• Title/Summary/Keyword: cultural technology

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Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

The Study of Subjective Awareness Acceptance about the Successful Scene of and (<강남스타일>과 <젠틀맨>을 성공하게 한 장면에 대한 주관적 수용인식 유형 연구 Q-Sort 분석을 중심으로)

  • Huh, Sang Moo;Lee, Ok Ki;Kim, Woo Je
    • Korean journal of communication and information
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    • v.73
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    • pp.92-128
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    • 2015
  • We found that world wide popularity was attracted by Korea culture aspects of Psy's . The main factors that caused the syndrome, we noticed that the image of Korea. Expressly, we compared the Korea cultural scene that appeared in and . So, we analyzed successful Korea cultural factors of . For the analysis, we applied the Q methodology. As a result, in , we found 'Recreation Type', 'Advanced Development Type', 'Relieve fatigue type' and 'Adult Type'. Most of these factors have been recognized in Korea cultural factors. we found 'Communal Dancing Type', 'Cheeky Dance Type', 'Pleasant Packing Carriage Type', and 'afflicting type'. However, the Korean factor of were identified only 'Packing Carriage Culture'.

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Traditional Crafts for the use of Modern Technology (전통공예기술의 현대적 활용)

  • NamGoong, Sun;Jeong, Su-Kyoung;Kim, Tai-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.181-189
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    • 2010
  • Crafts in our country designated as an Important Intangible Cultural Property. Are protected, but not being utilized less than in everyday life. But now that the culture industry has important strategic and cultural factors that influence the competitiveness of the industrial era was. So on the activation of traditional crafts growing interest and demand, but the nature of traditional crafts are still several issues that are faced. Of course, for the protection and industrial policies and institutional mechanisms, but not without a very negative and is weak. Therefore, preservation of traditional crafts and industrial use of the technology to effectively carry out two tasks have the policy should be sought from every angle. In this study, the kind of important intangible cultural heritage of the traditional craft techniques from various angles by category, by systematically analyze the characteristics of modern man with the utilization of real-world craftsmanship with the highest tradition of finding and preserving traditional craft skills in the limit popular and can be out of the technology industry as a potential development is proposed.

A Case Study on Performance Development Based on Local Folk Tale in Gangneung - Focusing on the Musical <Wolhwajeon> - (강릉지역 설화 중심으로 한 공연 개발사례연구 - 뮤지컬 <월화전>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.367-372
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    • 2023
  • This study analyzed the use of scriptwriting and hologram technology for storytelling in the production of locally-centered cultural and artistic content. The musical <WolhwaJeon>, produced in the Gangneung area, was examined as a case study. The process of creating the script for the performance was used to establish the self-identity of the character "carp" and the stage visualization of the folktale "Yeonhwa." Furthermore, the use of hologram technology to actualize the inner expressions of the characters, deliver information, enhance spatiality, and visualize fantasy elements was examined. Through this approach, educational information about local folktales was provided to the local residents, and their pride in their region was heightened. This locally-centered content requires continuous development in a modern society that pursues cultural diversity, and future research is needed to produce and develop traditional and cultural content in other regions.

Analysis of animal glue by pyrolysis/GC/MS (열분해/GC/MS에 의한 아교의 분석)

  • Park, Jongseo
    • Analytical Science and Technology
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    • v.28 no.3
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    • pp.221-227
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    • 2015
  • Animal glue is a traditional material that was used widely as an adhesive in cultural artifacts, such as Buddhist paintings, dancheong (traditional multicolored paintwork on wooden buildings), mother-of-pearl inlay, and so on. Spectroscopic methods, such as infrared spectroscopy, have been used for the analysis of animal glue. However, such methods do not yield sufficient information about the constituents of the glue. Because pyrolysis/GC/MS analysis is able to estimate the components of a material through the examination of its pyrolyzed products, it is useful for the analysis of polymeric material. In this study, pyrolysis/GC/MS analysis was used to determine the chemical composition of animal glue. The appropriate conditions for analyzing animal glue were established by examining pyrolysis temperature, quantity of the sample, and the repeatability of the method. Some products of pyrolysis were identified. We also analyzed commercial gelatin and animal glue using the established method and found almost no differences in chromatograms among the samples. The results will be used as supporting data to confirm the use of animal glue in cultural artifacts and to replace traditional animal glue by commercial gelatin.

A Study of Development of the Analysis Program for Interior Design Trends and of Measurement of Consumers' Preference - Focusing on living rooms of apartments - (실내디자인 트랜드 분석 프로그램 개발 및 소비자 선호도 측정 방법에 관한 연구 - 아파트 거실공간을 중심으로 -)

  • Han young-Ho;Jang Jung-Sik;Shin Hwa-Kyoung
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.168-176
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    • 2005
  • As the pluralistic value in which various cultures and trends exist develops the world at large, development of interior design is required to examine consumers by group. This requirement purports to set up a strategic model of operating interior design organizations under cross-cultural (past and present) enviroment, not to express new researches of interior design following the direction of the developed media service. Based on the educational and complex cultural approach to design matters - the key issue in solving the cross-cultural design matters, this paper has suggested the structure of semi-centralized design process and the system for finding out consumers' trends under the new media-based cultural design environment. This study presents some expected effects. First, it will be able to enhance the consumer-oriented design mind by providing the information on the interior design system and design trend. Through analyzing the lifestyle in the 21st century and providing the relevant information, it will lead irrlprovement in living environment. And further, by using the program of searching consumers' new preference, the system of grasping consumers' propensity and making decisions will be materialized. Secondly, based on the background database of forecasted consumers' trends, marketing strategies can be established. Thirdly, through the better technology of designing living environment, efficiency will be increased and the economic foundations through use of new database will be constructed. Fourth, systematic interior design can be developed. Strategic correspondence to consumers' desires and reinforcement of competitiveness will become possible with development of database. By encouraging consumers' participation under digital environment, their trends can be forecasted, and by efficiently using information and new technology, resources can be saved and further, additional costs for promotion and sales will be reduced.

Comparative Study on the Users' Awareness and Choice Patterns on the Healthcare Environment Color Index, Focused on Koreans and Romanians

  • Ardelean, Ioana;Oh, Jiyoung;Park, Heykyung
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.123-132
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    • 2020
  • In contemporary times, there is an increasing demand for a dedicated healthcare environment, all over the world. The main motivation for this demand is the level of awareness manifested by the users and reflected on their expectations. Therefore new research strategies and design actions are investigated in order to answer to the users' needs and to provide objective design tools for the specialist. This study continues a series of previous developments of the Healthcare Environment Color Index that should be used for public facilities in Korea and abroad. The cross-cultural approach is a new opportunity for exchanging know-how and for testing and calibrating the perception of the users on the color index. The gathering of results was made based on the online survey provided in this phase in English version for the Romanian users. The survey was intended as an objective mean of research and an efficient way of disseminating information on the subject thus contributing to increasing the level of awareness of the users. A total of 86 Romanian and 89 Koreans with valid answers took part in the survey. Comparative visualizations of the results showed significant similarities concerning the patterns of color preferences but also cultural and emotional differences. As a result both categories of users proved to be aware of the relation between healthcare environment color and its effects on health. They also showed a common understanding on the potential of the color index. As a result the most appealing colors to be applied to the healthcare environment were the series G and B, and the most effective ones were proved to be the ranges of high lightness and low saturation but also the medium high lightness and medium saturation. Both the similarities and the differences of choice between Romanians and Koreans show that cultural and emotional differences of color recognition are important and that should be taken into consideration in design, in order to generate an inclusive and efficient healthcare environment.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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A Study on the Over-layered Landscape Characteristics of Ipsan Village, Uiryeong Area (의령 입산마을의 중층적 경관 특성)

  • Lim, Eui-Je;So, Hyun-Su;Bae, Su-Hyun
    • Journal of Korean Society of Rural Planning
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    • v.24 no.1
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    • pp.113-127
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    • 2018
  • This study comprehends that the landscape of Ipsan Village is the accumulated output of the landscape management and social behavior by the historic personages through the reference research and field surveys. And the study sorted out the over-layered landscape characteristics of Ipsan Village by analyzing the dispersed landscape elements as follows. First, right before the start of Japanese invasions to Korea(1592-98), Tamjin(耽津) An(安) Family moved into Ipsan and started establishing the a single clan village. At a site with mountain background and facing the water(背山臨水), the village used to be a typical farming one with an organically planned road-system and housing area following the traditional order. However, the landscape has changed drastically since the 20th century with the construction of banks, roads and readjustment of arable land etc. Second, the original landscape, which can be figured out through the 'Gosanjaesibyukgyeong(高山齋十六景)' in the 18th century, shows its harmony with natural landscape: mountain & valley, stream & field, traditional trees, etc, cultural landscape: village, well, spring, etc, and momentary landscape: seasons, time, weather phenomena, sound, behavior, etc. Third, based on the second, 16 natural landscape elements: mountain & stream, planting, etc. and 25 cultural landscape elements: housing spaces, self-cultivation & ceremony spaces, community spaces and modern education & enlightenment spaces were selected and interpreted as landscaping meanings. Fourth, the over-layered landscape which stems from the compositive functions and inter-connectivity of landscape elements which consists Ipsan Village is regarded as 'Natural geographical and Fungsu landscape', 'Rural production and livelihood landscape', 'Confucian ceremony and symbolic landscape' and 'Modern education and enlightenment landscape.'

Biological Damage and Risk Assessment of The Wood Cultural Properties in Fire Prevention Area (화재방제구역에 따른 목조문화재 생물손상 및 생물위험도 평가)

  • Kim, Dae Woon;Chung, Yong Jae
    • Journal of the Korean Wood Science and Technology
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    • v.43 no.1
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    • pp.104-111
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    • 2015
  • The three-year inspection of 20 tree stumps in the fire prevention area around the wooden building confirmed that termite colonies had been rapidly spread. In particular, four buildings among thirty one wooden buildings of Songgwang-sa temple were infected by the termite, indicating that the habitate of termite has been spread across the fire prevention area over the temple area. However, a non-destructive microwave diagnosis showed that internal damages have been progressed until now, suggesting a high risk to the building. These results suggest that the fire prevention area should be properly maintained to have harmful element controlled. Therefore, effective methods are required to eliminate tree stumps or wood materials used to establish fire prevention area near wooden buildings.