• Title/Summary/Keyword: cultural media

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A Study on the User Experience of the Mobile Application of Cultural Contents in Seoul (서울시 문화콘텐츠 모바일 애플리케이션 사용자 경험 연구)

  • Shim, Hyo-Bin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.357-362
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    • 2020
  • The purpose of this study is to propose an efficient user experience of integrated applications by comparing and analyzing the usability of existing cultural content applications in Seoul. The study method was based on seven components of the honeycom model to conduct an interview and analyze for user experience measurements of existing applications. The results of the study summarized them in three ways. First, we need to organize a wide variety of information into categories in an easy-to-understand way. Second, making it easy to purchase tickets within the application. Finally, it is necessary to recommend cultural content that is suitable for me. This research is expected to be used as a basis for the user experience of the Seoul City Cultural Content Integration application.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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A Study on the Characteristics of Mediation in Fashion Culture Contents Found in Transmedia - Focusing on Modern Fashion since the 20th Century - (트랜스미디어에 나타난 패션 문화 콘텐츠의 매개특성 연구 - 20세기 이후 현대 패션사를 중심으로 -)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
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    • v.67 no.4
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    • pp.131-152
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    • 2017
  • The purpose of this study is to analyze modern fashion culture in the 20th century through changes in transmedia in order to better understand characteristics of fashion contents. The study also strived to identify the characteristics of remediation in modern fashion and media by exploring the cultural code, and use it to establish an integrated view. The subjects and the method of the study are as follows. First, the study analyzed the development of transmedia and fashion culture since the 20th century. Second, it identified the transitional characteristics of transmedia. Third, the study analyzed the characteristics of remediation in modern fashion culture by using the characteristics of mediation, which appeared with the transitional characteristics of transmedia. The study results are as follows. First, the types of remediation are 'borrowing,' 'Representation,' 'Expansion,' 'Refashion,' and 'Absorb.' In old and new media, each type can be aesthetically experienced in 'transparency,' opaqueness,' 'Hypermediacy,' and 'Immediacy.' Second, fashion culture can undergo a transformation from its original form to a second and a third iteration, and this process allows for possibility of an expansion of multiple plots and well-rounded character settings. This opens up the possibility for fashion consumer participation, and signifies a transition into an environment where expansion of time and space is possible. The third finding is the non-mediation of fashion objects. The mediating relationship between clothes and media is directly connected to the development of new media. The immersion of new media by fashion consumers has the characteristics of 'transparency'/'Non-mediation,' and the reinterpretation and reproduction of original fashion styles have the characteristics of 'opaqueness'/'Hyper-mediation.' Fourth, fashion culture has data variability. Through 'Borrowing,' 'Representation,' 'Expansion,' 'Remodeling,' and 'Absorption,' the cultural hierarchy of reproduced fashion forms a multi-layered integrated network. Mediation code, which repurposes fashion culture contents, also creates new media fashion through transmedia.

The Visual communication by Augmented Reality (증강현실이 재현하는 영상커뮤니케이션 연구)

  • Nah, So-Mi;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.507-512
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    • 2016
  • As the characteristics, attributes, and accepted way of media have been changing with newly emerging media, human recognition and the communication structure have also been changing. Media are not isolated from the others and emerge in the cultural context; With the drive to juxtapose the old and the new to be in diversified forms, the old media are utilized and improved. In this rapidly changing circumstance by the media, we attempt to theoretically explore the concept and characteristics of visual communication and the media related to augmented reality. Augmented reality does not create something out of nothing but renew the expression; Thus, it reforms the structure of communication. Therefore, there is a significance to look into theories of W.Benjamin, M.McLuhan, Norbert Bolz, and Jean Baudrillard who linked the past to the present in accordance with the new era of communication for us to find out the meaning of augmented reality in the current cultural context.

Analysis of Business Strategy for Korean Ethnic Media Companies based on Resource Based View (글로벌 한국어 방송사의 경영전략 연구 : 기업자원모델을 중심으로)

  • Kim, Jongha;Chung, Yoonkyung
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.147-170
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    • 2016
  • This study has identified the current status and challenges to development of Korean Ethnic Media Companies in North America, China, and Australia New Zealand and aimed to understand implication of cultural policy. It examines the media circumstances, business resources of Korean Ethnic Media Companies(KEMC), and Korean ethnic broadcasting aid project which is operated for 10 years, and interviewed nine CEOs' of KEMC. According to the analysis, KEMCs in North America are in the market which is fully exposed to competition. China's KEMCs are the "limitedly localized market" which is supported by the government's regulatory for minority media. Australia & New Zealande's KEMCs are the market which potential growth is expected. North American KEMCs are needed to upgrade the business structure and organizational resources for content differentiation. China's KEMCs have to diversify financial resources and to consolidate content power. and Australia & New Zealande's KEMCs need support & cooperatation from home country for ensuring high-quality content.

The Effects of Censorship and Organisational Support on the Use of Social Media for Public Organizations in Mongolia

  • Erdenebold, Tumennast;Kim, Suk-Kyoung;Rho, Jae-Jeung;Hwang, Yoon-Min
    • Asia-Pacific Journal of Business
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    • v.11 no.2
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    • pp.61-79
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    • 2020
  • Purpose - This article empirically investigated the effects of the socio-political factor of censorship preconditioning, and organizational support, mediating performance expectancy of public sector officials' behavioural intention to utilise social media in a post-communist country, Mongolia. Design/methodology/approach - This study collected 212 survey data from public sector organisations in Mongolia. Using the Partial Least Squire (PLS) method, this study analyzed the proposal model grounded on the UTAUT model. Findings - There are still communist footprints in the form of censorship, which remained as a negative precondition factor, and this has an indirect negative influence, and organisational support mediates to enhance performance expectancy. Effort expectancy and social influence factors have direct positive influence on the use of social media systems in the government domain of Mongolia Research implications or Originality - This study empirically investigated the model of public employees' intention to examine the post-communist countries' cultural, social, economic, and political systems, government organisational environment of the former communist sphere. The cultural factors, censorship and organisational support, to the existing IT adoption UTAUT model were also identified to test the situation of a post-communist country, Mongolia. This study contributes to the new theoretical involvement with social media by testing a new social media-based third-party intercommunication channel, including intent to use in the public service for post-communist countries. This study practically provides the guidelines to promote social media usage for public sector in the post-communist situation.

The Adaptation Process of Korean Food for Japanese Independent Tourists (FIT) - Focus on the Cultural Belief - (방한 일본인 개별 자유 여행객의 한국 음식의 적응 과정 - 문화적 신념 요인들을 중심으로 -)

  • Choi, Hyun Joo;Han, Kyung Soo
    • Journal of the Korean Society of Food Culture
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    • v.27 no.5
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    • pp.496-504
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    • 2012
  • The objective of this study was to investigate the phasic characteristics of the adjustment process to Korean food with an analysis of Japanese independent tourist culture social resistance factors. To collect data for empirical study, a survey was distributed to 284 Japanese tourists through Korean travel agencies. Logistic regression analysis was carried out in order to determine media and cultural beliefs affecting the diffusion process of Korean food. The results showed that cultural beliefs had no significant effects on the diffusion process of most Korean food. However, people who valued similarities between the two countries-South Korea and Japan-demonstrated a significant effect on performance and identification group. Therefore, cultural beliefs did not influence the diffusion of Korean food, although there are surely cultural beliefs and subjective factors affecting their reform decisions.

Culture, Memory, and Literature: In Search of an Interdisciplinary Relationship Between Cultural and Literary Studies (문화, 회상 그리고 문학: 문화학과 문예학의 학제적 연관성에 관한 모색″)

  • 최문규
    • Lingua Humanitatis
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    • v.1 no.2
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    • pp.67-90
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    • 2001
  • In the past few years, a trend has emerged emphasizing the interdisciplinary relationship between cultural and literary studies, and "memory" has been suggested as the central theme in this trend. According to Aleida and Jan Assmann, "memory" as collective memory (not individual recollection) has various functions and forms, of which communicative memory and cultural memory occupy opposite poles of a central axis. Whereas communicative memory relates to the living past shared among contemporaries, cultural memory relates to "recollected history" rather than factual history. Cultural memory finds transmission through symbolic media such as myths, festivities, and literary works. Literary works preserve critical and living memories as opposed to forgotten memories. In other words, literature should be better read as "criticism and memory" than "imitation and preservation." Works of literature are characterized by a turning away from repetition toward representation-the process of "making present" of what is past.

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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A Comparative Study on the Marketing of Korean and Chinese Museum Cultural Products : Focused on the National Museum of Korea and the Palace Museum (韩·中博物馆文化商品营销比较研究 : 以国立中央博物馆和故宫博物院为中心)

  • He, Ting;Kim, Sunyoung
    • 지역과문화
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    • v.8 no.1
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    • pp.77-93
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    • 2021
  • The importance of cultural goods marketing in the management of museums is increasing as the museum's cultural goods are taking an important part in the profit.This study analyzes the differences in cultural goods between the National Palace Museum and the National Palace Museum through the 4P strategy of marketing products, prices, channels and promotion. While the National Palace Museum emphasizes cooperation with other companies in terms of products, the National Museum of Korea focuses on developing its own products.In terms of price, the two museums have different strategies because of their different market share.In terms of space, the National Palace Museum sells cultural goods through a variety of electronic merchants, while the National Museum of Korea is distributed through a special website.In terms of promotion, the Palace Museum uses online social media marketing strategies, while the National Museum of Korea collects ideas and develops cultural products through open recruitment activities every year. This research is of new significance to the development of cultural products in China and Korea through comparison between the National Palace Museum and the National Museum of Korea.