• Title/Summary/Keyword: Korea Culture & Content Agency

Search Result 82, Processing Time 0.03 seconds

Analysis of Present Situations on the Cultural Contents of Korean Royal Costumes (한국궁중복식의 문화콘텐츠화 현황 분석)

  • Park, Ga-Young
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.7
    • /
    • pp.1014-1024
    • /
    • 2009
  • The cultural content industry can be stimulated by the production of content based on Korean traditional culture such as Korean court culture. At present, the use of royal costumes of various Korean dynasties for content creation is rare. Less than ten government-supported projects managed by the Korea Culture & Content Agency (KOCCA) are related with Korean royal costumes. Only a handful of tourism-related cultural products (e.g., souvenirs and theme parks) are related to this subject. Fortunately, there are many events that demonstrate traditional court ceremonies; however, there is a need for more investment in academic research to ensure accurate reproduction. There are a number of issue in utilizing traditional royal costumes to produce cultural content that include: a lack of understanding the importance of Korean royal costumes, discrepancies of the content produced based on the historical context, a lack of public knowledge or support, and the lack of the historical accuracy of reproduced content. In order to benefit the most from royal costumes, this article suggests recreating the costumes as a source for further content creation, the development of a database to store information by design features and itemized topics, along with the active support of the government.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.232-237
    • /
    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

Research on the revitalization of cultural prototype content industry

  • Hur, Kang
    • International Journal of Contents
    • /
    • v.6 no.2
    • /
    • pp.14-20
    • /
    • 2010
  • Korean Cultural Content Industry is developing creative cultural content based on internationally acknowledged manufacturing capacity, however, in order to become cultural industry with international competitiveness, it has to be planned and made in OMSU way. This research studied and analyzed successful cases of cultural content digital restoration and excellent cases of OSMU-type that has been developed and supported by Korean Culture and Contents Agency. This study suggests the direction of growth on the basis of movement of cultural content industry and cultivating plan of human resources.

A Study on Long-term Preservation of the Cultural Archetypes in Digital Audio Format (문화원형콘텐츠의 장기보존에 관한 연구 - 디지털 소리자료를 중심으로 -)

  • Suh, Hye-Ran
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.17 no.2
    • /
    • pp.65-82
    • /
    • 2006
  • The purpose of this study is to present some basic information essential for planning long-term preservation of digital audio files, which have been collected through 'Cultural Archetypes Digitization Project' by the Korea Culture & Content Agency. Needs and limitations of digitization of audio resources for their long-term preservation, digital audio archiving models(OAIS Reference Model and AHDS Model), some technical principles for audio digitization and preservation, preservation metadata and storing media for digital audio files were discussed. Compliance to the requisites listed in Audit Checklist for the Certification of Trusted Digital Repositories of RLG & NARA was suggested. It was also recommended to review the appropriateness of collaborating on digital preservation project with other institutions.

A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.196-202
    • /
    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

An Analysis of Evaluation Indicators for the Construction of Gwang-Ju Culture Industrial Cluster (광주 문화산업클러스터 조성을 위한 평가지표 분석)

  • Kim, Sam-Cheol;Kim, Iltae
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.677-689
    • /
    • 2013
  • This paper derives the evaluation indicators relating to the mechanism and success factors of culture industrial cluster from the successful cases of culture industry in foreign countries and provides policy implications for the successful construction of culture industrial cluster by comparing with the survey of Gwang-Ju city's culture content companies. This paper shows that policy implications are linkage by leading firm of successful companies, securing huge hinterlands nearby metro city, cultivating of creative talented persons, operating of capital funds, promoting main force business(game, animation, mobile)-oriented culture industry, positive vitalization of network, role strengthening of city or Information & Culture Industry Promotion Agency as vision provider, and aggressive granting of incentives for attracting companies.

Assessing Reliability and Validity of an Instrument for Measuring Resilience Safety Culture in Sociotechnical Systems

  • Shirali, Gholamabbas;Shekari, Mohammad;Angali, Kambiz Ahmadi
    • Safety and Health at Work
    • /
    • v.9 no.3
    • /
    • pp.296-307
    • /
    • 2018
  • Background: Safety culture, acting as the oil necessary in an efficient safety management system, has its own weaknesses in the current conceptualization and utilization in practice. As a new approach, resilience safety culture (RSC) has been proposed to reduce these weaknesses and improve safety culture; however, it requires a valid and reliable instrument to be measured. This study aimed at evaluating the reliability and validity of such an instrument in measuring the RSC in sociotechnical systems. Methods: The researchers designed an instrument based on resilience engineering principles and safety culture as the first instrument to measure the RSC. The RSC instrument was distributed among 354 staff members from 12 units of an anonymous petrochemical plant through hand delivery. Content validity, confirmatory, and exploratory factor analysis were used to examine the construct validity, and Cronbach alpha and test-retest were employed to examine the reliability of the instrument. Results: The results of the content validity index and content validity ratio were calculated as 0.97 and 0.83, respectively. The explanatory factor analysis showed 14 factors with 68.29% total variance and 0.88 Kaiser-Meyer-Olkin index. The results were also confirmed with confirmatory factor analysis (relative Chi-square = 2453.49, Root Mean Square Error of Approximation = 0.04). The reliability of the RSC instrument, as measured by internal consistency, was found to be satisfactory (Cronbach ${\alpha}=0.94$). The results of test-retest reliability was r = 0.85, p < 0.001. Conclusion: The results of the study suggest that the measure shows acceptable validity and reliability.

The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.116-128
    • /
    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

Case Study on Realistic Content Development Process of Public Enterprise - Focus on case of Korea Industrial Complex Corporation Gallery - (공기업의 실감콘텐츠 개발 프로세스 사례연구 - 한국산업단지공단 홍보관 사례를 중심으로-)

  • Chung, Hae Won;Cho, Woo Ri
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.91-97
    • /
    • 2024
  • Recently, with the rapid development of digital media technology, Realistic content that stimulates users' five senses is being used in various fields. This study focused on the case of the development of the Korea Industrial Complex Corporation's public relations center as the subject of the study to study the realistic content development process of public enterprises. First, the realistic content development process was divided into 10 stages and practical guidelines were presented to help develop realistic content in the future by presenting important development points and methods at each stage. Second, among the realistic content development processes, the importance of storytelling was analyzed at the scenario stage. Third, various methods of displaying content were analyzed. In the case of the Korea Industrial Complex Corporation's public relations center, it was proposed in three ways: story video, experience video, and media wall. It is suggested that the role of branding, promotion, and PR can be performed in one public relations center through an effective development process.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
    • /
    • v.6 no.2
    • /
    • pp.33-44
    • /
    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

  • PDF