• Title/Summary/Keyword: Dance Contents

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Study on Digitalization of Cultural Archetype Based on the Tale of Cheoyong (처용설화의 문화원형 디지털콘텐츠화에 관한 연구)

  • Jung, Jai-Jin
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.591-600
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    • 2008
  • Korean traditional culture has a long history and it is rooted in the deep down our national culture. It is like bread and pride for Korean people. The tale of Cheyong is a precious cultural heritage, which has existed in the public awareness of the Korean people since the period of unified Silla. Based on its mysterious and beautiful story, the value of traditional culture can be revealed through development of digital contents. With such precious cultural resource we can digitalize the fun contents which the general public can enjoy. Ways of digitalize of cultural archetype has been suggested by analyzing the content elements of the tale of Cheyong. Also, by making scientific approach to the development process of digitalization, the possibility of digitalization has been found through 3D animation restoration process for Cheyong Dance and the process of making the tale of Cheyong into animation. Through analyzing the contents development process of cultural archetype of the tale of Chetyong, a cultural archetype sourcehas been developed which has a great value as a contents product that can be developed and used as various cultural content art works. With studies on the theory of development method for digitalization of traditional culture, scientific studies and investigation have to be continuously carried out so the digitalization of Korean cultural heritage, which will shine in the world, can be continued as well.

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A Study on the Value of Dance Education through the Quality of Culture and Arts Education Service (문화예술교육 서비스 품질을 통한 무용교육의 가치에 관한 연구)

  • Lee, Sook-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.51-62
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    • 2020
  • The purpose of this study was to verify whether the quality of service provided by culture and arts education has a bearing on the service value of dance education, and to verify the role of the intention of reuse of culture and arts education participants in this relationship. The survey was conducted from October 1, 2019 to December 30, 2019, and a sample was collected from stratified sampling methods for the general public participating in culture and arts education. In order to verify the relationship between the independent variable and the dependent variable, multiple regression analysis was performed, and the role of the parameter in the relationship between the independent variable and the dependent variable was examined using the three-step intermediary regression analysis. The research results are as follows. First, as a result of analyzing the relationship between the sub-factors of service quality and emotional value, it was found that facilities and environmental services had the greatest impact. Second, the results of analyzing the relationship between the sub-factors of service quality and functional value showed that the most significant impact was on facilities and environmental services. Third, as a result of analyzing the relationship between the sub-factors of service quality and social values, it was found that facilities and environmental services had the greatest impact. Fourth, In the relationship between contents and instructor service and service value, the intention to reuse was found to have a full mediating effect. In addition, in the relationship between facility and environmental services and service value, the intention to reuse was found to have a partial mediating effect. Based on the quality of service of culture and arts education, this study suggested a way for dance education to work with the region.

Implementing the Faceted Navigation Interface for Searching Performing Arts Contents (공연예술 콘텐츠 검색을 위한 패싯 내비게이션 인터페이스 구현)

  • Lee, Won-Kyung;Seo, Eun-Gyoung
    • Journal of the Korean Society for information Management
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    • v.33 no.2
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    • pp.77-102
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    • 2016
  • The effective searching for performing arts contents can be achieved by providing various access points and searching methods based on specialized metadata. The purpose of this study is to develop a faceted navigation interface which user could effectively and efficiently retrieve performing arts contents even if the users do not know accurate descriptive information about them. Therefore, the study, first, investigated search access points and navigation items providing by other the performing arts retrieval systems and to analyze information seeking behaviors of university students who major in music, dance and theater. And then, the study proposed the 36 facets with the 9 main facet categories suitable for performing arts and also proposed 27 descriptive elements suitable for performing arts contents. Finally, the study developed the performing arts contents retrieval system based faceted navigation interface with 3,360 experimental data and conducted an in-depth interview in terms of usability, serendipity, and efficiency. The applying the faceted navigations for searching performing arts contents will help users access and utilize them in the retrieval system and moreover satisfy user demands.

A Program Development and Application on Educating Sport Ethics (스포츠윤리교육 프로그램 개발 및 적용)

  • Park, Sung-Joo
    • 한국체육학회지인문사회과학편
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    • v.55 no.1
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    • pp.37-47
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    • 2016
  • This study aims to develop an educational program of sport ethics which would enhance moral autonomy on the part of athletes. First, based on James Rest's Four Component Model of moral behavior, this study has analyzed prior studies and built educational contents. Then, it used dilemma discussions among peers for disequilibrium of cognitive structure. Last, this program has been tested and proven by college students who were thoroughly interviewed afterwards. After joining the program, the student-athletes showed a positive change of thought and action in relation to sport ethics. I hope that this study will contribute to enlarging the field of sport ethics education.

A Study on the Trend of Korean Pop Music Preference Through Digital Music Market (디지털 음악 시장을 통해 본 한국 대중가요 선호경향에 관한 연구)

  • Chung, Ji-Yun;Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1025-1032
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    • 2017
  • Recently the domestic popular song market has been growing mainly in digital sound sources. As a result of analyzing the top 100 music charts from 2012 to 2016 through digital sound sources and musical scores, the average annual BPM has fallen by 11.26 over five years. Every year, The style of music has diversified every year, and the proportion of Hip-hop has doubled from 8.5% in 2012 to 17.8% in 2015. Dance music and ballads have a high preference rate, but the relationship is inversely proportional. Singer composition was inversely proportional to the ratio of female solo to male group. Especially, the relationship between BPM and the Major/Minor key is that 81.42% for slow tempo songs is Major key and 53.85% for fast tempo songs is minor key. In the case of TV drama OST, the solo singer 's music was preferred, the music style was 80% pop and 20% ballad.

A Study on the Relational Structure of Experimental Thinking and Collective Intelligence in Convergent Performing Art: Focusing on Analyzing ⟪God's Eye View⟫ (춤-연극⟪시선(God's Eye View)⟫분석을 통한 융복합 공연예술의 실험적 사고와 집단지성의 관계구조 연구)

  • Park, So-Hyun;Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.470-476
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    • 2016
  • Recently performing arts pursue a new rootage of the collective intelligence that seeks experimental thinking and diversity in creative convergence. Understanding in this way the concept of artist's horizontal creation structure and individual communication of the public, this study tries to analyze ${\ll}God's\;Eye\;View{\gg}$, an example of convergent performing art. The result of analysis is as follows. The convergence in performing art could be approached through experiential thinking and diachronic of artists by genre, and the interpretation and its value of the result of work be shared horizontally. ${\ll}God's\;Eye\;View{\gg}$ express a dynamic communication and meaning of poetic image, and shows the experimental creation of convergence and the individual communication ability of collective intelligence as a new value of convergence.

Active Spinning Training System using Complex Physiological Signals (복합 생체신호를 이용한 능동형 스피닝 트레이닝 시스템)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.591-600
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    • 2015
  • Recently high interest in health and fitness has led to vibrant researches for the active fitness system to learn and enjoy the exercise program for oneself. In this paper, we design and implement the active spinning training system which enables user to have self-learning and experience of customized spinning training program by the biometric and movement information acquired from user's physiological signals. The proposed system provides the appropriate difficulty of spinning program which reflects the concordance rate of spinning dance gestures and the amount of exercising by analyzing the physical status of participant from his brain and pulse waves and recognizing the skeletal movement in real time. For the higher exercise effect, the system offers a virtual personal trainer to show the correct poses and controls the level of difficulty depending on the concordance rate of participant's motions. The experiment with various participants through the proposed system shows that it is able to help users in getting the available exercise effect in comparatively short time.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

Grounded Theoretical Analysis on Participation Process and Meaning in Dancesports Participants (댄스스포츠 참여자의 참여과정 및 의미에 관한 근거이론적 분석)

  • Lee, Min-Sun;Kim, Yee-Jeung;Lim, Young-Sam
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.139-148
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    • 2012
  • The purpose of this study was to analysis the characteristics on participation process and meaning of Dancesports participants. The participants could dance both Latin and Modern with more than three years of participation experience. The data analysis was based on open coding, axial coding and selective coding from the grounded theory of Strauss & Corbin(1998). The results of the analysis were as follows; It was found that causal situation have a longing for Dancesports and a means of living, contextual situation indicated perception of potential ability, media, and leisure chance, intervene condition given improvement of interpersonal relationships, bilateral strategies betterment of lesson place and health promotion and others. As results, the participants were able to find out their positive and negative aspects of participating Dancesports classes, and showed that Dancesports provided the participants for vitality of life.

Gender Display in Music Videos: Gender Image and Sexuality by Genre and Gender (국내 뮤직비디오에 나타난 성역할 고정관념: 노래 장르와 성별 차이를 중심으로)

  • Joe, Susan
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.58-69
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    • 2014
  • The purpose of this study was to examine stereotype of gender role in music video, comparing of gender image, sexuality(body exposure & sexual expression) by genre and gender difference. A content analysis of 300 songs and 517 characters was conducted between 2004 and 2013. Results were including followings. While women engaged in classic image, man engaged in naive image. R&B and Ballad demonstrated more classic image of women. Ballad, R&B, and Rock demonstrated more naive image of men than other genre. Sexuality was more prominent in dance and hip-hop genre. Compared to male character, female character was more sexually objectified, held to exposer herself and more likely to demonstrated sexually alluring behavior.