• Title/Summary/Keyword: Korea Cultural Industry

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Spin-offs from space technology to cultural life

  • Kim, Jong-bum
    • International Journal of Advanced Culture Technology
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    • v.5 no.3
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    • pp.1-10
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    • 2017
  • In this paper, we examine the points of similarity and difference between Korea, Japan, and the USA in terms of the spin-off effects of space technology on cultural life. In Japan and the USA, spin-off effects of space development research by government funded research centers are diffusive while in Korea they are interruptive. Spin-offs of research results impact cultural life via technology transfer and commercialization in businesses. This is because the Korean aerospace industry has progressed largely based on an overall system, but the promotion of internal parts and sub-systems, which can trigger technological development and spin-off effects in manufacturing, has been neglected. In the case of the KARI, the government funded research center, we argue that it is necessary for KARI to devote more resources to transfer (or promote spin-offs of) space technology to small and medium-sized businesses and other industries.

Storytelling along Roads as a Development Plan for Cultural Contents in Gangwon-do (강원도 길 스토리텔링과 문화콘텐츠로서의 발전방안)

  • Jo, Jeong-rae
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.172-183
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    • 2021
  • The twenty-first century revealed the era of cultural contents with the growth of digital cultures. Accordingly, popular culture became the primary sector of the cultural industry, and among them, the roads on which people walk emerged as great content for the leisure and tourist industry. Walking has already become a commercial good, as each road's story is unique enough to attract numerous tourists. On roads are the development of history, movement of life, and various cultural channels. The old road development project contributes to the revitalization of the neighborhood and increases its competitiveness as cultural content, as it restores the ecological nature and rediscovers the value of the road from history and its culture. For Gangwon-do's road development project, a storytelling strategy is necessary to succeed as cultural tourism content. Specifically, when forming an image of the old roads, it is advantageous to develop a new story that suits modern people's aesthetic taste and lead communication between locals and tourists rather than borrowing and utilizing the existing facts. For instance, it is helpful to recreate the nostalgic and sentimental mood and combine the imagination based on the consumers' humanistic experiences to create their own participation. This paper demonstrates the historical value of the roads in Gangwon-do, precedents of other leading road development projects in South Korea, and development plans by storytelling for cultural contents in Gangwon-do.

A Study on the Direction of 'Korea Game Forum' ('대한민국게임포럼'의 방향성 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.43-52
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    • 2014
  • The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.

The impacts of screen quota in the screen industry (영화산업에 있어서 스크린쿼터의 영향분석)

  • Jung, Young-Jae;Park, Hwie-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.12
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    • pp.217-223
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    • 2009
  • This study is to analyse the impacts of screen quota in the screen industry and suggests policy implications. To achieve the purpose of this study, we reviewed the theoretical base and history of screen quota, and analyze the share ratio of domestic films and the impacts of screen quota on the actors concerned it. The screen quota was introduced for the purpose of cultural diversity and the protection of screen industry. But it constrained consumer's choice and owner's property. This study suggested policy implications bases the analytical results.

A Study on The Change of Local through Cultural Regeneration of Industrial Idle Space - Focused on Mullae-dong Mullae Art Factory, Geumcheon-gu Geumcheon Art Factory - (산업 유휴공간의 문화재생을 통한 지역 변화 비교연구 - 문래동 문래예술공장, 금천구 금천예술공장을 대상으로 -)

  • Han, Min-ji;Lee, Hee-Chung
    • Journal of Korea Planning Association
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    • v.54 no.1
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    • pp.108-117
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    • 2019
  • The purpose of this study is to investigate whether the plan reflecting the place in cultural regeneration was implemented and whether it was a change of place in culture through culture analyze. Mullae-dong has changed its urban structure into a textile factory, a manufacturing industry, an ironworks+artistic complex, and the Mullae art factory has been organizing a festival that has been created by artists and residents alike in the Mullae creative village. However, prior to the creation of the Mullae art factory in the social element, self-sustaining programs of Mullae creative villages were derived, but now commercial space is mainly derived. Therefore, it is necessary to plan for coexistence of ironworks, cultural space and commercial space rather than expanding into commercial space. Geumcheon-gu Geumcheon-gu Geumcheon Art Factory has become an integrated complex where various industries coexist in industrial complex. Geumcheon Art Factory also holds an artist support program every year and actively works as an international creative exchange center in Seoul. However, programs that act as a mediator are not implemented since 2014, and the Open Studio stops once a year. Therefore, Geumcheon-gu needs to expand programs that can include local programs and programs that can be combined with local cultural media.

A study on the cultural sustainability of contemporary fashion brands based on traditional fashion- Focusing on Korea, Japan, and Belgian brands - (전통 패션 기반 현대 패션브랜드에 나타난 문화적 지속가능성에 관한 연구- 한국, 일본, 벨기에 브랜드 사례를 중심으로 -)

  • Choi, Yu Ri;Ma, Jin Joo
    • The Research Journal of the Costume Culture
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    • v.29 no.6
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    • pp.828-848
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    • 2021
  • The purpose of this study is to analyze how modern fashion brands practice cultural sustainability by investigating the ways they use and reinterpret traditional culture and clothing. The transmission and reinterpretation of traditional cultural elements connect the past, present, and future. These forces also lead to the development of new creativity in the fashion industry. Three brands have been selected for case studies: Danha (Korea), Mittan (Japan), and Jan Jan Van Essche (Belgium). These brands possess in-depth understanding of traditional cultural elements, including clothing, dyeing techniques, and patterns unique to various regions and minority groups. The brands all make use of traditional cultural identities whose clothing contains the historical and sentimental values of various regions and ethnic groups. The use and mixing of various cultures can be seen as the respectful preservation of global culture. Also, in contemporary fashion, the use of traditional culture plays an important role in the presentation and development of creative designs. The use of traditional handicraft techniques and the use of traditional clothing in the past convey cultural diversity to future generations; they will have a lasting influence on future fashion trends. The results of the study show that cultural sustainability in contemporary fashion has been implemented through safeguarding and respecting indigenous cultures and developing cultural elements into creative design.

Activation of the Korean Craft Industry (공예산업의 활성화 -중부권 공예산업 중심으로-)

  • Kim, Sung-Min
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.177-185
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    • 2011
  • Craft industry in Iran in the past to preserve the technology and production methods, or a newly developed in modern technology, techniques, and material that are intended to use in the decorative, practical characteristics, and the general public are using living water district, ornaments, symbols, products, and so on are collectively, craft industry-specific regional environmental, air velocity, ruins, etc. based on the characteristics of the region's traditional or artistic nature to produce products with the industry, the craft inherent in cultural element out of the help of stock, production, distribution and consumption of a series of process, namely the commercialization of the craft. This future-oriented State images for a unique sentiment based on the tradition of craft culture prize of Korea national image to create a decisive role in the would do. Therefore, in this study, consumers of the craft cultural products awareness and marketability to domestic craft industry status and enhance the use of the show. In addition, based on craft culture industry's efficiency and the issue is what the research and improvement.

A Study on the Meanings of Bodily & linguistic Expressions Appeared Animation Characters in Cultural Values (문화적 가치로 본 캐릭터 신체언어에 관한 연구)

  • Yoon, Jae-Jun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.184-198
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    • 2005
  • Characters are composed of universal value system that can be applied to the oriental and western world, while there are based on the differences in general and cultural values distinguished by the said two worlds. In modern society expressed as the age of moving image, the products concerning the characters have played a role as a forerunner of the spread of culture in the formation of new markets, regardless of considering the relationship between animation industry in Korea and the counterparts in the USA and Japan. Furthermore, as a successful role model, eastern and western character industries have penetrated deeply into our daily lives, in terms of our cultural values. Based on the assumption that characters reflect the cultural values, This study investigates the meanings of bodily & linguistic expressions appeared in animation characters and reviews the method of enhancing their values and effectiveness as cultural assets.

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Development of Fashion Shoes with Korean Image as Cultural Goods by Using Korea Traditional Shoes (한국 전통신발을 이용한 한국적 이미지 패션신발 문화상품 개발)

  • Park, Hea-Ryung;Cha, Eun-Jin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.2
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    • pp.99-115
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    • 2009
  • Recently, the development of design of cultural goods is focusing on excessively workmanship-oriented craft items. However, an advanced strategy that is practical and develops market-oriented goods in the world needs to be suggested from now on and the selection of goods item aimed to world market is very urgent. Therefore, the purpose of this study was to design practical and worldwide market-oriented shoes with Korean traditional image as a cultural goods. As software tools, 2D Adobe Illustrator Adobe Photoshop and 3D MAX 8.0 Photoshop CS were used to design the shoes. From 8 types of pattern design to which Koran traditional pattern was applied and 7 types of shoe design to which Korean traditional shoes were applied, 60 types of planar shoes design coating developed pattern designs were made. Furthermore, 3D design of cultural goods of shoe made possible to observe it three-dimensionally and accurately from the top, the front and the side respectively. Finally, 43 types of cultural goods of shoe to which Korean traditional shoes were applied were designed successfully according to traditional patterns and colors. The systematic database was established based on the developed pattern design of the shoes and might make the best use of the development of related design of cultural goods. Although there were partly some limitations in the aspects of design and material development of Korean traditional shoes, this study would help the economics of shoe industry in Korea producing high value-added products.

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Landscape Function and Tourism Industry: A Case Study of Moc Chau Plateau, Vietnam

  • LE, Hoa Thi Thu;TONG, Binh Thanh;VU, Ngoc Thi Minh;HO, Luu Si;PHAM, Thang Viet;TRINH, Hang Thi Thu
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.12
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    • pp.1195-1204
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    • 2020
  • Tourism is not only a cultural service but also a resource consuming industry. Landscape function framework is a powerful tool to show the relationship between nature and people. This study collects 50 documents around the world to analyze the relationship between the 4 functional groups of the landscape (regulatory functions, production and supply functions, resident functions, information and entertainment functions) and the tourism industry. On that basis, we created an establishment for practical contact analysis of the goods and services of the landscape for tourism development in Moc Chau plateau, Vietnam. Research results show that tourism is an economic sector that benefits from the landscape and has a clear resource orientation. Moc Chau plateau has rich tourism resources and has the conditions to develop various types of tourism, especially cultural tourism based on community and resort tourism. The two cultural functions and the providing functions are the two most important functional groups for the tourism development of Moc Chau district, bringing the two most important tourism icons for Moc Chau, a green steppe, cool milk benevolent and also a district rich in national culture. From these conclusions, the authors give recommendations and notable points about landscapes in the tourism industry, especially in places with topography like Moc Chau.