• Title/Summary/Keyword: festival

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Development of Deep Recognition of Similarity in Show Garden Design Based on Deep Learning (딥러닝을 활용한 전시 정원 디자인 유사성 인지 모형 연구)

  • Cho, Woo-Yun;Kwon, Jin-Wook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.2
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    • pp.96-109
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    • 2024
  • The purpose of this study is to propose a method for evaluating the similarity of Show gardens using Deep Learning models, specifically VGG-16 and ResNet50. A model for judging the similarity of show gardens based on VGG-16 and ResNet50 models was developed, and was referred to as DRG (Deep Recognition of similarity in show Garden design). An algorithm utilizing GAP and Pearson correlation coefficient was employed to construct the model, and the accuracy of similarity was analyzed by comparing the total number of similar images derived at 1st (Top1), 3rd (Top3), and 5th (Top5) ranks with the original images. The image data used for the DRG model consisted of a total of 278 works from the Le Festival International des Jardins de Chaumont-sur-Loire, 27 works from the Seoul International Garden Show, and 17 works from the Korea Garden Show. Image analysis was conducted using the DRG model for both the same group and different groups, resulting in the establishment of guidelines for assessing show garden similarity. First, overall image similarity analysis was best suited for applying data augmentation techniques based on the ResNet50 model. Second, for image analysis focusing on internal structure and outer form, it was effective to apply a certain size filter (16cm × 16cm) to generate images emphasizing form and then compare similarity using the VGG-16 model. It was suggested that an image size of 448 × 448 pixels and the original image in full color are the optimal settings. Based on these research findings, a quantitative method for assessing show gardens is proposed and it is expected to contribute to the continuous development of garden culture through interdisciplinary research moving forward.

A Study on the Effect of Local Cultural Characteristics in Yeoju City on the Components of Cultural Brand Assets (여주시 지역문화 특성이 문화브랜드 자산 구성요인에 미치는 영향 연구)

  • Lee Min Hui;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.497-502
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    • 2024
  • Local culture plays a role in enhancing the cultural competence of citizens by approaching branding from the perspective of brandization by implying value amid changes in local traditions and modern times. Therefore, this study established a research model with brand loyalty, brand recognition, perceived quality, and brand image as dependent variables in order to analyze the impact of local cultural characteristics on cultural brand asset components. We tested the research hypothesis and analyzed it, As local cultural characteristics affect cultural brand asset components, it was found that it is necessary to change the perception of local culture and promote traditional culture. In addition, Yeoju City needs to plan a festival that combines tradition and local culture through the convergence of content and cultural policy for the recognition and brand image of the Yeoju Yeongneung, a World Heritage Site, and it is urgent to change the direction of citizens. In addition, it was found that it is desirable to expand research on the formation of cultural brand assets according to local cultural affinity.

The Study on the Application for Christian Education by Moed, Jewish Mishnah (유대교 미쉬나 모에드(Moed)의 기독교교육을 위한 적용방안)

  • Jang-Heum Ok
    • Journal of Christian Education in Korea
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    • v.75
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    • pp.33-56
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    • 2023
  • Purpose of study: The purpose of this study is to analyze the origins and texts of the Jewish scriptures, the Mishnah Moed, and to examine them from the perspective of educational theology to suggest practical application methods for Christian education. Research content and method: In order to achieve the purpose of the research, the contents were set as follows. First, for analyzing the origin and text of Mishnah Moed, the historical process until Mishnah Moed was edited was reviewed, and the contents of the text of Mishnah Moed were classified into 2 groups of 12 Masekkot from the viewpoint of the researcher; The first group is the contents Shabbath and Festivals : Shabbat, Pesahim, Yoma, Sukkah, Rosh haShanah, Megillah and the other group is as a rule to keep the festival, Erubin, Sheqalim, Betzah, Taanith, Moed Qatan, Hagigah. Second, in order to analyze the mishnah moed in educational theology, the church calendar for the festivals currently used in Christianity was analyzed by dividing it into the origin of the church year, the contents of the church year, and the scriptures of the church year. Third, as an educational model for applying Mishnah Moed to Christian education, the goal of seasonal education, the content of seasonal education, and the method of seasonal education were presented. Conclusions and Suggestions: The conclusion of the research is as follows; First, seasonal education based on the teachings of the Bible must be conducted within the Christian community. Second, The education is needed for leading a life that correctly understands and practices the historical process of the Christian festivals. Third, various church education programs should be developed and utilized according to the Christian Bible routine. Fourth, numerous symbols symbolizing the Christian festivals must be created and educated. Fifth, except for the festivals of the sufferings of Jesus Christ, the rest of the festivals must be observed as Celebration.

Study on Internationality of Japanese Modern Print in the World Print (세계 현대 판화속의 일본 현대판화의 국제성 연구)

  • Kim, Seung-Yeon;Shin, Ji-Yeon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.413-437
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    • 2014
  • As the public Japanese art, print can be said to have started from Ukiyo-e print of Edo period(江戶時代, 1603~1867). Ukiyo-e(浮世繪) print, which 3 persons jointly produce, henceforth has gradually declined since the meiji period(明治時代, 1868~1912) due to the development of new print technique and introduction of western art. Since then, during the daiso period(大正時代 1912~1926), creative print movement grew up. Creative print is, differently from Ukiyo-e print, to be produced by one person, from the original picture to print, focusing on creating the artist's own work by being the main agent of the work. During before and after 1900s, print was evaluated low in Japan, compared to western painting, sculpture, etc. Nevertheless, the facts that several Japanese print artists received awards from international exhibits since 1950s became a big topic internationally, which became an opportunity to hold Tokyo International Print Biennale in 1957 in Japan, the first international art festival. From then on, print was recognized as an art genre while new recognition on it was gradually accepted also in Japan. In 1970, a controversy on it arose, while the characteristic of print as a medium of modern art became strong, accordingly, a controversy on it arose. However, in 1980, it firmly established itself as an art genre by overcoming the crisis through various efforts in the dimension of print artists and university education. Since then, print artists who produce new works with completeness by applying traditional technique and modern expression mode emerged, and until now Japanese modern print art is highly recognized by the world through the continuous overseas activities, research on print art, and cultivation of young print artists. This research looked back on the historical process when Japanese modern print art was created, which represents Asia, and investigated the cause that it could have win an international fame.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Study on the form of korean Women's Hair Style-From the Viewpoint of Woman's Hair Style in Cho-Sun Dynasty- (한국 여성의 수발양식 관한 연구 -조선시대 여성 수발법을 중심으로-)

  • 정상숙;조효순
    • Journal of the Korean Society of Costume
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    • v.41
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    • pp.95-105
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    • 1998
  • SOO-BAL(Hair Style) is a method Which match hair style to face and clothes with using hair covering and protecting the head. Also SOO-BAL includes personal ornaments using to avoid one's hair be disheveled. In a standpoint of beauty and spirit, etiquette SOO-BAL is a very important thing as one being dressed up. Until now, since just a form of hair style have been studied, hair styling process is nothing to be known and studied. Time after time, our unique traditional SOO-BAL is forgotten with clothes and then this th-esis will be classified hair styling form follow-ing a form of hair style in royal palace of the C-hosun dynasty. According to the record of HAE DONG HISTORY, it shows the same of attire between Ko-rean and chinese style in ae of the chosun. The reason in that there were no any certain boundary border and the interaction of culture between two countries was happened spontaneously at ancient time like the GOCHO-SUN age. Until the period of the three states, the korean attire be changed had gone with chinese one s-imilarly. The chinese form gave to influence on the EONJIN MEURI·POON-GI-MYEONG MEURI·JJO-CJIN MEURI·MOOK-EUN GOONG-BAL MEURI·OL-LIN MEURI·SSANGSANG-TU ME-URI be drawn wall painting in the KOKUR-YU. And a gold chignon accesso-ry unearthed in a MOO-RYOUNG royal mausoleum is proof of the korean attrire be changed with chinese. In the shilla dynasty at three years after Cjin-Deuk(A.D. 649) reign. It was recorded that the dynasty let women wear the form of chinese attire. Also in the koryo dyn-asty, a rod-like hairpin (BIN-YEU) and DANG-GI employing EON-JIN MEURI was used. The SOO-BAL based on the Confucianism had lots of regulations which limited to use ornaments with classes of society in the CHOSUN dynasty. Until YOUNG CHO and CHUNG CHO period. EONJIN MEURI be decorated GACHAE was announced by dynasty as ind-ulging in luxury. Women of yangban used a rod-like hairpin and a chignon accessory made by jewerly. And 1-owly women weared a rod-like hairpin made of born and wood to perfom EONJIN MEURI with PUNCHAE. Most unmarried women decorated with DDA-AH-NEULIN MEURI, GUI-MIT MEURI, specially in palace with SAE-ANG MEURI. At palace, one put on a full dress with KEUN MEURI, and a simple dress with ER-YEO MEURI be decorated DDERL-JAM The CHOP-JI MEURI manifested social rank, class. Kids at CHO-SUN age had BA-DUK-PANMEURI and JONG-JONG MEURI. The ornament things are GACHE, DDERL JAM with EON-JIN M-EURI, and all kinds of rod-like hairpin and chignon accessory used in JJOK MEURI. IN DANGGE, JE-BI-BURI DANGGI used by ummarried women. DO-TOO-RAK DANGGI and AP DANGGI on a dress suit, and BE-SSI DANGGI used by 3∼4 years ungrown kids etc. were used. And at palace, kinds of CHUPJI used with JJOK MEURI showed social rank. In CHOSUN age, women want to keep shiny hair washed at TA-NO festival day, a treatment of bald hair used a forked remedy. In CHOSUN age, woman Soo-Bal hair style has DAE-SOO·DDEU-KOO-JI MEURI·CHO-P-GI MEURI·EON-JIN MEURI·SAE-ANG MEURI· and so on. We could find out Soo-Bal was developed very well by these variety hair styles. I attatched all of the hair style pictures step by step, and also explained detail my research foll owing these pictures.

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The Internal Representations of (1973) as seen through Walter Benjamin's Dialectical Images (프랭크 무리스의 콜라주 애니메이션 <프랭크 필름>(1973)에 나타난 내적 표현 : 발터 벤야민의 변증법적 이미지를 중심으로)

  • Kim, Young-Ok;Moon, Jae-Cheol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.53-70
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    • 2015
  • In industrialized societies throughout the 19th and 20th centuries, Over Produced and Mass consumption images were constantly shown to people via Mass-Media as means to provoke one's desire. Frank Mouris, the American independent animator, captured and showed the infinite nesting of industrialized image with his autobiographical story through his work (1973) and made it as an intense visual flow. This innovative art animation has broke the traditional form of narrative animation and won the Annecy Animation Festival Grand Prix and the Academy Awards in 1974. This was also selected for preservation in the United States National Film Registry by the Library of Congress as being culturally, historically, or aesthetically significant in 1996. This study explores and shows that how these a-half million images to express Franks Mouris's autobiographical story in could be analyzed by the concept of Walter Benjamin's 'dialectical images'. Typically, the term 'dialectic' need to be formed by contradiction or opposite concept in the basic principles, but a dialectical image of Benjamin could be formed without any opposite concept while maintaining the uniqueness of each new relationship of the past. Benjamin's dialectical images are no longer stay in the historical past, It always meets with the present when someone realizes the past in the present moment. I suggest three different aspect according to Benjamin's point of view to analyse this animated film such as 'Historical-dialectical imaging of private/collective memory', 'Reconfiguring of present through analysing the relationship between the image flows and its own time/space', and 'Old future over the existing fragment and the presence of fragment. has the great value not only to present the experimental and innovative aesthetics of animated film, but also to show an analysis of contemporary culture and social aspect in mid-20th century. This study is to explore the diversity of animation representation, aesthetics, and also to suggest a new aspect of animation studies.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Evaluation of Importance and Performance by Dietitians about Events Marketing at School Foodservice Operations in Busan (부산지역 학교급식 영양사의 이벤트 마케팅에 대한 중요도와 수행도 평가)

  • Lee, Kyung-A
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.38 no.12
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    • pp.1794-1800
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    • 2009
  • This research was performed to acquire dietitians' attitudes toward events marketing at school foodservice operations in the Busan area. A total of 359 questionnaires were distributed to dietitians employed at school foodservice operations in Busan from July 1 to 31, 2006 (response rate: 93%). All dietitians assessed the importance and performance of event marketing at 3.39/5.00 and 2.78/5.00. The elementary and high school had significantly (p<0.01) higher average scores of performance of event marketing than those of the middle school. The contract managed foodservices had significantly (p<0.01) higher average scores of performance of event marketing than those of the independent managed foodservices. In the Importance-Performance Analysis (IPA), high importance and high performance (B area: doing great) were seasonal event, traditional festival day event, subdivisions of the seasonal event, environment event, school event, the day event and high importance whereas low performance (A area: focus here) was health event. Event marketing increased customer satisfaction and confidence. Therefore, these results suggest that there may be a need to implement special events at school foodservice in order to increase students' satisfaction.