• Title/Summary/Keyword: Cultural Industry

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Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

Cultural Big Data Platform and Digital Management: Focused on Cultural Contents Industry

  • Hong, Jong Youl
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.287-294
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    • 2022
  • This paper examines the change and its meaning of marketing strategy in business administration, which is changing along with the development of digital technology. Unlike conventional marketing, digital marketing is creating new relationships and making changes through a two-way approach rather than a one-way approach between producers and consumers. And these changes are creating new approaches not only in the problems between businesses and consumers, but also in the relationship between public institutions and citizens. In particular, the potential of platforms, which are emerging as important in digital management, is applied to public policies, and efforts are being made to establish marketing strategies for public institutions. One case of this was applied to the cultural contents industry and policy to examine specific measures and visions. The cultural big data platform is in line with digital management and continuously utilizes digital marketing strategies in the public domain, and aims to promote creative work as well as publicize it to citizens and workers in the cultural content industry. The synergy effect that will emerge from the combination of the cultural big data platform and digital management is expected to continue.

Complementary Policy of Cultural Contents Industry Strategy to Aim at American Market -Focused on Animation- (문화콘텐츠 산업의 미국 진출전략 보완대책 -애니메이션을 중심으로-)

  • Han, Sang-Sook
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.173-180
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    • 2010
  • Cultural contents industry is a kernel industry based on knowledge. This study is to suggest some complements by watching and analyzing cultural industry policy and status of especially animation America, England, France and Japan and that of Korea to aim at American market. I described financial resources, creation and technology, development of human resources, export method, improvement of legal system for the supplementary method of animation export strategy. This reports could be applicable as a information to plan industry policy or to develop detail program.

Use of Drones in the cultural industries (드론의 문화산업분야 활용방안에 관한 연구)

  • Yoon, Hongkeun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.99-112
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    • 2015
  • Drones are more formally known as unmanned aerial vehicles without a human pilot aboard. Its flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground. This research aims to analyze market trends and technological developments of drones, use cases and constraints of drones in the cultural industries take advantage of the possibility of future drones. Drones are looking for broadcasting, movie, theater, games, toys drones and racing games in a variety of cultural industry. The biggest problem of drone shall provide penalties for breaches of privacy and security issues in the debate. Drones performances are required such as battery capacity and compactness because of the technical limitations. The drones are expected to be used in various fields such as journalism drone, performance tools, augmented reality games, kidult culture. The drones can create a new cultural industry market such as the combination of robotics and drone journalism, drone crowded theater, utilizing drones character games, racing games etc. In conclusion, drones help reduce manpower, time and costs dramatically and will contribute to creating added value in the cultural industries.

Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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Cultural and Consumption Values in the Korean Fashion Industry: Integrating Macro-Level Perspectives of Fashion System in Marketing and Clothing Areas (패션산업의 문화 가치와 소비 가치 -마케팅과 의류학의 패션시스템에 대한 거시적 관점의 통합적 접근-)

  • 박혜정;김혜정
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.1
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    • pp.1-11
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    • 2004
  • Cultural value is widely accepted as the crucial concept in understanding consumer behavior: cultural values influence consumption values, which determine choices of consuming everyday products and services. The objectives of this study were to (a) identify the difference between cultural and consumption values in the Korean fashion industry and (b) to explain the difference using the existing theories introducing fashion system, which are Solomon(2002)'s cultural production model in marketing area and Hamilton(1997)'s fashion system arbiter in clothing area. The qualitative data used to identify cultural values were 160 apparel advertisements listed in a fashion magazine issued in 2002. Utilizing the convenient sampling method, the quantitative data used to identify consumption values were gathered by surveying female university students aged over 20 living in the Seoul metropolitan area. Of 369 returned questionnaires, 255 were used in factor analysis and paired t-test. Cultural value ignored functional aspect of apparel while it was one of the most salient factors for consumption value. With respect to success and fashion orientation factors, cultural value highly appreciated them while they were the least considered factors for consumption value. These implicate that the Korean fashion industry can be explained by Hamilton's macro-level cultural and fashion system arbiters and cultural production model as well. Introducing macro-level perspectives about fashion system, this study encourages researchers to expand their research spectrum from micro-level consumers to macro-level fashion industry, which has long been neglected by the fashion marketing researchers in Korea.

A Study on Technological Innovation Efficiency of Listed Companies in China's Digital Cultural Industry (중국 디지털 문화산업 상장기업의 기술혁신 효율성에 관한 연구)

  • Dong, Hao;Bae, Ki-Hyung;Zhang, Mengze
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.369-379
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    • 2022
  • With the deepening integration of technology and cultural industries, China's digital cultural industry has begun to rise. The digital culture industry has met new demands for cultural consumption and brought new experiences to consumers in the digital economy era. This paper uses the public data of 36 Chinese A-share listed companies in digital culture from 2018 to 2019 to construct a technical innovation efficiency evaluation index system for listed companies in China's digital cultural industry. Through the use of data envelopment analysis (DEA) method, the technical innovation efficiency of 36 listed companies in China's digital cultural industry was evaluated. The research results show that: (1) China's 36 listed companies have low technological innovation efficiency; (2) the allocation of R&D resources of listed companies is unreasonable; (3) there is a large difference in technological innovation efficiency among listed companies. Therefore, it is necessary to increase the efficiency of technology innovation of listed companies in China's digital culture industry by investing more R&D funds, distributing R&D resources, establishing effective dynamic incentive mechanism, promoting government-industrial-academic research.

A Study on the Construction of National Cultural Information Network Model through Feasibility Analysis (국가 문화정보망 구축 당위성 분석을 통한 모형 설정에 관한 연구)

  • Jeong, Dong-Youl
    • Journal of the Korean Society for information Management
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    • v.22 no.3 s.57
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    • pp.13-36
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    • 2005
  • As the importance of cultural information becomes greater than before, there are some needs for a new national economic paradigm in the knowledge based society. The purpose of this paper is to suggest guidelines for building up a national cultural information network model that enable to promote government's recognition and cultural policy. This research includes feasibility analysis of cultural policy perspective, current situations, and economic effect of cultural industry.

Characteristics of Interaction among Actors in Triple Helix of Cultural Contents Industry Cluster in Daegu (대구문화콘텐츠산업 클러스터에서 트리플 힐릭스 주체의 상호작용 특성)

  • Park, Kyung-Sook;Lee, Chul-Woo
    • Journal of the Korean association of regional geographers
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    • v.19 no.3
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    • pp.401-415
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    • 2013
  • This study aims to examine the characteristics of interaction among innovative actors including industry, university and government, participating in cultural contents industry cluster in Daegu. Specifically, the study focuses on the change of role for each actor. Triple helix of cultural contents industry cluster in Daegu has been developed backed up by strong contribution of both industry and government, and by interaction between them. However, As technologies surrounding cultural contents industry become complicated and diversified, The role of the university as an entrepreneurial university is more important. In this sense, respective actors should strengthen its capacity in order to improve triple helix of cultural contents industry in Daegu. Based on this, government policy should be established and implemented toward to encouraging cooperation among participating actors.

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Characteristics of Chinese Cultural Industry Shown in an IP Martial Arts Stage Play 'Seongeomgihyeopjeon' (IP무술무대극 선검기협전(仙剑奇侠传)에 나타난 중국문화산업의 특징)

  • Jiao, Shan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.31-45
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    • 2020
  • The objective of this study was to understand the characteristics of Chinese cultural industry shown in the analysis of a successful IP martial arts stage play 'Seongeomg ihyeopjeon' that applied martial arts as Chinese traditional culture. The cultural industry of Chin a has modified the relevant legislation since China's reform and opening up in 1979, and the term 'intellectual property rights(IP)' was used in the Chinese laws for the first time in 2008. Thus, transcending the instrumental scope for maintaining the regime in the past, the culture was regarded as an economic profit industry and a representative industry for strengthening the soft power of traditional culture. The results of analysis on the stage play are as follows. First, the Chinese cultural industry has been developed by support policies for strengthening the soft power of Chinese-characteristic traditional culture and overseas expansion through the state-led modification of relevant legislation. Second, the Chinese cultural industry is including its unique traditional cultural factors, and the succe ssful marke ting results could be obtained only when the high awareness and many fans are secured. Third, for the inflow of audiences through the work advertising, it would be preferentially needed to analyze various opinions of fans through active SNS communications with them instead of the existing advertising such as TV, radio, and newspaper, and also to reflect the national cultural industry policies and producers' opinions.