• Title/Summary/Keyword: cultural fusion

Search Result 145, Processing Time 0.019 seconds

The Research Methodology of Korean Commercial Arbitration in the Discipline-Fusion Perspective (한국 상사중재의 연구방법론 : 학문융합적 관점을 중심으로)

  • Chung, Yong-Kyun
    • International Commerce and Information Review
    • /
    • v.13 no.2
    • /
    • pp.151-176
    • /
    • 2011
  • The main objective of this study is twofold. The first is to investigate the main currents of Korean commercial arbitration. The second is to investigate the research methodology of Korean commercial arbitration in the perspective of disciplinary fusion perspective. The main findings of Korean commercial arbitration are as follows: first, the incidence of commercial arbitration increased in the Korean Commercial Arbitration Board during the period of 2006-2010, second, the primary causes of trade claims are disputes related with payment and those related with sales contracts, third and finally, the number of countries seeking to resolve disputes through arbitration has increased, including European countries. In this setting, it is necessary to investigate commercial arbitration through the inter-disciplinary perspectives. This study suggests that there are five research methodologies of commercial arbitration. They are legal theory related methodology, institutional methodology, cultural methodology, causal methodology and empirical methodology. Traditionally, the legal profession leads the field of commercial arbitration. However, it is necessary to introduce other elements to the field of commercial arbitration. This study highlights the disciplinary fusion approach among five research methodologies of commercial arbitration.

  • PDF

Analysis of the Increase of Matching Points for Accuracy Improvement in 3D Reconstruction Using Stereo CCTV Image Data

  • Moon, Kwang-il;Pyeon, MuWook;Eo, YangDam;Kim, JongHwa;Moon, Sujung
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.35 no.2
    • /
    • pp.75-80
    • /
    • 2017
  • Recently, there has been growing interest in spatial data that combines information and communication technology with smart cities. The high-precision LiDAR (Light Dectection and Ranging) equipment is mainly used to collect three-dimensional spatial data, and the acquired data is also used to model geographic features and to manage plant construction and cultural heritages which require precision. The LiDAR equipment can collect precise data, but also has limitations because they are expensive and take long time to collect data. On the other hand, in the field of computer vision, research is being conducted on the methods of acquiring image data and performing 3D reconstruction based on image data without expensive equipment. Thus, precise 3D spatial data can be constructed efficiently by collecting and processing image data using CCTVs which are installed as infrastructure facilities in smart cities. However, this method can have an accuracy problem compared to the existing equipment. In this study, experiments were conducted and the results were analyzed to increase the number of extracted matching points by applying the feature-based method and the area-based method in order to improve the precision of 3D spatial data built with image data acquired from stereo CCTVs. For techniques to extract matching points, SIFT algorithm and PATCH algorithm were used. If precise 3D reconstruction is possible using the image data from stereo CCTVs, it will be possible to collect 3D spatial data with low-cost equipment and to collect and build data in real time because image data can be easily acquired through the Web from smart-phones and drones.

The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
    • /
    • v.12 no.10
    • /
    • pp.557-562
    • /
    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

ICT Convergence Healthcare Services Status and Future Strategies (ICT융합 헬스케어 서비스 현황 및 발전전략)

  • Lee, Tae-Gyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.10
    • /
    • pp.865-878
    • /
    • 2017
  • To realize the healthy life of human, mental, physical, and environmental factors must be managed continuously and stably. In order to manage human health, the 21st century healthcare field is essential ongoing interactions and convergence with ICT technologies. Such demands have created a convergence of technologies (fusion technology) in combination with the heterogeneous technologies. And, with the convergence of medical technology and ICT technologies, the development of personalized therapy environments is created. Advances in ICT-converged healthcare services are progressing due to the development of diverse wearable devices. Such ICT fusion system is exponentially increasing the complexity of the ICT convergence healthcare system and is resulting in various technical, institutional, environmental, and cultural issues. This study explores the status of developments in ICT healthcare technologies from the past to date, identifies major technology and policy issues to address these challenges. Finally it will recommend healthcare policies and a future road-map.

Cultural Asset based Rehabitation and Regional Development -Focusing on - (문화자산을 토대로 한 도시재생과 지역발전 -<서울동화축제> 사례를 중심으로-)

  • Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.19 no.1
    • /
    • pp.51-67
    • /
    • 2016
  • Urban development-related growth in recent years has become a qualitative growth based on regional identity, rather than a hardware-based growth. For this purpose, strategic approaches to the value of cultural assets of the city are required for competitiveness of the city. In this paper, I seek a model for urban regeneration and regional development through empirical case studies of cultural assets and utilize the 'Seoul Fairy Tale Festival' in terms of strengthening regional competitiveness. By analyzing detailed elements of the 'Seoul Fairy Tale Festival' case, the hardware infrastructure, software and governance structures, diverse contentsware, ecosystem characteristics centered on the humanware, and circular structure was studied. As a feature of cultural assets, combined with the management of physical assets and operations of several programs, was the basis for creating a synergy effect of creating an identity for the region. In addition, it was confirmed the possibility of a regional-rehabilitation type of urban regeneration that is based on the expansion of existing facilities, and a regional-innovation type of urban regeneration that is based on a fusion of characteristics. This analysis is significant in terms of the possibility of large urban regeneration based on cultural assets associated with the festival, as well as physical assets and by combining various governance stakeholders for the festival, it can be concluded that it provided an indigenous virtuous cycle.

  • PDF

The Investigation against the Repast Tool Culture of the Orient and the West - Fork and Knife, Spoon Cultural Area and Chopsticks Cultural Area - (동서양 취식도구 문화에 대한 고찰 - 포크와 나이프, 스푼식문화권과 저식문화권 -)

  • 조경숙;이미혜
    • Culinary science and hospitality research
    • /
    • v.9 no.1
    • /
    • pp.101-120
    • /
    • 2003
  • The today society comes wind important position we and the economic room gets and our dietary life simple ´it eats,´ is not only the act which is primary work, ´it enjoys,´, ´appreciates´with culture dimension to execute, becoming, it fellowed hereupon and with the aesthetics idea which pursues the quality of change and life of our dietary life there is to a culture and the repast tool which is an essential width enjoyed from meaning as the jar tool and with meaning as the object and it will be able to appreciate it developed it came. The research which it sees the repast fool of the Orient and the West it is appropriate from dietary life and it uses to respect with It observes the understanding of the chopsticks and the cutlery. With the repast tool development and evolution or it undergoes the process of change and comparison analyzes becomes the all chopsticks and the cutlery with each other and the understanding for the culture collision and a culture harmony of the heterogeneous element which bisection is objective of research.

  • PDF

Study of foreign tourism content information providing utilizing mobile indoor location-based services (모바일 실내위치기반서비스를 활용한 해외 관광콘텐츠 정보 제공 연구 - 일본 오사카 지역 웹/앱 비교 분석을 중심으로 -)

  • Kim, Young Jea;Oh, Se Jong;Doo, Ill Chul
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.3
    • /
    • pp.223-235
    • /
    • 2014
  • In this study, it is the study of foreign tourism content information providing utilizing mobile indoor location information services. In particular, we compared the Web App used in Osaka, Japan. Widespread use of smartphones in the world increases, it is changed to free travel of individuals from group travel. Tourists cultural complex shopping mall is able to travel in a room is increasing. By utilizing the services of the guidance location based on the room, it is possible to easily obtain the discount coupon information, tourism content. Also, it is possible to grasp the movement path and disaster relief information. Osaka Japanese tourists increased after the earthquake in Tokyo. So we compare the difference in Osaka web and applications. If improving the indoor location information service method of domestic if it would help foreign tourists attract. In addition, it will give a big impact if there is a fusion of the Internet of things.

A Study on the Subcultural Style in the 1990s (1990년대 하위문화 스타일에 관한 연구)

  • 임은혁;김민자
    • Journal of the Korean Society of Costume
    • /
    • v.53 no.3
    • /
    • pp.13-31
    • /
    • 2003
  • The purpose of this study is to analyze the formative style and aesthetic value of contemporary subcultural style with the understanding of characteristics of subcultural style in the sociocultural context. As for the research methodology, literary survey has been performed to study the concept and the history of subcultural styles from 1940s to 1980s. In addition, demonstrative studies on aesthetic images have been carried out through the analysis of pictures and photographs in order to categorize the subcultural styles since 1990s. In this study, subcultural styles since 1990s have been illustrated through the socio-cultural grounds. which are diversity of street culture, diffusion of moss culture or bubble-up phenomenon, pursuit of anti-social ideology among intellectual heads, club Cultures in the form of kitsch and pastiche and communal thinking as collective harmony. With the socio-cultural context examined above, subcultural styles in the contemporary fashion are categorized and deduced following aesthetic values ; Drag and Club style as the tendency of surrealists or artificial hedonists, Urban military style and Cyberpunks as pursuit of Bionic being, Sports casual style based upon, the pursuit of comfort and freedom, Vintage style and Retro dressing represented by the spirit of DIY (no It Yourself), Ecology style of New conservatives, and Mysticism style as the fusion of technology and shamanism (Technoshamanism).

Currents in Mongolian Medicine (몽의학의 학파와 특징)

  • Hong, Sae-Young
    • The Journal of Korean Medical History
    • /
    • v.27 no.1
    • /
    • pp.33-40
    • /
    • 2014
  • Traditional medicine in Asian countries show similarity according to geography, building up their own medical tradition upon indigenous cultural background. Mongolian medicine, in particular, displays district fusion of several medical systems accepted from neighboring countries adding to their traditional system. Those are Mongol Dhom medicine, acupuncture and moxibustion medicine, medicine of "Four Medical Tantras (四部醫典)", and combined system of Mongolian and biomedicine. Compared to East asian medicine, this is a different kind of diversity or hybridity resulting from idiosyncrasy of nomadic culture. Each current of Mongolian medical tradition has its own origin of historical backdrop. Mongol Dhom originated from ancient nomadic life, and medicine of "Four Medical Tantras (四部醫典)" was formed along with transmission of Tibetan Buddhism. Acupuncture and moxibustion is directly related to Chinese medical tradition, however, moxibustion is also referred to be regional origination. Lastly, biomedicine was transplanted during the modernization era, encouraging scientific approach toward Mongolian traditional medicine and producing combined medical practice. It is effective to derive each particular aspects of Mongolian medicine and analyze its specificity, in order to properly understand current Mongolian medical system. This paper aims at discovering socio-cultural meanings of each current and their nomadic feature beneath the diversity.

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

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.5
    • /
    • 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.