• Title/Summary/Keyword: Cultural Contents Industry

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Study of the Linkage of the Education System to foster Manpower of Culture Contents (문화콘텐츠 인력양성을 위한 교육시스템의 연동에 관한 연구)

  • 하판덕
    • Archives of design research
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    • v.17 no.2
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    • pp.181-188
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    • 2004
  • The values of material civilizations that dominated the last century have been replaced with invisible values such as knowledge, information, and culture. The central axis of the world economy is also rapidly shifting from a capital and labor-intensive industry to a knowledge-based industry of software and contents. From the perspective of the industrialization of culture as multinational corporations and dominance and subordination relationships between cultures thereof, and crisis of cultural identity, the issues of support and fostering a culture industry arise. These have become major issues of concern in deciding national policies. In response to this trend, new departments related to culture contents in various universities have been established for fostering manpower in the field and the government policy to foster related human resources. However, actual results have not been currently achieved, despite the increase in quantity. This is due to the fact that the walls between culture contents departments were too high and thus education and fostering excellent human resources have not been properly conducted. It is also due to the obscure direction of education and a deficiency in the system. To cope with these problems, a systematic manpower-fostering education program should be developed through enhancement of the understanding of culture contents via linking education programs with detailed major fields of study. Accordingly, this study aims to identify changes in the current culture contents industry at home and abroad according to digitalization for fostering manpower of culture contents required in a rapidly changing environment of the culture contents industry. Then, it will review what influence has been made on the education system through the identification of personnel types through work flow charts and contents delivery modes following integration, as well as a desirable method to construct culture contents. Therefore, this study is a preliminary study on the means of fostering core personnel in the culture contents industry through linkage with the education system.

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Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

A Study on the Plan for the Masterpiece Tourism Assets of Traditional Cultural Resources Based on the Ubiquitous IT (U - 정보기술에 기반한 전통문화자원의 명품 관광자산화 방안)

  • Kim, Chang Su;Lee, Sung Ho;Park, Joon Ho;Park, Gyeong Won
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.145-160
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    • 2012
  • The globe-trotting trend has been converted from tourism for the simple purposes of sightseeing and enjoyment to a form of learning and practicing the more specialized contents by directly participation. Traditional cultural resources have sufficient potential as culture and tourism assets that fit this kind of trend. Therefore, building proper tourist resources for their application has become a very urgent and important matter. To make masterpiece tourism packages through combined services of traditional cultural resources, it is necessary for operators to ponder diverse methods that can be used to develop various experience programs and conserve traditional cultural properties by continuously generating profits. The major results of this research are as follows. Firstly, this study proposes plans for unified tourist information and combined services of traditional cultural resources based on ubiquitous IT. Secondly, it is ascertained that the organization of combined operational consultative groups and the improvement of operator' capability are required to execute combined services of traditional cultural resources. Thirdly, we propose business plans to generate profits in both product aspect and network aspect.

Design Style Analysis of Jeju Naewotdang Musindo Folk 10 God's Paintings (제주 내왓당 무신도 10신위(神位) 디자인 형태 분석)

  • Kang, Younsim;Park, Youngwon
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.61-71
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    • 2015
  • Developing cultural contents in cultural creativity industry is very practical process recently. Research about Jeju's legend and myth should be the basic theory for cultural contents development based on local cultures. Jeju Naewotdang Musindo 10 gods paintings are unique colored pictures, appointed as Jeju folklore material No.7 and national important folklore material No. 240. Jeju-Do is remained the springhead of absorbed into unique culture for a long time because of Jeju's geographical environment condition. Jeju Musindo could be related with the symbol of Jeju's myth images and the springhead of emotions of our typical country people. It would be analysed by Wucius Wong's design style theory for approaching visual image and symbolic meaning. This research about Jeju Naewotdang Musindo 10 gods paintings could provide design analysis methodology for further theoretical studies about Jeju's legend and myth for Jeju's unique cultural contents.

A Study on Bigdata Utilization in Cultural and Artistic Contents Production and Distribution (문화예술 콘텐츠 제작 및 유통에서의 빅데이터 활용 연구)

  • Kim, Hyun-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.384-392
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    • 2019
  • Big data-related research that deals with the amount of explosive information in the era of the Fourth Industrial Revolution is actively underway. Big data is an essential element that promotes the development of artificial intelligence with a wide range of data that become learning data for machine learning, or deep learning. The use of deep learning and big data in various fields has produced meaningful results. In this paper, we have investigated the use of Big Data in the cultural arts industry, focusing on video contents. Noteworthy is that big data is used not only in the distribution of cultural and artistic contents but also in the production stage. In particular, we first looked at what kind of achievements and changes the Netflix in the US brought to the OTT business, and analyzed the current state of the OTT business in Korea. After that, Netflix analyzed the success stories of 'House of Cards', which was produced / circulated through 'Deep Learning' cinematique, which is a prediction algorithm, through accumulated customer data. After that, FGI (Focus Group Interview) was held for cultural and artistic contents experts. In this way, the future prospects of Big Data in the domestic culture and arts industry are divided into technical aspect, creative aspect, and ethical aspect.

A Study on Using case of Bible character In the game Series (게임 시리즈 내 성경 속 캐릭터 활용사례 연구)

  • Shim, Sang-Uoo;Kim, GongSook
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.493-494
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    • 2018
  • 인디게임 시리즈의 게임 캐릭터 디자인의 특징에 대해 연구하였다. 성경 속의 캐릭터를 중심으로, 게임 내부에서 어떠한 모습으로 특정되고 구현되었는지를 알아보고, 신화적 텍스트를 이용한 게임들이 지향해야 할 방향을 제시하였다.

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A study of the impact of the contemporary film industry on the game industry (현대 영화 산업이 게임 산업에 미치는 영향에 관한 연구)

  • Kim, Hak-Soo;Kang, Hyo-Soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.531-534
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    • 2011
  • It can be said that film and game industries take core parts of the comtemporary cultural industry. For consumers in modern industry, cultural industry is immensely significant as much as other industries. Because consumers are spending proportionally more money on experiential and emotional needs and less on basics such as food, housing, and clothes. Cultural industry is the one that can give us 'cultural satisfaction'. Some may say the film industry is different from the game industry in genre. However, we have no difficulty in finding many common characteristics between them since we are living in the world where any content or genre cannot stand alone and contents' boundaries diversify themselves to meet consumers' demand in daily basis. The purpose of this study is to look into the impact of the film industry on the game industry and to show how these different industries can coexist successfully by creating a synergy effect.

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Success Factors of Animation: A case study of Pororo (애니메이션의 성공조건: <뽀롱뽀롱 뽀로로> 사례를 중심으로)

  • Kim, Doh-Yeon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.170-176
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    • 2011
  • When the process of planning and production of Pororo is to be analyzed, scientific and meticulous contents planning which considered even cultural discount, and collaborative business partnership which maximized the strength of each participants are found to be the main success factors. Owing to them, Pororo has resulted in continuous profit making through various outlets, the production of series up to 4 seasons, and successful sales in foreign markets. However, OSMU strategy as the key business strategy was not intended from the stage of planning, but was resulted as the business process after good contents were created. In order to have more successful cases like Pororo, and to build a good animation industry ecosystem, efforts by the industry and effective supporting system by the governments should be met.