• 제목/요약/키워드: cultural technology

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문화도시 형성 요인이 거주와 방문자의 행동 특성에 미치는 영향 (A Study on the Cultural City Formation Factors Influencing Behavior Characteristic of Residents and Tourists)

  • 곽하율;최명길
    • Journal of Information Technology Applications and Management
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    • 제30권4호
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    • pp.39-64
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    • 2023
  • The recent expansion of large cities for economic benefits has worsened cultural inequalities within urban areas, eroding unique cultural identities and social values and deepening mistrust between regions. To tackle this, the idea of creating cultural cities is gaining traction, involving urban branding and cultural elements to foster balanced local cultural development. Current research primarily concentrates on case analysis in cultural cities, lacking sufficient studies examining the interplay of factors through empirical analysis, This study investigated whether Cultural City Formation Factors, which are resources of a cultural city, have a positive effect on City Brand Equity, City Innovativeness, Brand Personality, and Behavior Intention. For this study, questionnaires were collected from 310 people who continuously experience culture and arts in Seoul, and empirical analysis was conducted on 292 copies of them. Consequently, a significant impact was observed among the factors influencing cultural city formation, city brand equity, city innovativeness, brand personality, and behavioral intention. Moreover, it was verified that city brand equity, city innovativeness, and brand personality positively contributed to mediating effects as well as sequential mediating effects. It is expected that the results of this study will be used to establish the foundation for effective urban management and the development of strategies for creating cultural cities.

빅데이터를 활용한 영상콘텐츠 스토리 리모델링 프로세스 개발 (The Development of Remodeling Process for Visual Content's Story by Big Data)

  • 이혜원;박성원;김이경
    • Journal of Information Technology Applications and Management
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    • 제26권3호
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    • pp.121-134
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    • 2019
  • The Fourth Industrial Revolution has differentiated technologies such as artificial intelligence, IoT(Internet of things), big data, and mobile. As the civilization develops more and more, humanity enjoy the cultural activities more than economic activity for the food and shelter. The platform structure based on the advanced information technology of the present will expand the cultural contents area in a variety of ways. Cultural contents respond sensitively to changes in consumer and will be useful experiences of human activities. Therefore, it should be noted again that the contents industry should not be limited to the discussion of the application of the fourth technology, but should be produced with emphasis on useful experiences of human being. In other words, the discussion of human activities around cultural contents should be focused on how to apply beyond the use of fourth industrial technology. Therefore, it is necessary to analyze the basis of the successful storytelling of the planning stage to connect the fourth industrial technology and human useful experience as a method for developing cultural contents, and to build and propose a model as a strategic method. This study analyzes domestic and foreign cases made by using big data among the visual contents which show continuous increase of consumption among culture industry field, and draws success factors and limit points. Next, we extract what is the successful matching factor that influenced consumer 's consciousness, and find out that the structure of culture prototype has been applied in the long history of mankind, and presents it as a storytelling model. Through the above research, this study aims to present a new interpretation and creative activity of cultural contents by presenting a storytelling model as a methodology for connecting creative knowledge, away from the general interpretation of social phenomenon applied with big data.

경영관리관행(經營管理慣行)의 비교문화적(比較文化的) 연구(硏究) (Inter-Cultural Comparative Study on Management Practices : U.S.A. and Japan)

  • 김정석
    • 산업기술연구
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    • 제9권
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    • pp.57-65
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    • 1989
  • Comparative study was conducted on the Human Resouces Management Practices between U.S.A. and Japan with reference to their socio-cultural tradition and environments. Special attention were given to those topics as prevailing value system in both country underlying human and organizational behavior, authority and responsiblility taking manner, inter-personal and social relations within conporate entity and society at large, and finally the pattern of individual involvement to the organization. The results clearly revealed that the sovio-cultural enviornmentsin respective country functions as the major influencing attributes in the formulation of current management practices.

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Reflection and Future Directions: ISD from the Perspective of Intercultural Communication

  • SON, So-Young;HAN, Jae-Hoon;YOU, Young-Mahn
    • Educational Technology International
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    • 제8권2호
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    • pp.113-140
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    • 2007
  • This study purports to contribute in deepening our understanding of ISD (instructional systems design/development) from Edward Hall's concept of intercultural communication. Renowned anthropologist Edward Hall introduced three concepts of cultural differences: time, space, and context. This paper explores how theses cultural dimensions - time, space and context- are reflected in ISD and compares the cultural differences between the east and the west that emerge in the process of applying ISD.

The Role of Contradictions in the Development of Technology-Supported Constructivist Classroom Practices: A Cultural-Historical Activity Theory Perspective

  • PARK, Jonghwi;SICILIA, Carmen;BRACEWELL, Robert J.
    • Educational Technology International
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    • 제10권1호
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    • pp.79-105
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    • 2009
  • The notion of contradiction from Cultural-Historical Activity Theory (CHAT) perspectives is known as an "engine" for the development of human practices because participants attempt to adjust their practices to resolve contractions. This study examines two middle school teachers' classroom practices from CHAT, focusing on the role of contradictions that emerged between their existing teaching practices and constructivist activities in the development of a student-centered technology-integrated learning environment. Findings indicated that teachers' awareness and resolution of contradictions played a large role in the development of a technology-supported student-centered learning environment, a culturally more advanced activity system: students displayed greater responsibilities for their learning and were guided to make effective decisions for their learning activity.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • 한국컴퓨터정보학회논문지
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    • 제26권1호
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    • pp.85-92
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    • 2021
  • 본 논문에서는 박물관 문화상품을 활용하여 모바일기반 증강현실 기술로 실제와 같은 디지털 3D 그래픽 유물 원형과 음성정보 이미지 Text 정보 등을 증강 시켜 박물관과 같은 유물 체험을 할 수 있는 문화유산 모바일 증강현실 콘텐츠 시스템을 구현하였다. 증강현실 기술을 문화상품 적용하여 모바일 폰으로 상품 인식하여 디지털 유물의 인터랙션을 통해 유물에 대한 특징과 다양한 역사정보를 전달받을 수 있으며 시간과 장소와 상관없이 증강현실 모바일 디지털 콘텐츠로 쉽고 빠르게 유물정보를 확인할 수 있다. 본 연구를 통하여 모바일 증강현실 디지털 콘텐츠가 문화유산 유형에 맞게 연구되어 교육용·산업용·관광 홍보용 등 사용 목적에 맞게 개발되어 증강현실 콘텐츠 확대에 기여하고자 한다.

A study on the policy of Korean Cultural Industry

  • Su, Shuai;Zhang, Fan
    • 융합경영연구
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    • 제6권2호
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    • pp.1-4
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    • 2018
  • Purpose - This research, based on the successful experience of Korea, especially of Korea government, which, though promulgating laws and making policies, plays an rather pivotal role in Korea cultural industry development process, in developing cultural industry, explores possibly successful path and pattern that is suitable for China cultural industry. Research design, data, and Methodology - The study conducted a survey on Korea's 2000-2011 year data. After empirically analyzing the data, we believe that cultural industry in Korea and China will maintain its growth momentum. Results - This study shows that China and Korea are both belong to the only cultural circle of Confucianism and Chinese character, therefore, to research the successful experience of Korea government in cultural industry development will do much good to better promoting the optimal development of China cultural industry. China can encourage private flow to take on enterprises. In terms of financing, diversification can be achieved, by the means of cash, land, intangible assets, technology, stock, bond, cultural lottery etc. Conclusions - Besides, to better the degree of the internationalization of the allocation of the cultural resources, China government can, under the condition that Chinese laws permit, encourage foreign capital to invest in Chinese cultural industry field.

Addressing User Engagement in Social Media Platforms with Cultural Differences Based on Hofstede's Dimensions

  • Yoon Han;Hoang D. Nguyen;Tae Hun Kim
    • Asia pacific journal of information systems
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    • 제34권1호
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    • pp.191-208
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    • 2024
  • This paper proposes the presence and importance of cultural differences to address user engagement in worldwide social media platforms. Based on Hofstede's cultural dimensions, this paper addresses their new meanings in the context of user engagement in social media. Our propositions address two research questions: (1) how do cultural dimensions, displayed on social media platforms, differ across national cultures?; (2) what different preferences the social media platforms have in terms of which cultural dimensions promote or suppress user engagement? User engagement in social media platforms is explained by the cultural differences in terms of the four cultural dimensions: individualism vs. collectivism, uncertainty avoidance, power distance, and masculinity vs. femininity. Implications are also discussed for research and practice.

디지털 문화유산 교육 현황 분석 및 방향 제언 (An Analysis and Directional Suggestion for Digital Cultural Heritage Education)

  • 이지혜;김정화
    • 한국콘텐츠학회논문지
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    • 제18권3호
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    • pp.41-51
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    • 2018
  • 본 연구는 향후 변화될 교육의 방향에 대응하여 국내 디지털 문화유산 교육의 방향도 변화해야 함을 논하고자 하였다. 그에 따라 디지털 문화유산 교육의 개념과 유형을 논하고, 해외의 대표 사례들을 분석하여 각 유형별 프로그램의 특정들을 분석하였다. 이를 통해, 국내에서는 아직 다양하게 이루어지지 않고 있는 디지털 문화유산 교육 프로그램에 대해 향후 나아가야 할 방향을 제안하고자 하였다. 현재 국내의 디지털 문화유산 교육 프로그램은 대부분 문화유산에 대한 소개를 디지털 플랫폼을 통해 일방적으로 제공하는 차원에서 이루어지고 있다. 본 연구에서는 해외 문헌과 대표 사례연구를 통해 디지털 문화유산 교육이 학습자의 역사적 사고력을 향상시키며 디지털 리터러시와 같은 교육적 능력도 함양하는 가치를 지니고 있음을 파악하였다. 즉, 디지털 문화유산 교육은 단순히 기존의 문화유산 교육에 디지털 기기가 추가됨을 의미하는 것이 아닌 문화유산 교육의 본질을 디지털 속성에 대한 이해를 바탕으로 접목하여 문화유산에 대한 지식교육뿐만 아니라 미래 교육이 지향하는 인포멀 러닝의 다양한 형태로 도출되어야 하는 것이다. 본 연구는 현재의 디지털 문화유산 교육에 대한 분석 및 미래 방향성에 대한 제언을 통해 앞으로 미래형 디지털 문화유산 교육의 기초연구가 되고자 한다.

A Study on Pagoda Image Search Using Artificial Intelligence (AI) Technology for Restoration of Cultural Properties

  • Lee, ByongKwon;Kim, Soo Kyun;Kim, Seokhun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권6호
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    • pp.2086-2097
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    • 2021
  • The current cultural assets are being restored depending on the opinions of experts (craftsmen). We intend to introduce digitalized artificial intelligence techniques, excluding the personal opinions of experts on reconstruction of such cultural properties. The first step toward restoring digitized cultural properties is separation. The restoration of cultural properties should be reorganized based on recorded documents, period historical backgrounds and regional characteristics. The cultural properties in the form of photographs or images should be collected by separating the background. In addition, when restoring cultural properties most of them depend a lot on the tendency of the restoring person workers. As a result, it often occurs when there is a problem in the accuracy and reliability of restoration of cultural properties. In this study, we propose a search method for learning stored digital cultural assets using AI technology. Pagoda was selected for restoration of Cultural Properties. Pagoda data collection was collected through the Internet and various historical records. The pagoda data was classified by period and region, and grouped into similar buildings. The collected data was learned by applying the well-known CNN algorithm for artificial intelligence learning. The pagoda search used Yolo Marker to mark the tower shape. The tower was used a total of about 100-10,000 pagoda data. In conclusion, it was confirmed that the probability of searching for a tower differs according to the number of pagoda pictures and the number of learning iterations. Finally, it was confirmed that the number of 500 towers and the epochs in training of 8000 times were good. If the test result exceeds 8,000 times, it becomes overfitting. All so, I found a phenomenon that the recognition rate drops when the enemy repeatedly learns more than 8,000 times. As a result of this study, it is believed that it will be helpful in data gathering to increase the accuracy of tower restoration.