• Title/Summary/Keyword: cultural Image of korea

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A Study of the Identity of Hangul Typography (한글 타이포그라피의 정체성에 관한 연구)

  • 안상수
    • Archives of design research
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    • v.13 no.1
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    • pp.103-110
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    • 2000
  • Hangul came to life as part of the East Asian culture of the Chinese ideograph. Korean letter-culture is starkly different from that of Western letter-culture. In the Orient, letters were sacred and incantory; they were objects of awe, which incorporated elements of the majestic, mysterious, and of ritual. Here we had cultural tradition that acknowledged the intrinsic value of the letters. And it was in this context that Hangul was born as a completely phonetic system of writing. However, the characteristics of Hangul are quite different from those of Chinese ideographs, which are designed to convey a certain meaning. Despite the fact that Hangul is phonetic, its roots lie most definitely in the image of Chinese ideographs. This is something that contrasts with the roots of the Latin alphabet, which have been lost in its long journey of evolution. As a phonetic writing system, a notable characteristic of Hangul is that it has this and the attributes of image. In other words, in that Hangul is a compound, it shares some of the same attributes as Chinese ideographs, but also in that it is a phonetic writing system it is dose to the Latin alphabet. Hangul is definitely a visual writing system that has its origins in the visual culture of Chinese characters as well as being functionally a highly developed phonetic writing system. In short, Hangul has both of these attributes in one writing system. These characteristics of Hangul, for us living in the era of the image, are parts that awaken us to the meaning of existence in our visual culture. Unique among the world's writing systems, the identity of Hangul typography will become none other than the essence of our visual culture.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Study on the Morphological Analysis of Identity in the Local Government of Gyeonggi Province - A Study of 31 Local Governments in Gyeonggi Province - (경기도 지자체 도시 아이덴티티의 형태론적 상징유형분석 연구 - 경기도 31개 지자체 심볼마크를 중심으로 -)

  • Kang, Do-eun;Kim, Myoun
    • Journal of Communication Design
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    • v.65
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    • pp.170-181
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    • 2018
  • Currently, urban identity is a corporate management strategy of the past, and it includes the unique history and cultural heritage of the region, and it is expected to enhance competitiveness and locality. In response, the city's identity design of 31 municipalities in Gyeonggi Province is moving away from the past, building a futuristic, concise and modern image, and building differentiated identity using geometric artificial motifs. However, despite the presence of urban identity in the past, Symbolmark's boundaries and benchmarks are becoming increasingly ambiguous as it replaces CI or acts as CI and BI by developing new BIs instead of renewals. Moreover, there are cases where the slogan containing vision is used as BI, which requires professional CIP management by presenting the status analysis and direction of municipal governments in Gyeonggi Province. Thus, in this study, the theoretical background analysis and academic study of 31 municipalities in Gyeonggi Province were conducted, and the final analysis space was analyzed by schematizing how the essential meaning of symbolism is expressed and interpreted.

Impact of Solar Energe Facility on the Landscape Experience of Traditional Temple - Focused on the Entrance Way of Tongdosa - (태양열시설이 전통사찰의 경관경험에 미치는 영향 - 통도사 진입경관을 중심으로 -)

  • Yi, Young-Kyoung;Kim, Jeong-Eun;Lee, Seo-Youl
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.3
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    • pp.114-121
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    • 2010
  • Traditional temples in Korea are the important cultural heritage because of artistic traditonal buildings and structures, paintings, sculptures, and big forest areas which are most ecological and beautiful in Korea. Since traditional temples still function as religious places for very long time, the sense of places intrinsic to the temples are very strong and vivid. The sense of place is very closely related to the conservation of the original landscape type. Recently however, there is a strong tendency to use solar energy in traditional temples because of the low energy efficiency of the old traditional architecture which may have negative impact on landscape which again in turn may lead to the destruction of the sense of place. The purpose of this study was to suggest some landscape design guidelines to protect the sense of place of traditional temple by investigating the impact of solar energy facility on the landscape experience of traditional temple. In order to do perform this purpose, Tongdosa was selected as a study site and four kinds of measurement tools(landscape image, temple identity, landscape satisfaction, degree of landscape improvement) were used as questionnaire items. 180 college students participated in the questionnaire survey. The analysis showed that the solar energy facility had very negative impact on landscape experience such as three landscape image factors(scenic beauty, openness, complexity), landscape satisfaction, temple identity, and landscape improvement. Based on the results, three landscape improvement plans were suggested. First, solar energy facility should be built in the forest in order not to be exposed to visitors, if possible. Second, the landscape management of traditional temple should emphasize on sustaining scenic beauty and temple identity along with the provision of openness. Lastly, detailed landscape guideline should be prepared to regulate the scale, ratio, and the form of the artificial buildings and structures to protect the sense of place of traditional temple.

Study on Picture Image and Change of the Four Devas of Sakyamuni Buddha paintings in the early Joseon Dynasty (조선 전기 석가설법도의 사천왕 도상과 배치형식 고찰)

  • Kim, Kyungmi
    • Korean Journal of Heritage: History & Science
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    • v.48 no.1
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    • pp.4-23
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    • 2015
  • In the Buddhist paintings of the four devas, there is a change in the paper material of V aisravana(多聞天) in the early Joseon Dynasty. Until Goryeo Dynasty, Damuncheonwang, who holds a tower(塔) on the right side of Buddha was changed to the form which holds a mandolin(琵琶) in the early Joseon Dynasty. This change was first checked in Byeonsangdo in the Yuan period "The Avatamska Sutra(大方廣佛華嚴經, 1330~1336)", however the actual paper material change in the Buddhist painting is found first as a mural at the Tibetan temples, Cheolbangsa(哲蚌寺), Odunsa(吳屯寺), Baekgeosa(白居寺), which showed the change of tower which Vaisravaṇa held into mongoose. In Joseon Dynasty, also, new distribution of the four devas appeared first, which showed the change of paper material in the first floor roof-stones of Wongaksaji sipcheung seoktap, . However, the position of the four devas which held a tower and a mandolin consistently appear in the Buddhist paintings in the early Joseon Dynasty by mixing on the left and the right. This means the possibility that the paper material and the position of the four devas might be flexible in the early Joseon Dynasty. Just like reflecting this, painting image of the four devas in illustration of "saddharma-pundari-ka-$s{\bar{u}}tra$(Ming 1432, National Museum of Korea)" and illustration of "Jebulsejonyeorae-bosaljonjamyeongching-gagok(제불세존여래 보살존자명칭가곡, 1417)" has opposite position from each other. Therefore, the phenomenon in the Buddhist paintings of the early Joseon had a transitional characteristic which did not secure the fixed form of painting image by illustration of two copies where paper materials of the four devas were different, which characteristic can be said to be the characteristic of art in the transitional period.

Between Text and Image, The Audience and Film -The Weekly Newsletters and Leaflets of Dansungsa as Media (1926-1937) (문자와 영상, 관객과 영화의 사이에서 -미디어로서의 단성사 주보와 전단(1926-1937))

  • Nam, Ki-Woong
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.99-130
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    • 2021
  • This paper examines printed materials such as weekly newsletters and leaflets issued by Dansungsa, a movie theater in Colonial Korea for a promotional purpose as independent modern media. During the 1920s and 1930s, in tandem with the development of the incipient printing houses in Namchon, Gyeongseong, including Suyeongsa, Dansungsa published promotional prints including weekly newsletters and leaflets in a serial manner to compete with Joseon-gukjang and Umigwan. As these materials contain various information including movie programmes, spectatorship, distributional channels, and promotional strategies that bears witness to theater culture of this time, this paper focuses on the dynamics where not only text and image but also audiences and filmic texts are mediated one another. To this end, the paper has three objectives. First, I argue that weekly newsletters and leaflets can be considered as 'flickering media' that meddles in text and image culture. Second, Dansungsa's promotional prints interpellated film audiences as a loyal fan group while mediating audiences and filmic texts. In doing so, I suggest that these print materials established its own cultural domain differentiated from filmic culture itself. Third, these ephemeral materials contributed to narrowing the gap between colonial Joseon and the World in its imaginary geography through the function of mediation.

Character of MongYong in Original ChunHyang Jun Films of Shin Sang-Ok directed in North and South Korea - Political Sociological Aspect of Characterization (신상옥 연출 남북한 『춘향전』 원작 영화 속 몽룡 '들' - 정치사회학적 관점에서 본 '캐릭터성격화')

  • Ahn, Soong-Beum
    • Cross-Cultural Studies
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    • v.42
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    • pp.343-369
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    • 2016
  • This is an attempt to analyze original films of ChunHyang Jun that Shin Sang-Ok filmed in North and South Korea, focusing on the character of MongYong. These films were made during political transition periods of North and South Korea. Sung ChunHyang was made during the second republic of South Korea, which was established after the collapse of Rhee SyngMan government; and Love, Love, My Love was made in North Korea during the period of power transfer from Kim Il-Sung to Kim Jong-Un. Considering these political changes, the character of MongYong seems to represent the figure of authority North and South Korean society of the time had in mind. First, MongYong in Sung ChunHyang has a strong image of a lover who repays ChunHyang's devotion and sacrifice with romantic affection. As an authoritative figure, he has the aspect of a democratic leader or mediator. On the other hand, MongYong's image in Love, Love, My Love is a heroic authority figure of the revolutionary class. He is a subversive reformer who shows love for the people and treats them favorably, gaining public desire. This research is expected to inspire more studies on the meanings of hit movies based on classic literature under synchronic terms.

Satellite Remote Sensing Application: Facilities Analysis of Laver Cultivation Grounds System (인공위성 원격탐사의 활용: 김양식장의 현황 모니터링)

  • Yang, Chan-Su;Moon, Jeong-Eon;Lee, Nu-Ree;Park, Sung-Woo
    • Proceedings of KOSOMES biannual meeting
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    • 2006.05a
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    • pp.47-52
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    • 2006
  • The cultural grounds of laver has been surveyed using SPOT-5 satellite images to calculate the facilities of laver cultivation area in the coastal waters of Korea 10m resolution multispectral images of SPOT-5 are adopted for the south area of Daebu Island, Hwaseong city to develop an automatic detection approach of laver nets that consists of the following: band difference technique, canny edge detector and morphological analysis. The satellite-based facilities number was relatively high as compared with the licensed number in 2005, 676,749 chaek and 572,745 chaek(柵, unit of measure for laver farm), respectively. The data could be applied to achieve a good harvest for laver seaweed growers and to control its national production keeping a stable market price for the government body.

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The Construction and Common Use of Old Document DB in the Foreign Countries (해외 소장 고문헌의 DB구축과 공동활용 방안)

  • Kang, Soon-Ae
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.3
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    • pp.61-79
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    • 2008
  • The purpose of this paper is to investigate the three aspects of the construction and common use of old document DB in the foreign countries: i) the processing of old documents, ii) the problem and improvement of DB systems of old documents. and iii) the common use of old document DB. Results from this research are as follows: The National Library of Korea(NLK) copied old documents in the foreign countries from 1982 to 2006 and published the brief catalog. The Reogang Publishing company issued four volumes catalogs of old document in Japan. The National Research Institute of Cultural Heritage(NRICH) investigated old books and published some catalogs of several organizations in Japan. America. France. and all. The National Institute of Korean History(NIKH) investigated old archives and published some catalogs of several organizations in Japan. The characteristics of the Korean Old and Rare Collection Information System(KORCIS) of the NLK, the Old Books Cultural Heritage in Overseas System of the NRICH. and the Korea History DB System and MF Catalog/ Image System of NIKH were described in the DB systems of old documents, the problems of DB systems were checked over and some alternatives were suggested. In the common use of old document DB, KORMARC format and description rules(draft) for archives should be revised to adopt a new standard such as KS editions. and all the institutes involved should thoroughly follow the standards. when creating bibliographic records and digitizing texts. It is necessary to educate and train the specialists of old documents. A government organization should be established to supervise all the procedures of developing technology for sharing digitized resources. using contents. and cooperating with the related internationl organizations and institutes.

Effects of Selection Attributes on Satisfaction and Loyalty of Multiplex Cinemas: Combining Quantitative and Qualitative Methods (멀티플렉스 영화관의 선택속성이 만족도, 충성도에 미치는 영향: 질적/양적 방법의 혼합)

  • CHO, Eun-Jeong;NAM, Chae-Eun;CHA, Ha-Young;SHIN, Jung-Hyung;HAN, Young-Wee
    • The Korean Journal of Franchise Management
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    • v.10 no.2
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    • pp.49-58
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    • 2019
  • Purpose - As the growth potential of the cultural contents industry steadily grows, the cinemas industry is growing fast especially due to popularity and commerciality. The recent in the cinemas industry is evolving on multiplex cinemas that combine cultural facilities such as theaters, restaurants, and shopping centers. Due to the rapid growth of multiplex cinemas, many researchers have studied the characteristics of visiting customers in Korea. Among them, selection attribute of multiplex cinemas, including the service quality and physical environment, is important because it may examines the cause of customer 's behavior. Thus, this research focuses on the effects of the selection attributes of the multiplex cinemas on customer satisfaction and their loyalty. This research suggests the guidelines for how cinemas should manage their customers and build their customers satisfaction and loyalty that improve business performance. Research design, data, and methodology - This study tests the structural relationship between selection attributes of multiplex cinemas, customer satisfaction, and loyalty. selection attributes of multiplex cinemas divide into five sub-dimensions such as movies facility quality, services, cleanliness, accessibility, and snack bars quality. In order to examine the purposes of this research, research model and hypotheses were developed. All constructs were measured with multiple items developed and tested in the previous studies. The data were collected from 100 students in their 10-20s and were analyzed using SPSS 22.0, SmartPLS 3.0 and fsQCA program. Result - The findings of this research are as follows. First, all selection attributes except cleanliness have significant positive impacts on customer satisfaction and loyalty. Second, customer satisfaction has significant positive impact on loyalty. Third, as a result of fsQCA, high satisfaction and high accessibility were the necessary conditions on loyalty. Fourth, the necessary conditions for male and female groups were different. Conclusions - The implications of this study are as follows. Overall, multiplex cinemas should manage selection attributes basically regardless of the type of theater. Especially, cleanliness was not significant, but the customer probably consider it an essential and basic factors. Also, they are able to manage the selection attributes differently depending on the type of gender. For the male customers, it is effective that centralized strategy and for female customers, it is effective that emphasized the multiplex cinemas image.