• Title/Summary/Keyword: The Cultural Industry

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A Study on Digilog Exhibition Technique of Cultural Heritage using Five Senses Interaction (오감 인터랙션을 활용한 문화유산 디지로그 전시 기법 연구)

  • Park, Jeong-Yeon;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.413-414
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    • 2020
  • 본 논문에서는 수중 문화재를 주제로 오감 인터랙션을 활용한 디지로그 전시 기법을 연구한다. 영상을 활용한 디지털미디어가 중심인 기존의 전시 기법에 시각, 청각, 촉각과 같은 다양한 감각기관을 활용한 인터랙션을 추가함으로써 관람객에게 새로운 경험을 제공하고자 한다. 프로젝션 매핑, 증강현실과 같은 디지털 기술과 난파선과 자갈, 실물 크기의 모형 유물과 같은 아날로그를 결합하여 관람객에게 실재감을 주어 효과적인 몰입감(flow)을 유도하고자 한다.

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Creative Cultural Localization Ways and IT Market of the EU to Converge the Creative Industries (창조융합시장을 위한 유럽 연합 (EU)의 시장과문화적 지역특화방안)

  • Seo, Dae-Sung
    • Journal of Distribution Science
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    • v.13 no.1
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    • pp.27-33
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    • 2015
  • Purpose - The ICT market in the EU is lagging behind that of the US; however, algorithm and software development within the EU have grown steadily, and they involve focusing on the creative cultural convergence conceptualized as part of Horizon 2020 and connecting neighboring markets in the EE and the Mediterranean region. It is essential to study the requirements to market the EU's creative ICT development in emerging industrial countries after examining its applicability in these countries. Research design, data, and methodology - This study deals with data pertaining to the EU's creative industry and competitive edge. The global cultural expansion of the EU facilitates a new concept involving not only low-cost IT products to enhance local cultural artifacts through R&D and the construction of efficient infrastructure services, but also information exchange with a realistic commercialization of the technology that can be applied for creative cultural localization. In the European industry, research on algorithms has been applied for the benefit of consumers. We investigated how the process is conducted in the EU. Results - Europe needs to adjust its economic structure to the local culture as part of IT distribution convergence. The convergence has been converted into a production algorithm with IT in the form of low-cost production. This is because there is an attempt to improve the quality of transport infrastructure, workforce availability, and the distribution of the distance to the local industries and consumers, using IT algorithms. Integrated into the manufacturing industry, based on the ICT infrastructure and solutions, smart localized regional clusters are formed with the help of grafting. Europe has own strategy to increase the number of hub-and-spoke cities. Europe is now becoming integrated, with an EPC system for regional cooperation rather than national competition in ICT technology. Europe has also been recognized in this study as changing the step-by-step paradigm for global competitiveness through new creative culture industries. Conclusions - As a result, there are several ways of converging with others through EU R&D intensity; therefore, the EU can be seen as successfully increasing marginal value, which is useful in developing a special industrial cluster or local cultural cities that create converged development by connecting people and objects with IT. In fact, when compared to the US, Europe has a strong culture and the car industries have a tendency to overshadow the IT industries with integration of services in IT distribution. Considering the rapid environmental changes, the convergence of IT services is likely to take place in Europe, similar to the pharmaceutical industry and the automotive industry. This requires a focus on human resources and automated systems management. The trend is to move away from low-wage industries, switched to key personnel centers of the local university-industry. EU emphasizes the creation of IT market demand in Europe involving local cultural convergence for marketing as the second step to strengthen the economic hub-and-spoke areas.

A Study of the Funding Policy to Strengthen Cultural Content in the Arts and Media: Considering the Adoption a Group Writing System like that Used by US TV Shows Creators, such as a 'Storytelling Factory' (문화콘텐츠의 글로벌경쟁력 강화를 위한 선(先)지원정책연구: 미드 시스템을 기초로 한 '스토리텔링 제작소'의 가능성)

  • BYUN, Daniel H.
    • Trans-
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    • v.2
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    • pp.95-130
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    • 2017
  • In the 21st century, developing cultural industry is an important issue world-wide. Since the Kim Daejoong government, Korea has focused on cultural industry development and has thereby treated it as one of the basic, necessary industries. Therefore, the industry is being supported both financially and politically. This policy nurtured the development of quality and quantity within the cultural content industry. However, most of the reports and studies about Korean cultural content have shown it is still not strong enough to compete with leading countries in the field. Competitiveness of storytelling is especially weak. The goal of this study is to find the best direction for the funding policy to strengthen competitiveness in storytelling. Analysing the policies of the No Moo-hyun and Lee Myoung-park governments, we can see that they primarily focused on developing infrastructure in investment and the distribution environment. Support for producing content and distribution follows after confirmation of results. Moreover, policies for the support of developing ideas within culture content are vertical. Currently in the industry, a person or company decides how and where to use the moneys available for investment in the development of content. However, we need to invest more directly, initial funding is required. We analysed the market, studying its activity, achievement and limitations. As a result, we suggest a 'Storytelling Factory' like the group writing system adopted by US TV Shows.

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Operating Mode and Management System of Dance Troupes from the Perspective of Cultural and Artistic Management

  • Wu, Bo;Jin, Shanyue
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.1-7
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    • 2021
  • In the study, the operating mode and management system of dance troupes are aimed to analyze from the perspective of cultural and artistic management. The study focuses the Shanxi Huajin Dance Troup using case study method and provide a theoretical and practical reference for other literary communication forms in the literary industry. At the same time, the study provides a useful reference for how the cultural industry, with theatrical troupes as the main body, can operate and manage better in a "self-sufficient" market environment.

The Contents Planning Using Memory Industry (기억산업을 활용한 콘텐츠 기획 - 문화적 기억을 통한 복고영화 기획을 중심으로 -)

  • Noh, Chang hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.4
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    • pp.527-534
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    • 2018
  • As the speed and extent of the expansion of the retro culture continue to expand, interest in industrial values related to it as well as a cultural phenomenon is also increasing. Under these circumstances it is meaningful that the planning of movies using cultural memory can increase the possibility of continuous development of retro contents. In this article, I will look at the possibilities of retro film using cultural memory and the memory industry. The purpose of this research is to find creative and sustainable content production methods.

Analysis of Future Growth in Korea Movie Industry (한국영화산업의 발전방향 분석)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.134-143
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    • 2008
  • The significance of the image content industry, as a flagship industry of the cultural content industry, is emerging globally as a high value-added trend. Since the movie industry has diverse related industries along with a positive spillover effect from cultural and economic perspectives, it ultimately strengthens national brands as well as national competitiveness. As a national strategy cultural content industry, the movie industry in each country around the world utilizes its own diverse self-protective systems. The Korean movie industry has emerged as a 10 million-strong movie-goer market; however, in reality, it is vulnerable to high film production costs and utility. The current domestic media market demands a new paradigm through the media industry as a whole; nonetheless, it is inherently limited to past film production and distribution channels. In this study, I seek to evaluate the status quo and propose a new direction for the Korea movie industry.

A study of the impact of the contemporary film industry on the game industry (현대 영화 산업이 게임 산업에 미치는 영향에 관한 연구)

  • Kim, Hak-Soo;Kang, Hyo-Soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.531-534
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    • 2011
  • It can be said that film and game industries take core parts of the comtemporary cultural industry. For consumers in modern industry, cultural industry is immensely significant as much as other industries. Because consumers are spending proportionally more money on experiential and emotional needs and less on basics such as food, housing, and clothes. Cultural industry is the one that can give us 'cultural satisfaction'. Some may say the film industry is different from the game industry in genre. However, we have no difficulty in finding many common characteristics between them since we are living in the world where any content or genre cannot stand alone and contents' boundaries diversify themselves to meet consumers' demand in daily basis. The purpose of this study is to look into the impact of the film industry on the game industry and to show how these different industries can coexist successfully by creating a synergy effect.

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Study on Significance and Implications of Supply-side Structural Reforms of Chinese Cultural Industry (중국 문화산업의 공급 측 구조 개혁(供給側改革) 의의와 시사점 연구)

  • Kim, Kyoung-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.341-352
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    • 2017
  • Regarding "Supply-side Structural Reforms of Chinese Cultural Industry(供給側結枸性改革)" that has been genuinely promoted since 2016 in China, this study aims to analyze research trends in academic circles and policies carried out by the government and draw implications about what culture industry should pursue in Korea. First of all, research conducted through industrial-educational cooperation mainly and commonly points out such problems as imbalance between demand and supply, oversupply, low culture consumption, absurdity in loans and investments structures, and lack of international influence and demands reformation. In the side of the government, <13.5 Plan for Developing Culture Industry promoted from 2016 to 2020 reflects the government's strong will taking structural reformation in the side of supply as its major route and presenting tasks to reform culture industry in general. Next, concerning implications for Korea, this author suggests them in five areas: to establish directions for new culture industry policies reflecting the changes of environment in culture industry, say, the advent of the 4th industrial revolution, to increase valid supply correspondingly to consumer demand, to improve loans and investments systems, to enlarge demand markets, and to form environment for fair market competition.

Regional Changes of Cultural Industry in "Jungwon Culture Region" and their Importance ("중원문화권" 문화산업의 지역적 변화와 위상정립)

  • 한주성
    • Journal of the Economic Geographical Society of Korea
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    • v.5 no.1
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    • pp.25-48
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    • 2002
  • This study is to clarify the effect of changes of cultural industries, specialized products and regional festival, in "Junwon culture region". According to this study, "Junuon culture region", as border region of Koguryo, Baekje, Silla kingdom, which has not constituted its original culture, must develop its own specialized products based on culture and history of the three kingdoms in modern meaning. In 21st century, cultural industry of "Junuon culture region" must emphasize the role of linking of Koguryo culture which consists of major culture in North Korea. Because regional festival of "Junuon culture region" as place marketing is concentrated in spring and autumn, regional festival must be a package type of interregional network. In 21st century, "Junwon culture region" as border region of Koguryo, Baekje, and Silla, must be the peace place of cultural industry with maximized merit and high accessibility at present time. And with development of knowledge and information society, cultural industry estate must bring up regional network centralizing Cheongju city.ng up regional network centralizing Cheongju city.

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A Study on the Sustainability of Traditional Weaving Crafts through the Case of Ojiya-Chijimi and Echigo-Jofu in Japan (일본 '오지야치지미·에치고죠후(小千谷縮·越後上布)'의 사례를 통해 본 전통 직물공예의 지속 가능성)

  • Lee, Chae Won
    • Korean Journal of Heritage: History & Science
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    • v.45 no.4
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    • pp.104-113
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    • 2012
  • Traditional weaving crafts has the history, environment and lifestyle of country where the country is located. Thus it has been an regional industry because it has the representation of country due to a long history. However it has faced a threat which comes from lifestyle changes. Therefore a law on the protection of traditional weaving crafts was established and took action to protect weaving crafts. It was played importantly as protection system on weaving crafts. But traditional weaving crafts was a regional industry from long time ago, accordingly we need to think as not only cultural heritage but also crafts industry. This study will demonstrate how sustainable as designated cultural heritage and traditional crafts industry with case of Ojiya-chijimi and Echigo-jofu (Japanese traditional weaving crafts).