• Title/Summary/Keyword: Cultural Content

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An Empirical Study of the Piracy Behavior of Online Digital Content: A Cross-Culture Comparison of China and Korea (온라인디지털콘텐츠 불법복제 행동에 관한연구 : 중국 및 한국 비교를 중심으로)

  • Zhang, Xiang-Lan;Gim, Gwang-Yong
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.602-605
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    • 2009
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB(Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

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Analysis of Present Situations on the Cultural Contents of Korean Royal Costumes (한국궁중복식의 문화콘텐츠화 현황 분석)

  • Park, Ga-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.7
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    • pp.1014-1024
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    • 2009
  • The cultural content industry can be stimulated by the production of content based on Korean traditional culture such as Korean court culture. At present, the use of royal costumes of various Korean dynasties for content creation is rare. Less than ten government-supported projects managed by the Korea Culture & Content Agency (KOCCA) are related with Korean royal costumes. Only a handful of tourism-related cultural products (e.g., souvenirs and theme parks) are related to this subject. Fortunately, there are many events that demonstrate traditional court ceremonies; however, there is a need for more investment in academic research to ensure accurate reproduction. There are a number of issue in utilizing traditional royal costumes to produce cultural content that include: a lack of understanding the importance of Korean royal costumes, discrepancies of the content produced based on the historical context, a lack of public knowledge or support, and the lack of the historical accuracy of reproduced content. In order to benefit the most from royal costumes, this article suggests recreating the costumes as a source for further content creation, the development of a database to store information by design features and itemized topics, along with the active support of the government.

A Study about A Design Process of Interactive Multimedia Content Based on a Cultural Background (for an Indonesian Folktale)

  • Ryu Seuc-Ho;Natadjaja Listia
    • International Journal of Contents
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    • v.1 no.1
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    • pp.10-15
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    • 2005
  • As the computer becomes a trend, interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a powerful material to show a country's culture. In this project, we try to make the folktale content to be understood easily by implementing some cultural information background. The main aim of this project is to give a vision of the richness culture through the interactive multimedia technology. In this paper, we would like to show a flow map content, a streaming of design process and a visual interface design prototype. Finally, interactive multimedia design content is very useful for a transferring the richness culture because people tend to like a multimedia content. In order to make an effective interactive multimedia design content based on a cultural background, a designer should need to understand about users, culture, technology and the whole design process.

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Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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Sport and Culture: Application of Traditional and Contemporary Content

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.1-7
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    • 2021
  • Purpose: This study started with an interest in sports culture-related content and aims to comprehend the application of traditional and contemporary cultural content to sport business. Research design, data, and methodology: The current study reviews related-documents, research papers, media reports, and a secondary data. The collected data were multiple reviewed via content analysis. Results: Findings are as follow. First, the study found that sports is born in religious rituals which are associated with human needs for survival and prosperity. Second, sports is sort of official format that inherent desire of human could be satisfied, representing play and game. Third, the current study discovered that sports could be cultural products such as literature and film. This is because sport has often been used as major themes in contemporary art production. Finally, this study included important cultural content categories, but could not cover all categories due to the limitations of the study. Conclusions: this study reviewed multiple literature to decode historical and anthropological meanings of sport. The finding presents the cultural traits and meaning of contemporary sport. Further implications were discussed.

A Study on Barrier-Free Culture and Art Content Applications (배리어 프리 문화예술 콘텐츠 애플리케이션에 관한 연구)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.56-61
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    • 2022
  • The purpose of this study is to provide a cultural and artistic content guide service that can provide customized guides according to the disability status of the disabled who consume cultural and artistic contents. It is designed to provide a more individualized service through user input of disability information including the type and degree of disability of the disabled, the type of cultural and artistic content desired by the disabled, and information on the cultural and artistic level of the disabled. In addition, it is not limited by time and place, and it has the distinction of providing appreciation of cultural and artistic contents and commentary information of the corresponding cultural and artistic contents in various ways on the application. In particular, to provide cultural and artistic contents differently by identifying the type or degree of disability of the user, or to provide cultural and artistic contents with different expertise in consideration of the user's cultural level and taste, and to improve the cultural level. The most special feature is that it provides recommended content in consideration of the difficulty of art content. User analysis was conducted through in-depth interviews and persona techniques. As a result of the analysis, the needs for the enjoyment of culture and arts are also increasing among the disabled, while the services that reflect those needs are very insufficient. Therefore, all interviewees stated that they are willing to actively utilize these services if they are released. In the future, it is necessary to increase the accessibility of the disabled to culture and arts by developing various services using new ICT technologies.

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
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    • v.16 no.2
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    • pp.762-771
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    • 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 Plan to Promote Intangible Cultural Heritage Transmission Education Through the Analysis of Immersive Content Cases (실감 콘텐츠 사례 분석을 통한 무형문화유산 전수 교육 활성화 방안)

  • Hwa-Su Jin
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.519-528
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    • 2023
  • Recently, for the preservation and transmission of cultural heritage, various researches and content development based on technologies such as virtual reality, augmented reality, and extended reality, which are the core technologies of the 4th industrial revolution era, are being conducted. Intangible cultural heritage is variable, unlike tangible cultural heritage, so it changes greatly depending on time and space, and as a result, it is in danger of being discontinued due to the aging and death of the inheritors. In this study, the current status and cases of related realistic content production were collected and analyzed, focusing on statistical data, intangible cultural heritage training centers through search portals, and platform cases. As a result of the analysis, it was found that overall, there were very few cases of use in content and transfer education using intangible cultural heritage. Through this study, we will consider ways to revitalize the effective transfer education of intangible cultural heritage that is on the verge of being cut off from transmission.

Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.69-74
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    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.

The Study of an Extended Cultural Dimensions Index based on the Content (콘텐츠 중심의 확장형 문화 차원 지수 연구)

  • Oh, Jung-Min;Moon, Nammee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.9
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    • pp.77-84
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    • 2013
  • There are lots of tries to make a combination between the technology development which is fast arisen and cultural phenomenon which imply in it. We called this research area as the cultural computing or cultural modeling. In this paper, we examine the cultural user interface design, especially cultural design structure based on the contents considering the research trend of the cultural modeling. To design of the contents based on the culture, there is a need to draw a structure of the cultural feature for the contents. To do this, we combine Hofstede's cultural dimensions model with the data of contents and then we suggest cultural index of content(CiCo). Furthermore, we draw national index of cultural content(NiCC), through conjoining CiCo with preference pattern of content consumption for the nations. Suggested CiCo and NiCC are based on Hofstede's model, however they are improved approximately 10% of the explanatory of model than the Hofstede's.