 왕실 행차에 관한 정확하고 구체적인 이미지를 전달하고자 한다. 이 연구를 통해 관람객에게 문화유산에 관한 높은 품질의 경험을 제공할 수 있을 것으로 기대한다.

  • PDF

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
    • /
    • v.8 no.8
    • /
    • pp.119-127
    • /
    • 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.