• Title/Summary/Keyword: Cultural Big Data

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An Analysis Study of Deliberation Results to Change the Present Condition around Gyeonggi-do Designated Cultural Properties - Focusing on the Proposed Legislation 3 or More Times a Deliberations of the Cultural Properties Committee - (경기도지정문화재 주변 현상변경허가 신청안 심의결과에 관한 분석 연구 - 문화재위원회심의 3회 이상 상정안을 중심으로 -)

  • Lim, Jin-Kang;Kim, Dong-Chan
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.3
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    • pp.85-96
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    • 2011
  • The purpose of this study, Around Gyeonggi-do cultural propertie Change the Present Condition not apply to analyze the results of processing Change the Present Condition of the trends and issues, and characteristics are derived and In determining the basic data processing of the Change the Present Condition presented are intended to be. 248 of 2009 regulated by Gyeonggi-do Cultural Assets committee agenda for consideration of the more than three times a copy of 15 were enrolled in the study. Review the results of the Change the Present Condition permit, permit held, to review classified information and analyzes the results of processing and complementary. Application for change processing standards and their comparison with the Change the Present Condition of cultural property through the deliberations and conclusions should analyze the results. As a result of research first, decision to allow processing of the application is characterized by a variety of facilities and the lower floors many times the result of the approval, the construction of cultural property conditioned space after the application complements the exterior of the building permit has been determined, applied to the current building near where the decision to allow the existence of is the main reason Second, decisions permit held, if requested neighborhood facilities lots of facilities and construction of large-scale is the most. Results from the first hearing until a final decision is not much change in results and cultural property surroundings due to the building of the reason for rejection was the most inhibited. Third, reconsideration of the decision if the city's development projects and other large development projects, and floors of the building height did not significantly affect the change. Above all, Decisions based on the results of the presence or absence was a big acts and the reason for reconsideration, and on-site investigation is the most. Fourth, It is based on the processing of Change the Present Condition that has been passed or rejected treatment and standards of treatment in two areas where the two sections across any side of the strict criteria were applied. Cultural Properties and applications with the distance increases, the rejection and the reconsideration decision is limited Such distance did not affect the decision to allow.

A Study on the Analysis of News Data for the Improvement of Local Flower Festival (지역 꽃 축제 개선사항 도출을 위한 뉴스 데이터 분석 연구)

  • Lee, Jeongwon;Lee, Choong Ho
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.33-38
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    • 2019
  • Regional tourism is an effective means of revitalizing the local economy and improving the image of the region. In order to revitalize this, efforts should be made to create regionally specialized tourism products and to preserve the unique culture and traditions. Among them, gathering information about visitors and securing the quality competitiveness of the contents of tourism contents are very important to increase the potential of cultural tourism festival. This paper collects, refines, and processes the festival-related data in a specific area in order to enhance the visitor's tourism needs and satisfaction. In particular, negative words and positive words raised during the festival were analyzed through big data visualization using word cloud.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

A Study on the Disaster Prevention of the Royal Tomb Eureung in the Mountain Cheonjang - Estimation on Forest Fire Risk Considering Forest Type and Topography - (천장산 의릉의 방재대책에 관한 연구 - 임상과 지형인자를 고려한 산불위험성 평가 -)

  • Won, Myoung-Soo;Lee, Woo-Kyun;Choi, Jong-Hee
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.1
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    • pp.59-65
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    • 2010
  • The purpose of this study is to analyze the risk of the forest fire, considering the topography and the forest, for establishing disaster prevention measures of cultural heritage, Uireung, over in Cheonjang-mountain. To do that, we estimate the occurrence and spread of the forest fire over in Cheonjang-mountain through a forest fire probability model(logistic regression), using the space characteristic data($100m{\times}100m$). The factor, occurrence of the forest fire, are diameter class, southeast, southwest, south, coniferous, deciduous, and mixed forest. We assume the probability of the fire forest in each point as follow : [1+exp{-(-4.8081-(0.02453*diameter class)+(0.6608*southeast)+(0.507*southwest)+(0.7943*south)+(0.29498*coniferous forest)+(0.28897*deciduous forest)+(0.17788*mixed forest))}]$^{-1}$. To divide dangerous zone of the big forest fire, we make the basic materials for disaster prevention measures, through the map of coniferous forests, deciduous forests, and mixed forest. The damage of cultural heritage caused by a forest fire will be reduced through the effective preventive measures, by forecast a forest fire to using this study.

Two-faced Platform on the Internet: Square of Openness/Sharing/Participation and Market of Tracking/Surveillance/Control (인터넷의 이중적 플랫폼: 공개.공유.참여의 광장이자 추적.감시.통제의 시장)

  • Jo, Dong-Won
    • Korean journal of communication and information
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    • v.64
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    • pp.5-30
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    • 2013
  • This paper conceptualizes the two-faced platform based on interface studies and two-sided market theory to critically analyze today's information technology culture such as the Internet. With this conceptual framework, the Internet can be investigated to have two faces, in which the square of user's openness, sharing, and participation is unfold on the front face, whereas the market of tracking, surveillance, and control of user's activities is formed on the other face. The two faces contradictorily coexist, resulting in technological and cultural dynamics on the Internet. Therefore, the Internet today as a two-faced platform can be described as a square-market interface. By analyzing on transformation of the web architecture, shift of informational commodity from content to data, and web bugs' user tracking across two faces, it examines how the world wide web itself can function as a two-faced platform. Lastly, implications and further works are suggested to improve the two-faced platform as a conceptual framework and to deeply analyze broader information technology culture based on it.

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Development of a Model for Winner Prediction in TV Audition Program Using Machine Learning Method: Focusing on Program (머신러닝을 활용한 TV 오디션 프로그램의 우승자 예측 모형 개발: 프로듀스X 101 프로그램을 중심으로)

  • Gwak, Juyoung;Yoon, Hyun Shik
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.155-171
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    • 2019
  • In the entertainment industry which has great uncertainty, it is essential to predict public preference first. Thanks to various mass media channels such as cable TV and internet-based streaming services, the reality audition program has been getting big attention every day and it is being used as a new window to new entertainers' debut. This phenomenon means that it is changing from a closed selection process to an open selection process, which delegates selection rights to the public. This is characterized by the popularity of the public being reflected in the selection process. Therefore, this study aims to implement a machine learning model which predicts the winner of , which has recently been popular in South Korea. By doing so, this study is to extend the research method in the cultural industry and to suggest practical implications. We collected the data of winners from the 1st, 2nd, and 3rd seasons of the Produce 101 and implemented the predictive model through the machine learning method with the accumulated data. We tried to develop the best predictive model that can predict winners of by using four machine learning methods such as Random Forest, Decision Tree, Support Vector Machine (SVM), and Neural Network. This study found that the audience voting and the amount of internet news articles on each participant were the main variables for predicting the winner and extended the discussion by analyzing the precision of prediction.

News Big Data Analysis of 'Media Literacy' Using Topic Modeling Analysis (미디어 리터러시 뉴스 빅데이터 분석: 토픽 모델링 분석을 중심으로)

  • Han, Songlee;Kim, Taejong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.26-37
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    • 2021
  • This study conducted a big data analysis on news to identify the agenda of media literacy, which has been socially discussed, and on which relevant policy directions will be proposed. To this end 1,336 articles from January 1, 2019 to September 30, 2020 were collected and a topic modeling analysis was conducted according to four periods. Five topics for each period were derived through the analysis, and implications based on the results are as follows. First, the government should implement a nation-level systematic approach to media literacy education according to life cycle stages to generate economic and cultural value. Second, local communities and schools should provide systematic support and education guidance activities to ensure a sustainable ecosystem for media literacy and prevent an educational gap and loss in learning. Third, efforts should be made in various aspects to minimize the side effects resulting from constantly providing media literacy education; furthermore a culture of desirable media application should be established. Finally, a research environment for scientific research on media literacy, active exchange of experience and value obtained in the field, and long-term accumulation of research results should be encouraged to develop a robust knowledge exchange culture.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

A Study on the Determinants of Demand for Visiting Department Stores Using Big Data (POS) (빅데이터(POS)를 활용한 백화점 방문수요 결정요인에 관한 연구)

  • Shin, Seong Youn;Park, Jung A
    • Land and Housing Review
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    • v.13 no.4
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    • pp.55-71
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    • 2022
  • Recently, the domestic department store industry is growing into a complex shopping cultural space, which is advanced and differentiated by changes in consumption patterns. In addition, competition is intensifying across 70 places operated by five large companies. This study investigates the determinants of the visits to department stores using the big data concept's automatic vehicle access system (pos) and proposes how to strengthen the competitiveness of the department store industry. We use a negative binomial regression test to predict the frequency of visits to 67 branches, except for three branches whose annual sales were incomplete due to the new opening in 2021. The results show that the demand for visiting department stores is positively associated with airport, terminal, and train stations, land areas, parking lots, VIP lounge numbers, luxury store ratio, F&B store numbers, non-commercial areas, and hotels. We suggest four strategies to enhance the competitiveness of domestic department stores. First, department store consumers have a high preference for luxury brands. Therefore, department stores need to form their own overseas buyer teams to discover and attract new luxury brands and attract customers who have a high demand for luxury brands. In addition, to attract consumers with high purchasing power and loyalty, it is necessary to provide more differentiated products and services for VIP customers than before. Second, it is desirable to focus on transportation hub areas such as train stations, airports, and terminals in Gyeonggi and Incheon. Third, department stores should attract tenants who can satisfy customers, given that key tenants are an important component of advanced shopping centers for department stores. Finally, the department store, a top-end shopping center, should be developed as a space with differentiated shopping, culture, dining out, and leisure services, such as "The Hyundai", which opened in 2021, to ensure future growth potential.

A Tendency of Appearance Management Behavior and Pursuing Ideal Age -Focused on the 20's and the 30's Korean- (외모관리 행동과 이상적 연령 추구경향 -20~30대를 중심으로-)

  • Lee, Yoon Kyung;Lee, Hyewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.468-475
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    • 2015
  • This study has examined the 20's and the 30's Korean who have a desire, 'to be getting younger' and how to relate what appearance management-behavior they follow. The methodology of this study used both theoretical and quantitative research for an empirical study. First, a theoretical study researched a big stream of the 20's and the 30's Koreans' to be getting younger' on articles based on the social and cultural background of the past 30 years that defined various concepts of age through previous research. Data was also collected via SMS for five months (August to December 2014) and 96 Korean participants in their 20's and the 30's who have lived in and around Seoul. The results of the survey analysis showed that the desire of 'to be getting younger' irrelevant to the age among Korean young people. In addition, this tendency to be the ideal age as being younger is realized by appearance management sort of skin care or clothing styling among 20's and the 30's Korean. This study suggested a phenomenon, 'to be getting younger' in Korean society would lead to an alternative sort of age that targets individual taste rather than the chronological age in the apparel market.