• Title/Summary/Keyword: Cultural study

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An Interpretation of the Insa-dong Landscape from a Social Construction Viewpoint (인사동 경관의 사회 구성론적 해석)

  • Kim, Yun-Geum;Kim, Hai-Gyoung;Choi, Key-Soo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.91-101
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    • 2009
  • In this study, the landscape of Insa-dong was interpreted from the viewpoint of a social construction of landscape, which regards the dynamic process of landscape change as more important than landscape visibility. This viewpoint also regards landscape as the result of its interaction with certain actors. From a review of previous studies on the same subject, it was found that the physical environment, institutions, and images are essential factors influencing landscape change. Insa-dong, which was Kwanindaing and Daesadong during the Joseon Dynasty, acquired symbolic meaning as a traditional area during the Japanese colonial period because of its many antique shops and Korean-style buildings. In 1970, the establishment of modern galleries in the district added to its image as a haven of the traditional Korean culture. Insa-dong thus eventually came to be referred to as "the street of traditional culture" by the people of Korea. Thanks to global festivals like the Asian Games, the Olympics, and the World Cup, Insa-dong's reputation as a cultural tourist destination has become stronger as these festivals created a need for a place in Korea where the country's traditional culture can be showcased to foreign tourists. After the mid-1990s, the merchants of Insa-dong began to cash in on the district's image as a showcase of traditional Korean culture due to the economic depression that emerged then. The people of Insa-dong and those outside it, however, came to feel that this trend damaged the district's image. Therefore, the people of Insa-dong and the district's local government started a movement to restore the aesthetic value and symbolic meaning of the district's landscape. This effort induced institutional change. Insa-dong used to be a natural haven of traditional Korean culture. Its landscape has recently been reconstructed so that this image could be restored. This process was made possible by the active interaction of diverse people: merchants, users, administrators, and NGOs.

Perspectives on the Composition Facilities of The Royal Garden at Wanggung-ri site, Iksan (익산 왕궁리유적 후원(後苑)의 조성 시설에 관한 고찰)

  • Choi, Moon-Jung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.32 no.3
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    • pp.1-9
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    • 2014
  • This article is the results of excavation data and it aims to interpret the composition facilities of the Royal garden at the Wanggung-ri site. The base of research was prepared through excavation and study on the royal garden at the Wanggung-ri site, which was constructed in Sa-bi period of Baek-je. The elements for the royal garden at the Wanggung-ri site were divided in 3 parts. - 1) Stonework facility 2) Installation for conveyance of water : Large moat-shaped ditch and Winding waterway(1~6 and water catchment) 3) Square cornerstone building. In this article, I arrange the basic data about facilities and function of the royal garden for making recovery of original form. First of all, I reason that stonework facilities were in charge to make space for catchment and boundary. Especially the Round angel rectangular stonework facility took charge of complex roles as catchment and water conveyance, and water can be transferred to the large moat-shaped ditch through joint between them. I confirmed that the round angel rectangular stonework facility and the large moat-shaped ditch which were connected by joint are one of the facilities in the royal garden. The large moat-shaped ditch protected the eastern, the northern walls and workshop site under the inclined plane to minimize the damage. Also, the large moat-shaped ditch took several roles, especially water catchments and landscaping. The large moat-shaped ditch was continually used from the period of Baek-je to the unified Silla, as a result it was completely deposited inside. After that, the 6 winding waterway were built in the western inclined plane with similar needs with the large moat-shaped ditch, and the square cornerstone building was built in same time. I noticed that the square cornerstone building was built as a part of the royal garden in Sa-bi period of Baek-je through the remains of Baek-je tiles around the building. After that, the square cornerstone building was built in same place as reconstruction.

The Future of Radio and its Role in the Era of Smart Media (스마트미디어 시대 속 라디오의 미래와 역할 고찰)

  • KWON, Youngsung;SONG, Haeryong
    • Trans-
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    • v.1
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    • pp.117-139
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    • 2016
  • Radio, the first broadcasting medium in history, is also the first mobile medium that meets the currently mobile ecology based on mobile communications network. As a result, it is easily approachable to consumers, can easily engage individual consumers, and its program contents have a huge appealing power to individual listeners, allowing it to form intimacy with audiences at the closest distance. However, the listening rating of radio has decreased greatly because it has experienced various changes by many other competitive media such as TV and internet and it has been influenced by relative constant hypothesis. Also, radio now faces a bigger competition due to the emergence of smartphone. In this circumstance, radio showed movements to evolve into a digital radio that presents improved sound, strengthened reception power, and increased number of channels, but it suddenly changed to DMB and portable multimedia DMB is having huge problems in its marketability due to smartphone. Yet, the listening rating of analogue radio broadcasting that remained unchanged was 13.99% in 2014, an increase by 47% from 2011, and the percentage of listeners under the age of 18 increased by 2.4 times from 2011 to 2014, which was a unique and interesting phenomenon. Accordingly, this paper compared the characteristics of internet and radio that have the traits of daily life, information, individuality, participatory, adventurousness, alternative media, expertise, and sound media. The paper then examined the listening method of radio, in which the direct groundwave antenna reception through a vehicular device is the most common form during the use of transportation means. Finally, it sought to investigate the future of radio based on the understanding of the increase in radio listening ratings, especially by comparing it to the characteristics of smart generation that focus on smartphone and the internet The study results demonstrated that entertainment and amusements are attempting at changes while they used to be obtained selectively by the smart generation from fragmentary information. In addition, radio is expected to become an influential medium in the future through its advantages of 'selected information' and reliability. However, considering such possibilities, radio needs to build the expertise and reliability of broadcasting contents much more at the same time as its digitalization, and it will be able to have its own competitiveness by focusing on various experiences and cultural exposures.

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A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.29-65
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    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.

The Establishment of the Third Medium and Long Term Development Plan of the Comics Industry and the Policy of Training Professional Manpower (3차 만화산업중장기발전계획 수립과 전문인력양성 정책)

  • Kim, Byoung Soo;Lee, Won Seok
    • Cartoon and Animation Studies
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    • s.32
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    • pp.189-220
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    • 2013
  • It is expected that interests and supports for 'the creative economy' will increase considerably since the establishment of the Park Geun Hye Administration. According to a report with respect to its cultural policy handed in by the Minister of Culture to the president on March 28, 2013, the administration will set up a basic plan of establishing regional fusion-typed laboratories including such genres as story telling, animations, games, cartoons, performances, etc. in May this year, and opening contents Korea laboratories across the country by the first quarter in 2014 as part of its core task. Furthermore, it will focus on implementing such policies for training professional manpower as creative mentoring programs, expansion of education for field employees and expansion of a creative education for young students, including a plan to train 1,000 creative contents talents by 2017 as described in the report. Since the Comics Promotional Law took effect in August 2012, the Korea Culture and Content Agency and the Comics Industry have been establishing the third plan for medium and long term development of the comics industry together. One of the most important policy is about training professional manpower. "Joint Business with Creative Talents," in which the amount of 4.5 billion won was invested, has already been implemented, and "Support Business for Field Employees of Comics Creating Enterprises," in which the amount of 0.6 billion won was invested, has been performed so far through the Korea Comics Contents Agency upon the request of the Comics Industry. The government's plan to train professional manpower is interlocked with its foundation and employment policies, and thus, this will be a good opportunity for colleges and universities that have comics related majors, especially for those that need proper measures for bring their graduates a chance to get a job. Accordingly, it seems that if the government develops more aggressive policies, reflects this on the third medium and long term development plan of the comics industry, and then organizes policy and study meetings led by the learned societies to implement this, it will be able to generate a significant synergy effect. This Article will concentrate on first examining the flow and patterns of the policy to train special manpower by the comics industry, the Ministry of Culture and related institutions since the establishment of the Comics Promotional Law, analyzing some problems in the first and second medium and long term development plan of the comics industry to be implemented from 2003 through 2013 and the third medium and long term development plan to be announced in June 2013 to train professional manpower, and then suggesting an effective direction and some alternatives to train professional manpower in universities in a medium and long term way.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).

A Study on the storytelling strategy of Animation Studio using Mythology - Based on the comparative analysis of Disney and Dream Works (신화를 활용한 애니메이션 스튜디오의 스토리텔링 전략 -디즈니<미녀와 야수>와 드림웍스<슈렉>의 비교분석을 중심으로)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.25-52
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    • 2017
  • As the expansion of the cultural industry expands, various competitive structures are formed and the methodologies for producing commercial success are being discussed. Among them, Hollywood studios use political relationships and apply ideologies that can produce the best interests. Also, they use a structure that can convey this ideology, which is a mythology. The myth has satisfied the public for a ling time. Campbell suggested that strategies come from the myth, and the ideology emerged as a result of what mythology has to do with existing powers. Disney and Dream Works use the mythology and combine their own values into ideology. Disney and Dream Works choose conflicting ideologies in a different growth background. If Disney is recognized as an educational animation by the ruling class, Dream Works are supported by the public for their actions against Disney. Disney has conservative and patriotic personality, Dream Works is more liberal and progressive. Disney's structure came out first, and Dream Works parodied it. So we can compare Disney and Dream Works with similar myths to create a storytelling structure that embodies ideology. As a result, Disney and Dream Works have been choosing the 9 stages the key of Ideology form the 17 stages of the mythology and reduced them to the introduction, growth and completion. In the first units of the introduction, Disney dealt with the subject of social leaders who sacrificed to the ruling class and Dream Works hinted at the overthrow of the ruling class through the irony. If Disney had deployed colored races in the main characters, Dream Works used a variety of races from the main characters to others. In the second units of growth, Disney organized the process of accepting the value of the ruling class, and Dream Works showed the individual values, not the values of society. In the third units completion, Disney showed the main character who live in the world of the ruling class rebuilded, and Dream Works removed the ruling class and went back to the Individual life. Through the structure of Disney and DreamWorks, we learned how to utilize the mythical structures that transform according to ideologies. The right way to organize works will require the strategic approach to storytelling.

Investigation of Measurement Feasibility of Large-size Wastes Based on Unmanned Aerial System (UAS 기반 대형 폐기물 발생량 측정 가능성 모색)

  • Son, Seung Woo;Yu, Jae Jin;Jeon, Hyung Jin;Lim, Seong Ha;Kang, Young Eun;Yoon, Jeong Ho
    • Korean Journal of Remote Sensing
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    • v.33 no.5_3
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    • pp.809-820
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    • 2017
  • Efficient management of large-size wastes generated from disasters etc. is always in demand. Large-size wastes are closely connected to the environment, producing adverse effects on the air quality, water quality, living environment and so on. When large-size wastes are generated, we must be able to estimate the generated amount in order to transfer them to a temporary trans-shipment site, or to properly treat them. Currently, we estimate the amount of generated large-size wastes by using satellite images or unit measure for wastes; however, the accuracy of such estimations have been constantly questioned. Therefore, the present study was performed to establish three-dimensional spatial information based on UAS, to measure the amount of waste, and to evaluate the accuracy of the measurement. A measurement was made at a waste site by using UAS, and the X, Y, Z RMSE values of the three-dimensional spatial information were found to be 0.022 m, 0.023 m, and 0.14 m, all of which show relatively high accuracy. The amount of waste measured using these values was computed to be approximately $4,273,400m^3$. In addition, the amount of waste at the same site was measured by using Terrestrial LiDAR, which is used for the precise measurement of geographical features, cultural properties and the like. The resulting value was $4,274,188m^3$, which is not significantly different from the amount of waste computed by using UAS. Thus, the possibility of measuring the amount of waste using UAS was confirmed, and UAS-based measurement is believed to be useful for environmental control with respect to disaster wastes, large-size wastes, and the like.

Evaluation of Internal Phosphorus Loading through the Dynamic Monitoring of Dissolved Oxygen in a Shallow Reservoir (수심이 얕은 저수지에서 용존산소 동적 모니터링을 통한 인 내부부하 평가)

  • Park, Hyungseok;Choi, Sunhwa;Chung, Sewoong;Ji, Hyunseo;Oh, Jungkuk;Jun, Hangbae
    • Journal of Environmental Impact Assessment
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    • v.26 no.6
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    • pp.553-562
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    • 2017
  • In these days, agricultural reservoirs are considered as a useful resource for recreational purposes, tour and cultural amenity for vicinity communities as well as irrigation water supply. However, many of the agricultural reservoirs are showing a eutrophic or hyper-eutrophic state and high level of organic contamination. In particular, about 44.7% of the aged agricultural reservoirs that constructed before 1945 exceed the water quality criteria for irrigational water use. In addition to external loading, internal nutrient loading from bottom sediment may play an important role in the nutrient budget of the aged reservoirs. The objectives of this study were to characterize variations of thermal structure of a shallow M reservoir (mean depth 1.7 m) and examine the potential of internal nutrient loading by continuous monitoring of vertical water temperature and dissolved oxygen (DO) concentration profiles in 2015 and 2016. The effect of internal loading on the total loading of the reservoir was evaluated by mass balance analysis. Results showed that a weak thermal stratification and a strong DO stratification were developed in the shallow M Reservoir. And, dynamic temporal variation in DO was observed at the bottom of the reservoir. Persistent hypoxic conditions (DO concentrations less than 2 mg/L) were established for 87 days and 98 days in 2015 and 2016, respectively, during the no-rainy summer periods. The DO concentrations intermittently increased during several events of atmospheric temperature drop and rainfall. According to the mass balance analysis, the amount of internal $PO_4-P$ loading from sediment to the overlying water were 37.9% and 39.7% of total loading during no-rainy season in 2015 and 2016, respectively on August when algae growth is enhanced with increasing water temperature. Consequently, supply of DO to the lower layer of the reservoir could be effective countermeasure to reduce nutrient release under the condition of persistent DO depletion in the bottom of the reservoir.