• Title/Summary/Keyword: Cultural contents industry

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Development Direction for Game Industry Development (게임산업 발전을 위한 개발방향 제안)

  • Han, Sang-Beom;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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Empirical Analysis on Cultural Industry Demand in Chung-Buk Province (충북 문화산업 수요의 실증적 분석)

  • Jung, Cho-See;Shin, Gil-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.165-174
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    • 2007
  • It is expected that demand for cultural industry will be increased rapidly with economic growth. But it is doubtful how much desire of demander to be fulfilled. Because cultural products have public goods characteristics and they are supplied by government. Therefore this paper analysed deterministic factors of cultural demands in Chung-buk province, and suggested criteria of cultural products, which is supplied by regional government. For these purposes, we analysed three topics, first, deterministic factors of demander's satisfaction, second deterministic factors of cultural demand type, which are classified by type of participants and spectators, third deterministic factors of leisure type, which are classified by goods intensive leisure and time intensive leisure, and we analysed these through econometric methods. And we tried to suggest optimal criteria for cultural products supply by regional government, which needs of demanders are fully fulfilled.

A Study on needs of Software Development for Korean Image Restoration through Cases of Classical Film Restoration (고전영화복원 사례를 통한 한국형영상복원 소프트웨어 개발 필요성에 관한 연구)

  • Kim, Cheeyong;Han, Myung-Hee;Kim, Jong-Chan
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1528-1536
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    • 2014
  • Although the process about korea image restoration contents program development and liberalization have cultural and artistic worth, it is not possible to restore technically or cost enormous expense. In the study, it suggest the needs of korea image restoration contents program development through image restoration case. It is revitalize that the study in digital image restoration technical prepare the ground for passing high-qualities cultural legacy by restoring classical film. We think the development of korea image restoration software will strengthen the basis to the new creation industry of high value-added in the global cultural prosperity industry.

Problem Inference System of Interactive Digital Contents Based on Visitor Facial Expression and Gesture Recognition (관람객 얼굴 표정 및 제스쳐 인식 기반 인터렉티브 디지털콘텐츠의 문제점 추론 시스템)

  • Kwon, Do-Hyung;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.375-377
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    • 2019
  • 본 논문에서는 관람객 얼굴 표정 및 제스쳐 인식을 기반으로 인터렉티브 디지털콘텐츠의 문제점 추론 시스템을 제안한다. 관람객이 콘텐츠를 체험하고 다른 장소로 이동하기 전까지의 행동 패턴을 기준으로 삼아 4가지 문제점으로 분류한다. 문제점 분류을 위해 관람객이 콘텐츠 체험과정에서 나타낼 수 있는 얼굴 표정 3가지 종류와 제스쳐 5가지를 구분하였다. 실험에서는 입력된 비디오로부터 얼굴 및 손을 검출하기 위해 Adaboost algorithm을 사용하였고, mobilenet v1을 retraining하여 탐지모델을 생성 후 얼굴 표정 및 제스쳐를 검출했다. 이 연구를 통해 인터렉티브 디지털콘텐츠가 지니고 있는 문제점을 추론하여 향후 콘텐츠 개선과 제작에 사용자 중심 설계가 가능하도록 하고 양질의 콘텐츠 생산을 촉진 시킬 수 있을 것이다.

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An Analysis of Cultural Policy-related Studies' Trend in Korea using Semantic Network Analysis(2008-2017) (언어네트워크분석을 통한 국내 문화정책 연구동향 분석(2008-2017))

  • Park, Yang Woo
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.371-382
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    • 2017
  • This study aims to analyze the research trend of cultural policy-related papers based on 832 key words among 186 whole articles in the Journal of Cultural Policy by the Korea Culture & Tourism Institute from October 2008 to January 2017. The analysis was performed using a big data analysis technique called the Semantic Network Analysis. The Semantic Network Analysis consists of frequency analysis, density analysis, centrality analysis including degree centrality, betweenness centrality, and eigenvector centrality. Lastly, the study shows a figure visualizing the results of the centrality analysis through Netdraw program. The most frequently exposed key words were 'culture', 'cultural policy/administration', 'cultural industry/cultural content', 'policy', 'creative industry', in the order. The key word 'culture' was ranked as the first in all the analysis of degree centrality, betweenness centrality and eigenvector centrality, followed by 'policy' and 'cultural policy/administraion'. The key word 'cultural industry/cultural content' with very high frequency recorded high points in degree centrality and eigenvector centrality, but showed relatively low points in betweenness centrality.

Outdoor Augmented Reality based 3D Model Visualization System of Cultural Heritage Sites (야외 증강현실 기반의 문화 유적지 3D 모델 시각화 시스템)

  • Han, Jong-Gil;Park, Kyoung-Wook;Ban, Kyeong-Jin;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.3
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    • pp.459-464
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    • 2013
  • Recently, at home and abroad cultural content industry has developed as the growing importance of history. Among them, the reconstruction contents area which combined with IT technology is attracting attention. Specially, using augmented reality technology, 3D visualization researches which restore contents of architectural heritage, cultural heritage sites, and artifacts have been performed in cultural content area. The existing cultural site restore contents are mostly made based on the images taken from indoor. In this paper, efficiently visualize the restore contents in indoor, but outdoors is limited. This theses presents the cultural heritage sites 3D model visualization system using augmented reality in outdoor. Proposed system augments 3D model to cultural heritage site in outdoor by using Smart Phone.

Present State and the Promotion Course of Culture Contents Industry in Gyeongbuk Province (경북 문화콘텐츠산업의 현황과 육성 방향)

  • Seo, Kok-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.137-144
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    • 2009
  • Culture contents industry in Gyeongbuk province has consumption system, being small-scale, an lacking infrastructure, imbalance, a shortage of strategy, and so on. But, culture contents industry in Gyeongbuk province has great possibilities in abundant culture resources, a prospect of the culture contents industry and future effective promotion strategy. And the promotion plans are the digitalization of the cultural original form, the edutainment of the Confucianism culture, construction of a traditional cultural digital center, location marketing, establishment of Documentary Film Council, culture literacy, an orientation of small film, promotion of the global city and the culture base city, development of killer contents, exploitation of tourism resource, discriminating strategy, and so on. Actually Gyeongbuk province should need to promote the culture contents industry because of high added value, an effect on related industries, utility of the digital culture contents, extension of a market scale, a rapid growth speed, and so on.

The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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Implementation of Visual Contents on Mandala's Twining Rite (만다라 결연 의식의 시각 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.37-45
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    • 2015
  • The importance of cultural contents industry is steadily growing owing to the Korean wave etc. and Buddhist cultural contents is a part of the cultural contents. However, the development of Buddhist cultural contents in many ways has left much to be desired. That is because, it is difficult for the public, who is not Buddhist scholar, to understand and take interest in conventional contents on Buddhist books themselves which are digitalized. Also, most contents researches are discussed on the necessity of contents development and just stay in these subjects, but it is insufficient to study a semantic analysis and visualizing contents on Buddhist books. So, in this paper, we analyse mandala's twinning rite in the Buddhist books and implement visual contents on the rite. The mandala is using toohadeokbul in a special way as the abhisinca rite. We analyse concept of the toohadeokbul and implement its visual contents which visualize ideological logic of Buddhism. The implemented contents are able to provide the public with Buddhist cultural experience of the yard. Additional, by trying to visualize descriptive expressions of Buddhist books, this paper could be a precedent for developing visual contents of unlimited data comprised in Buddhist books.

Study on Significance and Implications of Supply-side Structural Reforms of Chinese Cultural Industry (중국 문화산업의 공급 측 구조 개혁(供給側改革) 의의와 시사점 연구)

  • Kim, Kyoung-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.341-352
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    • 2017
  • Regarding "Supply-side Structural Reforms of Chinese Cultural Industry(供給側結枸性改革)" that has been genuinely promoted since 2016 in China, this study aims to analyze research trends in academic circles and policies carried out by the government and draw implications about what culture industry should pursue in Korea. First of all, research conducted through industrial-educational cooperation mainly and commonly points out such problems as imbalance between demand and supply, oversupply, low culture consumption, absurdity in loans and investments structures, and lack of international influence and demands reformation. In the side of the government, <13.5 Plan for Developing Culture Industry promoted from 2016 to 2020 reflects the government's strong will taking structural reformation in the side of supply as its major route and presenting tasks to reform culture industry in general. Next, concerning implications for Korea, this author suggests them in five areas: to establish directions for new culture industry policies reflecting the changes of environment in culture industry, say, the advent of the 4th industrial revolution, to increase valid supply correspondingly to consumer demand, to improve loans and investments systems, to enlarge demand markets, and to form environment for fair market competition.