• Title/Summary/Keyword: Popular Cultural Contents

Search Result 131, Processing Time 0.026 seconds

Implementation of Parking Management System using Cloud based License Plate Recognition Service (클라우드 기반의 자동차번호인식 서비스를 이용한 주차관제시스템 구현)

  • Kim, Dae-Jin
    • Journal of Digital Contents Society
    • /
    • v.19 no.1
    • /
    • pp.173-179
    • /
    • 2018
  • With the recent increase in the number of cars and the lack of parking spaces, the number of parking businesses has increased. the parking management has become an essential element in parking business, and the parking management's company becomes an increasingly popular opportunity. However, as competition grows as more and more and companies increase in number, efforts are being made to create new services, gain technological excellence, or reduce costs through current system improvements. In this paper, we developed a parking management system using cloud based LPR(License Plate Recognition) service for effective parking. Structural improvements in the proposed system reduce costs, simplify installation, and respond quickly to failures and updates.

The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
    • /
    • v.16 no.1
    • /
    • pp.139-162
    • /
    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

Comparative Analysis of Korean-Japan Popular YouTube Content -Based on Social Statistical Approach- (한일 인기 유튜브 콘텐츠의 특징 -운영 주체와 콘텐츠 분야별 데이터 비교분석-)

  • Sung, Yun-A
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.2
    • /
    • pp.167-174
    • /
    • 2020
  • The social statistic was used to top 250 Korean and Japanese YouTube channels based on the number of subscribers examine its channel type (private/corporations/others), distribution of contents and private YouTube channels' date of registration. The channel examination was also used to provide practical hint to create new Youtube contents. According to the statistics, Korean channels were mainly managed by K-Culture related companies for the promotional purpose, whereas Japanese channels were mainly managed by individuals with a variety of contents. It is presumed that Japanese individuals have been engaged in creating individual video content since the early period through video uploading platforms other than YouTube such as Niconico Douga. Since the expansion of the YouTube market will continue, it is important not only to reinforce corporations' marketing on YouTube but also to promote the uniqueness and the diversity of YouTube content for the individuals to improve the economical, sentimental, and informational contents in order to create socially effective personal contents that can be competitive in the global market.

Impact of Lifestyles of Cultural Center Users in Discount Stores on the Store Usage Intention: Mediating Effect of Shopping Value (대형마트부설 문화센터 이용고객의 라이프스타일 유형이 대형마트 이용의도에 미치는 영향: 쇼핑가치의 매개효과)

  • Lee, Gi-Hwang;Kim, Sang-Cheol;Kim, Pan-Jin
    • Journal of Distribution Science
    • /
    • v.13 no.10
    • /
    • pp.83-91
    • /
    • 2015
  • Purpose - The purpose of this study is to identify whether the operation of cultural centers in discount stores contributes to their profitability. Thus, this study is aimed at exploring how the lifestyles of customers who use the cultural centers influence their intention to use the discount stores. Specifically, the effect of shopping value on the correlation between the lifestyle types and usage intention of the customers were examined through a structured research model. To verify the effect, a survey on 139 customers of the Cultural Center of Nonghyup Hanaro Club's S branch was conducted and the valid questionnaires were used for analysis. Research design, data, and methodology - The findings are as follows. First, the lifestyles seeking self-realization had a positive effect on utilitarian value, and lifestyles seeking pop cultures had a positive effect on hedonic value. Second, the mediating effect of shopping value on the correlation between the lifestyle types and usage intention of the customers is as follows. Utilitarian value had a mediating effect only on the lifestyles seeking self-realization. In case of lifestyles seeking pop cultures, the use of Cultural Center had no effect on the intention to use the discount store. Third, an analysis of a revised research model revealed that the store usage intention of lifestyles seeking pop cultures can be enhanced by boosting the utilitarian value through hedonic value. Results - The findings suggest the following. Customers with lifestyles seeking self-realization, who value what is beneficial to them with little attention to the perceptions of others, are highly interested in the benefits they can gain from shopping. As for customers with lifestyles seeking pop cultures, they are highly likely to consume products popular in a particular culture such as new products and sports, based on financial stability they pursue. Thus, they prefer more subjective, personal experience, unlike consumers pursuing utilitarian value. Conclusions - As a result, the former pursues hedonic value gained in the process of shopping with fun and joy, rather than doing shopping with a particular purpose in mind. Therefore, Cultural Centers need to offer information that fits the lifestyles of the users so that they are more likely to use the discount stores. However, if the Cultural Centers offer unified, profit-driven products and information, just to increase their store sales, it can backfire, which occurred in the past. On the other hand, if they provide information that fits the lifestyles of the users, it can actually increase the sales. Also, the findings suggest that sophisticated marketing strategies that can boost the hedonic value of customers by linking the educational contents of Cultural Centers to actual shopping, which is beneficial to consumers, should be set and operated by discount stores. In particular, customers with lifestyles seeking self-realization can be encouraged to use the stores by making them recognize the utilitarian value. However, the use of Cultural Centers doesn't necessarily lead to higher sales among customers with lifestyles seeking pop cultures. As mentioned previously, unified marketing strategy is not as effective for Cultural Centers of large discount stores.

Intellectualization of Film genre in Korea: the case of Film discourse From 1988 to 2007 (한국 사회에서 영화의 지성화 과정에 관한 연구 : 1988~2007년까지의 인쇄매체에 나타난 영화담론을 중심으로)

  • Kim, Junghwan
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.2
    • /
    • pp.88-99
    • /
    • 2013
  • This study considered the transition of changes in social status of the film through the discourse analysis of printed media, having been published since 6th revised film policy in 1987. For the purpose, Pierre Bourdieu's cultural sociology, or 'Field theory approach' was engaged as a theoretical background. On the basis of that theory, changes in social status was divided into expert and popular field. From 1988 to 2007, doctor's and master's theses on filmologie and the representative academic journal, "Film Studies" were examined with regard to area of expertise, and movie-related books with regard to popular one. This study demonstrated that the symbolic capital had inhered in the cinematic field along with specialization and diversification of analytic aspects, and the relation between the academic approach and political consideration had performed an important role in intellectualization of film.

Analysis on Play-games and Play-songs of Korean Chinese Children (중국 연변 조선족 어린이들의 놀이와 놀이노래 조사연구)

  • Yi, Soon Hyung
    • Korean Journal of Child Studies
    • /
    • v.21 no.3
    • /
    • pp.69-83
    • /
    • 2000
  • This study purposes to analyse what games are played and what play-songs are sung among Chinese primary and middle school children of immigrants who emigrated from Korea to 延邊 about 50 years ago. Questionnaire survey, asking about the kinds of games, play-materials, the origins of the games, and the contents of play-songs, was conducted on 50 5th-grade-children and 50 middle school students. The results are as follows: The primary school children have enjoyed physical play. While playing, they sang the songs which they learned from their mother, grand parents, siblings, and teachers. The middle school children tend to play alone more than the primary ones, watching videos and listening to music. Especially they enjoy the popular songs of South Korea. This phenomena reflects the cultural change of the communist society which is struggling to transform its system to open market system.

  • PDF

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.307-331
    • /
    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

A Study on Kitschy Characteristics and its Consumer s of Webtoon

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.8
    • /
    • pp.980-987
    • /
    • 2015
  • Most of cultural area which people enjoy and consume is kitsch culture, though the culture is barely acknowledged. In this multimedia era, people create, publish and enjoy contents of 'webtoon(web+cartoon)', which is relatively faster and more convenient to enjoy comparing to published cartoon. Contrarily to its physical growth, the webtoon shows difficulty in advancing with other genres, is full of irritative factors and contents, and has tough time to become more sophisticated one. This study derived characteristics of kitsch in webtoon, suggested the way of webtoon as an art by analyzing conditions and usage motivation of webtoon. The conditions of kitsch are uniformity of mass consumption, popular vein, catharsis, vicarious satisfaction, immediate feedback-requiring image flood, and reproduction of techniques. The usage motivations of webtoon are studied as pursuit of information, entertainment, relaxation, socialization, convenience, and effectiveness. Usage motivation factors in webtoon and kitsch culture are almost identical. Contrary to its past of being underestimated and vulgarly considered, kitsch is acknowledged as an 'kitsch art'. By studying the process of becoming an art, the study has its purpose to suggest the experimental and developing way to make webtoon be acknowledged as 'webtoon art'.

Children Broadcast Program's Absence : Focusing on Animation (어린이콘텐츠 부재에 대한 제안 : 애니메이션 중심으로)

  • Ahn, Jong-Hyeck;Kim, Hyo-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.4
    • /
    • pp.155-163
    • /
    • 2011
  • In television broadcasts, There is an acute shortage of children's content. Children's program has no place to exist because of economical approach. Popular program which is supported by advertisement spot on broadcast's table of program. Children will be leading part of our society. If this environment has lasted for long period, children will lose emotional and cultural identity. A few powerful nation of culture encroach our culture industry. Many nation such as England, Canada, France, and Japan implement protectionist policy for culture from the government. First of all, it should be appreciate children' content is foundation for future content industry.

The development of many-sided jewelry design utilizing optical illusion (착시를 활용한 다각적 장신구 개발)

  • Choi, Yeon-Jeong;Moon, Kum-Ri
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.115-119
    • /
    • 2009
  • Digital is the main topic of 21C design. Experts analyzed that pop art and related cultural products are becoming popular as digital generations of twenties to forties are centered of new art culture. This survey is to suggest the differentiated jewelry products which are out of the existing products as combining the embodiment of various colors by using celebrities who are taken kindly to and the lenticular which can be image converted through an optical illusion. As public's living standard is getting improved, design elements would come into the spotlight. Therefore, this research is expected to work as the part of an epoch-making design in the jewelry industry by extending the design field.

  • PDF