• Title/Summary/Keyword: Digital cultural industry

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The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.461-466
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    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

A Semantics Analysis in the Net Arts fran a Cybernetics Perspective (사이버네틱스 관점에서 본 넷 아트에 나타난 의미론적 분석)

  • Eun, Chang Ik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.123-136
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    • 2011
  • Arts gains a new relation as the new academic area that deals with living organisms and through this technology, it affects everything, such as the body, entity, consciousness and unconsciousness to bring an overall change. Based on this premise, arts require a different interpretation from the previous product-focused interpretation or the analysis focusing on the aesthetics. As the result of arts using the scientific methods, I examined the changes of the arts semantics and how it evolved with what kind of contents and characteristics. The net art with the internet base also form a close relationship with the social and cultural codes. In categorizing the social issues and the topical discussions with semantic factors that evolve from the digital biological perspective, it can be divided into four types of complex interaction, positive feedback negative feedback, and amplification of unsettledness. Based on the characteristics of the multimedia and the interactive reaction, the technique and the imagery amplify the message through a spatial and timely meeting in a mutual repletion. In other words, the emotional communication is used to attempt the messages from the products and the expression in various methods.

Design and Implementation of Digital Hologram Content Using Modified Depth Information

  • Park, Scott;Choi, Hyun-Jun;Kim, Moon-Seok;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of information and communication convergence engineering
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    • v.12 no.2
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    • pp.122-127
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    • 2014
  • This paper proposes a method to manipulate digital hologram contents by manipulating and/or synthesizing the depth information. To synthesize digital holograms themselves in order to create new digital hologram contents. This paper uses both the depth information obtained by converting the disparity information by using a stereo matching method and that obtained by taking pictures with a depth camera. In addition, assuming that digital holograms are created using the computer-generated holography method, we propose a technique for authoring and compositing hologram contents by using either the changes in the three-dimensional positions of objects in the hologram or by combining the objects with other contents by means of changes in the depth information. Further, more than one digital hologram was synthesized to form a hologram. The reconstructed result from the synthesized hologram also contained all the objects in each digital hologram before synthesis at the same positions and distances.

A Study on Textile Design applied a Butterfly shaped Norigae and Development Digital printed fabrics (전통 나비 노리개를 모티브로 응용한 텍스타일디자인 및 디지털프린팅 직물 개발)

  • Lee, Youn-Soon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.4
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    • pp.173-182
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    • 2010
  • In this study, textile designs were developed by applying Norigae for motives, were digital-printed for it's eco-friendly, delicate and short printing time and as final products, necktie, bag and bedding was developed with them. The purposes of this study were to develop a unique textile design, and then to enhance the competitiveness of Korean textile industry in the world market and pass down a Korean traditional fiber art cultural legacy. The results are as follows Norigaes are a sort of Korean traditional ornaments worn on women's Korean traditional costume. These can vary in color, material, shape, composition and said to have very high artistic value from the standpoint of the modern view. And these are symbols of happiness and women's longing of Korean traditional society. So Norigaes are worthy of applying Korean traditional motive for modern textile design. The textile designs applied a Norigae in this study were estimated comparatively high.

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Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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Building a New Smart City: Integrating Local Culture and Technology (지역문화와 기술이 융합된 새로운 스마트시티 구축)

  • Sim, Keebaik;Hwang, Woo-Sung;Choi, Myung-Ryul
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.193-198
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    • 2019
  • In smart cities around the world, urban environments have become more convenient due to information and communication technology(ICT). However, extant studies reveal that the level of life satisfaction of citizens has not improved compared to that of the pre-smart city and citizens are skeptical about the role of the smart city. This is largely because local culture and needs were neglected during the planing and development of the smart city. The research was conducted on Cambodia as a pilot site and our findings indicate that middle age group's population is significantly small and the society is at risk of losing its culture. Therefore, this paper opens up various ways of embedding cultural programs using technology in order to pass down cultural heritage to young generation, provide an emotional attachment to the inhabitants and further build up a new phase of cultural legacy. This will engender cultural uniqueness to the city and intrigue tourists around the world resulting in the growth of the tourist industry. This research will contribute locally by providing a sense of community to the public and globally by suggesting applicable methodology to other cities that are under the similar context.

The Effects of Entrepreneurship Education on Entrepreneurship Intention through the Mediating Effect of Founder Self-Efficacy: Focused on Start-up of Cultural Tourism Product (문화관광상품 창업 중심 창업교육이 창업자 자기효능감의 매개효과를 통해 창업의도에 미치는 영향)

  • Hwang, Gyun Jeong
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.69-74
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    • 2022
  • The purpose of this study is to provide the entrepreneurs with positive entrepreneurial intention through entrepreneurship education that meets the needs of founders related to cultural tourism products. In addition, the mediating effect of self-efficacy of founders was verified in the relationship between entrepreneurial education and entrepreneurial intention. For the empirical analysis, this study conducted a survey on founders of cultural tourism products in Gwangju and Jeonnam. The results of the study are as follows: First, entrepreneurship education has a positive effect on self-efficacy and self-efficacy has a positive effect on entrepreneurial intention. Second, self-efficacy confirmed the mediating effect in the relationship between entrepreneurship education and entrepreneurship intention. The results of this study are expected to provide basic data for stable and sustainable development of the culture and tourism industry.

Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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Study on the Fashion Design Applying Pictures of Butterfly in the Korean Folk Paintings (조선 민화 나비를 응용한 의상 디자인 연구)

  • Lee, Jong-Min;Lee, Mi-Ryang
    • The Research Journal of the Costume Culture
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    • v.14 no.5
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    • pp.828-839
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    • 2006
  • These days, by the accelerated developments of science and industries and the menaces of war and terror, humans have come to have instinct to recur and nostalgia to nature and thereby many art works and designs with natural objectives have begun to be produced. Also the design in 21st century requires creative products based on cultural speciality of the countries. As the examples, we may easily find the images of the countries from visual expressions or products when we get in touch with the products of so called advanced countries in design i. e. U.S.A. Japan, Germany, France, Italy, countries of Scandinavian peninsular. This study, in such stream of the times, was to express our culture's own originality on clothing design with butterfly that is one of natural thing as the material but limited the boundary to realistic butterflies in folk drawings of the times of Chosun. As for the technique of expression, used digital textile printing for best expression of the fine lines, realistic shapes and peculiar colors of the butterflies in Chosun folk drawings and used diverse materials as materials for printing for diversity of the designs. Thereby this thesis is purposed to grope the products with superior competitiveness in the world market by presenting the realistic butterflies in Chosun folk drawings as motives with cultural value native to Korea and applying them to clothing designs.

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A Study on the Women's Hair Jewelry of Chosun Dynasty and a Plan for its Cultural Contents (조선시대 여성수식장신구 연구 및 문화콘텐츠화 방안)

  • Chung, A Young
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.483-484
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    • 2010
  • Accessories originated from men's ornamental instinct in the beginning as a body ornament. Women's accessories in the Joseon Dynasty have splendid structure and rich symbolism, so they are enough to be a target of the study for being contents of Korea's cultural archetype. Traditional accessories are the foundation of excellent formative and functional characteristics due to the extreme beauty of crafts. This study aims to develop archetype of excellent formative factors by making traditional accessories digitalized for perpetuation in order to apply them to the culture industry. In addition, it is to prepare the educational foundation by reinterpreting traditional accessories in a modern way. Therefore, this researcher intends to develop constituents of traditional accessories by means of digital images and suggest digital contents methods of accessory techniques by dividing constituents, techniques, materials, symbolic meaning, and attire and wear.

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