• 제목/요약/키워드: cultural content

검색결과 1,338건 처리시간 0.03초

A Study on the Advertising Strategy Using 'Shin Hallyu' Cultural Content for Marketing Korean Small and Medium-Sized Enterprise Products Targeting Chinese Consumers

  • Yoo, Seung-Chul;Hong, Meiling;Bian, Wen;Piscarac, Diana
    • International journal of advanced smart convergence
    • /
    • 제9권3호
    • /
    • pp.105-117
    • /
    • 2020
  • The "New Korean Wave" (Shin Hallyu) phenomenon, which is represented by the global popularity of BTS and director Bong Joon-ho's film "Parasite," is making the world excited. The influence of the Korean Wave is not only on politics, society, and culture, but it also has considerable economic ripple effects. We applied individual in-depth interviews with seven media and marketing experts in China to assess the changes in the impact of Korean cultural content (i.e., Hallyu content) and examine the possibility of marketing for Korean small and medium-sized enterprises (SMEs) products using Hallyu content. Considering its massive market potential, China is still an attractive target for Korean companies and is of even greater importance to SMEs, which are highly dependent on exports and lacking marketing budgets as well as a professional workforce. Korean businesses and the economy at large would get a real boost if they could penetrate the Chinese market by utilizing the strength of Hallyu content. Based on the results of the in-depth interviews, the conclusion of our study suggests the direction of advertising strategy on how Korean products can attract the minds of Chinese consumers by utilizing the Shin Hallyu. This research is a practical study that diagnoses the reality of the Korean Wave in China objectively and has excellent practical implications as it proposes methods of how SMEs should use Hallyu for their marketing strategies.

드라마 "대장금"의 한의학 콘텐츠 요소 및 만족도 평가 (Evaluation of a Traditional Korean Medicine Content Factor and Satisfaction with the Drama "Daejanggeum")

  • 김송이;김호선;남민호;리위에쮜엔;쩡홍치앙;박히준;이혜정;채윤병
    • Journal of Acupuncture Research
    • /
    • 제27권1호
    • /
    • pp.11-20
    • /
    • 2010
  • Objectives : The study was performed to evaluate a traditional Korean Medicine content in drama "Daejanggeum". Methods : One hundred sixty-nine participants in Taiwan responded to the survey with 10 items, regarding components of success of drama "Daejanggeum". Principal component factor analysis and multiple regression analysis were performed to identify the possible factors to satisfaction with watching drama "Daejanggeum". Results : Factor analysis revealed that dramatic factor(44.8%), content factor(12.3%), and cultural factor(11.3%) were the most important factors to success of drama "Daejanggeum". Multiple regression analysis showed that dramatic factor(beta = .342), content factor(beta = .278), and cultural factor(beta = .131) were associated with the satisfaction with watching drama "Daejanggeum"($R^2$ = .394, with F = 32.280, p<.001). Conclusions : This study demonstrated that dramatic factor, content factor, and cultural factor are the most important factors associated with satisfaction with drama "Daejanggeum" in Taiwan. These findings suggest that a traditional Korean Medicine as a content factor would be very influential in enhancing the possibility of success of drama.

과학문화콘텐츠 구성을 기반으로 한 융합형 교육 프로그램의 개발 방안 (The Development of the Convergence Education Program based on the Creation of Scientific and Cultural Content)

  • 조남민;김소륜;손달임
    • 한국콘텐츠학회논문지
    • /
    • 제15권1호
    • /
    • pp.506-518
    • /
    • 2015
  • 최근 우리 사회 전반에서 융복합의 개념이 새로운 가치 창출의 가능성으로 주목받게 되면서, 지식 통합에 대한 요구도 점차 확장되고 있다. 지식과 학문 분야에서 시대적 요구가 변화함에 따라 인재가 갖추어야 할 역량은 물론, 새로운 인재를 양성하기 위한 교육의 패러다임도 바뀌고 있는 것이다. 특히 이공계 대학에서는 전공 지식의 습득을 넘어, 종합적 사고력과 협동 학습 능력을 갖춘 인재 양성을 목표로 '학제 간 융복합 교육'이 확대 실시되고 있는 추세이다. 전공 지식과 현장 실무 능력을 강조함으로써 취업률을 높이는 것만이 아니라, 학생들에게 발견적 창의적 융합적 사고의 바탕이 되는 인문학적 교양과 세계관에 대한 이해를 제공하기 위해서이다. 그러나 현재 전공 및 교양 교육 차원에서 개설된 융합 교과목의 대부분은 타 학문 분야의 지식이나 이론을 소재나 화제로 활용함으로써, 단편적인 지식 습득 차원에 머무르는 경향이 강하다. 이에 본고에서는 과학기술 분야와 인문학 분야의 지식을 균형적으로 통합하여 종합적으로 사고함으로써, 지식 습득에서 한 단계 더 나아가 지식을 응용 재창조 할 수 있는 '융합형 교육 프로그램'을 구안(具案)하였다. 이 프로그램은 문화콘텐츠의 창조를 전제했을 때 유용한 '과학기술'과 '문화 원형'에 대한 이해를 제공하고, 습득된 지식을 가치 있는 결과물로 도출하기 위한 방법으로 '스토리텔링' 학습을 제안한다. 이를 통해 학습자는 과학 기술과 인문 분야를 융합할 수 있는 매개인 '과학문화콘텐츠'를 구성하기 위한 교육을 제공받게 된다. 이로써 전공 지식에 대한 탐구와 응용을 시도하는 가운데, 논리적 창의적 사고를 진작하게 될 것이다. 더불어 그간 과학과 인문학이라는 두 영역을 대상으로 한 '다학제적 교육'이 갖는 한계를 극복할 수 있으리라 본다.

열화 처리에 의한 목재 보존제의 목조문화재 적용성 평가 연구 (A Study on the Applicability of Wood Preservatives to Wooden Cultural Properties by Aging Treatment)

  • 이정민;김영희;원서영;김명남;박지희
    • 보존과학회지
    • /
    • 제38권3호
    • /
    • pp.180-191
    • /
    • 2022
  • 목조문화재의 대부분은 외부 환경에 그대로 노출되어 있어 위치와 크기에 의해 보존에 관련하여 많은 어려움을 가지고 있다. 그중 흰개미나 곰팡이에 의해 발생하는 생물학적 피해는 큰 비용과 시간을 소모하게 한다. 생물학적 피해를 예방하기 위해 목재 보존제를 처리하는 방식을 선택하여 사용한다. 목재 보존제를 선별하여 최악의 환경조건인 온도는 60±3℃, 습도는 55±5%, 광량은 0.35 W/m2로 열화 처리를 하여 화학적 변화를 분석하였다. 열화 과정을 통해 색차변화에서는 Control 군에 비하여 목재 보존제 처리에서 그 변화량이 감소하는 것을 확인하였다. 목재 보존제의 열화 과정에서 함유된 유효성분 함량을 측정한 결과에서도 비교 대상인 Wood Keeper A에 비해 Gori22와 Bondex Preserve III가 유효성분 함량이 높은 것을 확인하였다. 실험을 통해 목재 보존제가 열화 과정에서 목재 시편의 변화에 영향을 주는 정도와 유효성분의 함량을 측정하여 유효 기간 및 처리 기간을 예측할 수 있다. 추후 다양한 목재 보존제를 갖추어 선택적으로 환경이나 지형 및 기간에 맞추어 목재 보존제를 선정하는 데 주요 평가 요인이 될 가능성을 제시하였다.

Scientific Comparison Study on the Joseon Dynasty Palace Roof Tiles and Modern Handmade Roof Tiles

  • Ahn, Kyoung Suk;Lee, Min Hye;Kim, Ji Hye;Ha, Ji Hyang;Jang, Won Jin;Kim, Du Hyeon;Jeong, Ji Youn;Han, Min Su
    • 보존과학회지
    • /
    • 제37권1호
    • /
    • pp.63-76
    • /
    • 2021
  • The purpose of this study is to scientifically analyze physicochemical characteristics of the roof tiles used for palaces in the Joseon Dynasty which stored in Changdeokgung material storage and Seooreung Jaesil and the modern handmade ones which made by N company to understand the differences between their manufacturing techniques. Through chromaticity, cross-sectional observation, component analysis, and crystal structure analysis, it was possible to confirm the physicochemical properties and fired properties of the roof tile. Roof tiles from the Joseon Dynasty have a wider colorimetric range and higher apparent porosity and water absorption, on average, than the modern roof tiles. The cross section of the Joseon Dynasty roof tiles shows that most clay minerals have not been vitrified, remaining in the form of atypical particles, while the modern roof tiles have denser clay materials. X-ray diffraction analysis identified low-temperature minerals such as micas in Joseon roof tiles but no peak of these minerals was observed in the modern roof tiles, implying that the modern ones are fired at higher temperature than the Joseon ones. Therefore, the modern roof tiles are fired at higher temperature and have higher density than the Joseon ones due to the use of pugmills. The general content of main ingredients was similar between the two. Additionally, the principal component analysis of trace elements in the Joseon roof tiles showed that most samples were from similar areas. It seems that the Joseon roof tiles were manufactured using soils supplied from a specific region at the same timeframe and their consistency in the content of principal components implies that they also have similar mix proportions of clay.

민화와 풍속화를 이용한 AI 기반의 콘텐츠 원천 데이터 생성 모델의 연구 (A Study of an AI-Based Content Source Data Generation Model using Folk Paintings and Genre Paintings)

  • 양석환;이영숙
    • 한국멀티미디어학회논문지
    • /
    • 제24권5호
    • /
    • pp.736-743
    • /
    • 2021
  • Due to COVID-19, the non-face-to-face content market is growing rapidly. However, most of the non-face-to-face content such as webtoons and web novels are produced based on the traditional culture of other countries, not Korean traditional culture. The biggest cause of this situation is the lack of reference materials for creating based on Korean traditional culture. Therefore, the need for materials on traditional Korean culture that can be used for content creation is emerging. In this paper, we propose a generation model of source data based on traditional folk paintings through the fusion of traditional Korean folk paintings and AI technology. The proposed model secures basic data based on folk tales, analyzes the style and characteristics of folk tales, and converts historical backgrounds and various stories related to folk tales into data. In addition, using the built data, various new stories are created based on AI technology. The proposed model is highly utilized in that it provides a foundation for new creation based on Korean traditional folk painting and AI technology.

Exploring Future of Sports Cultural Contents

  • MOON, Bo Ra;LEE, Hwan Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
    • /
    • 제4권3호
    • /
    • pp.1-10
    • /
    • 2020
  • Purpose: This study is to explore which genre of sports culture contents will show the most consistent growth in the future and analyse the development outlook based on those results. Research design, data, and methodology: Case study was used for this research as it seemed to be the most appropriate approach in order to obtain the most complete and meaningful information from a particular phenomenon. A total of 15 participants were chosen to participate in a semi-structured in-depth interview and the recordings were typed out as text. In order to ensure validity and credibility of findings, peer and member check were conducted. Results: As a result, the sports culture content that is most likely to consistently grow in the future is games. Additionally, it is expected that sports culture contents will develop as new categories of sports culture contents emerge, as the evolution of sports culture content occurs through the combination with technology, as well as the activation of sensual sports contents, and the production of sports culture contents utilizing big data. Conclusions: It is concluded that convergence of sport, cultural contents, and technology will promptly progress, and it will promote the development of sport culture contents and related industry.

Beyond Factual Knowledge and Symbolic Competence: Interculturality as Transcultural Intersubjectivity

  • Omengele, Theophile Ambadiang
    • 비교문화연구
    • /
    • 제20권
    • /
    • pp.295-321
    • /
    • 2010
  • The trend of globalization has sharpened the debate on interculturality, which scholars examine from different and often conflicting points of view ('content' vs. 'practice', 'culture-specific' vs. 'universal', 'communication (meta)theory' vs. 'communication practice', 'individual' vs. 'collective', etc.). Whereas all these approaches are necessary to describe the multiple dimensions of interculturality, their dichotomous nature does not help to account for its internal complexity, which cannot be dissociated from the connections that exist among all these dimensions. The difficulty posed by the essentialist interpretations that tend to result from these dichotomies is compounded by the fact that in postmodern debates priority has been given to approaches that emphasize individual or collective agency over structural constraints which have to do with political economy or with cultural and linguistic codes and traditions. This paper aims mainly at suggesting that the dissolution of the boundaries that exist between these approaches should be pursued in order to get a fuller and richer approach to their common object of study. After discussing, by way of illustration, content-based and practice-based perspectives, we suggest that one way of getting beyond these dichotomies consists in focusing on the 'interactional' dimension of interculturality, which means laying emphasis on intersubjectivity and, particularly, on the individual subjects considered as members of different cultural communities who strive to transcend their sociocultural boundaries in order to reach harmonious interactions in a world in which inequality and the de-territorialization of people and cultures are central features.

전통 문화 거리 VR 콘텐츠 구현 (Implementation of VR Content in Traditional Culture Street)

  • 배민경;신유철;박철우;이영우
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2022년도 추계학술대회
    • /
    • pp.487-489
    • /
    • 2022
  • 본 콘텐츠는 VR의 활용이 다방면으로 넓어진 만큼 전통문화 거리를 구현하여 많은 사람들이 이 콘텐츠를 이용하며 좋은 기억을 쌓았으면 하는 바람이다. 가상현실은 직접 보러 갈 수 없거나 지금은 보기 힘든 상황을 해결하는 좋은 방법이다. 가상현실 속에 전통문화 거리를 구현함으로써 많은 사람들이 원하는 장소에서 편안하게 콘텐츠를 구경하며 즐길 수 있고, 그 결과로 의미 있는 시간을 보내면 좋겠다는 기대감을 가지고 전통문화 거리를 조성해 보고자 한다.

  • PDF

1990년대 이후 국가혁신체제의 한·중 비교를 통한 관점의 국내 문화콘텐츠 발전 방안 연구 (A Study on Domestic Development Plan by Comparing Korea and China's Cultural Contents from the Perspective of the National Innovation System after 1990's)

  • 김미경
    • 한국콘텐츠학회논문지
    • /
    • 제20권7호
    • /
    • pp.594-601
    • /
    • 2020
  • 본 연구는 1990년대 이후의 한국과 중국의 국가혁신체제의 변화에 주목하여 현재 한국이 처해 있는 국가혁신체제의 한계점을 중국의 성공적인 내생적 국가혁신체제로부터 이를 벤치마킹하여 한국의 문화콘텐츠에 적용하는 방안에 대해 검토하였다. 검토 결과 현재 한국의 문화콘텐츠는 빠르게 변화하는 시대 속 지속 가능한 성장의 동력이 필요한 시점이며, 이를 중국의 국가혁신체제의 성공사례로부터 적용한 결과 Push 전략의 한국문화콘텐츠의 생산을 Pull 전략으로 변화시켜야 한다. 즉, 시장 변화의 패러다임에 맞는 문화콘텐츠 생산이 이루어져야 한다. 또한, 기존 기술 또한 기존 생산되어진 한국 문화콘텐츠, 대표적으로 K-pop은 물론 K-뷰티, 한식 등으로 구성된 각 요소에서 새로운 부가가치를 창출해 내는 방향으로 이끌어야 하며, 무엇보다도 해외로의 유통에 있어 국가의 제도적 혁신이 필요함을 도출했다.