• Title/Summary/Keyword: Tangible Culture

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The Collaboration Expression in the Modern Fashion Design - Focusing on the Collaboration of Korean Cultural Contents - (현대 패션디자인에서의 콜래보레이션 표현성 - 한국적 문화콘텐츠의 응용을 중심으로 -)

  • Lee, Eun-Sook;Kim, Sae-Bom
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.4
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    • pp.99-111
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    • 2012
  • This study intends to explore the collaborative expression in the modern fashion design by analyzing the collaboration of motifs symbolizing Korean cultural identity. As for the data research, in order to examine the expressional objects of collaboration in the collections of the fashion designers from Korea and overseas who have applied the Korean culture among their collections posted on the Internet sites, www.firstview.com, and www.style.com from 2005 to 2012 were collected for analysis. 923 pictures used in the analysis sheet. As for the research method, the content analysis method was used. In the modern fashion design, the collaborative expression in the motifs symbolizing Korean cultural identity are limited to tangible expression, intangible expression, integrated expression. The results of this study were as follows. First, in the tangible expression, traditional tangible assets are used in the shapes, items, colors, materials, patterns and details to symbolize uniquely Korean image. The intangible expression, the applicability for Korean intangible assets include the master's (intangible cultural assets) and the craftsmanship of the modern designers being collaborated onto the contemporary customs to express the Korean traditional culture in a realistic or an abstract trend. The hybride expression, it is to represent Korean thoughts and values using the tangible elements. Second, The expressivity of collaboration of each year mostly shows integrated expression, intangible expression and tangible expression were shown respectively. The trend of seasonal collaboration expressivity was muchly the integrated expression in most seasons, and intangible expression and tangible expression followed respectively. It is recognizable that the expressivity of collaboration of each designer was; integrated expression was muchly shown in Lie Sang Bong and Lee Young Hee's works, Duri Jung showed much of intangible expression, and much tangible expressivity was shown in Carolina Herrera.

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Analysis of Tangible and Intangible Attributes in Foodservice products by IPA - Focus on Dumpling shops - (IPA (Importance-Performance Analysis)를 활용한 유무형 외식 상품 속성 연구 - 만두전문점을 중심으로 -)

  • Oh, Ji Eun;Cho, Mi Sook
    • Journal of the Korean Society of Food Culture
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    • v.31 no.2
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    • pp.149-160
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    • 2016
  • This study utilized importance and performance analysis (IPA) in order to improve and plan tangible (menu) and intangible (service) products at dumpling shops. Menu attributes for tangible products were classified into sensory factor, health factor, hygiene factor, and external factor. Attributes for intangible products were classified into response factor, visual factor, spatial factor, package factor, and promotion factor. In IPA analysis of tangible products, sensory factor and hygiene factor were located in Quadrant I (Keep up the good work). Health factor was located in Quadrant III (Low priority for management) and the external factor was located in Quadrant II (Possible overkill). In IPA analysis of intangible products, response factor and visual factor were located in Quadrant I, whereas promotion factor was located in Quadrant III. The attributes related to kindness of staff and space for customers in the store were more important, but due to their low performance level, they were located in Quadrant IV (Concentrate management here). Thus, the product planner should improve attributes of the related product immediately. As a result, the development of competitive products within the market is possible.

Planning of Tangible and Intangible Foodservice Product Using Systematic Quality Function Deployment (QFD) Technique of the Dumpling Restaurant (품질기능전개(Quality Function Deployment) 기법을 활용한 만두전문점의 유무형 외식 상품 기획)

  • Oh, Ji Eun;Cho, Mi Sook
    • Journal of the Korean Society of Food Culture
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    • v.33 no.2
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    • pp.199-205
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    • 2018
  • This study has utilized the Quality Function Deployment (QFD) technique in order to plan the tangible (menu) and intangible (service) product of dumpling restaurant. The engineering characteristics of tangible products were classified into product planning, purchase management, production management, and information management based on the production system of foodservice. The engineering characteristics of intangible products were also classified into physical evidence, human interaction, and pre-communication based on the service operation and delivery system. As a result of analyzing the QFD, it was found that the customer hope the hygiene factor and response factor to be improved. It is analyzed that product planning, information management, and production management should be improved first in terms of engineering characteristics considering consumer needs. In the future, by utilizing the systematic product development process that the requirements of tangible and intangible product consumers are converted to the engineering characteristics, the development of competitive product within the market will be possible, and furthermore it is expected to be useful for reducing the unnecessary time and design costs due to failure of product development.

The Research on Applying FMEA to Evaluate the Safety of Tangible Game - Focusing on Wii Accident Cases - (FMEA를 활용한 체감형게임 안전성 평가모델에 관한 연구 - wii 사고사례를 중심으로 -)

  • Kim, Woo-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.25-35
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    • 2010
  • This paper researched the possibility of applying FMEA that estimates and eliminates the failure modes into the measurement of tangible game's safety. Tangible game with actuation makes unexpected accidents for the game users. And this article tried to give risk priority number to 2 categories, game device and physical injuries using FMEA method. The result showed that TV and Hand laceration and/or bruise were revealed as the most risky factors among the others. In conclusion, it is suggested that FMEA can present integrated, quantitative and coherent measurement for the safety of tangible game.

Designing a Tangible Virtual Heritage Environment for Collaborative Culture Experience (협동적 문화체험을 위한 탠저블 가상 문화유산 환경 디자인에 관한 연구)

  • Park, Kyoung-Shin;Cho, Yong-Joo;Kang, Seung-Mook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.10
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    • pp.1759-1766
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    • 2006
  • The tangible virtual heritage environment employs a tangible interface to increase social interaction and engages user's understanding of cultural heritage with the activities in the virtual environment. Tangible Moyangsung is an tangible virtual heritage environment of a Korean war-defensive castle Moyangsung, and it allows a group of users to collaboratively play the tangible interface for fortifying the broken walls. This paper suggests an overview of cultural meanings behind Moyangsung and represents the details in the design and implementation of the Tangible Moyangsung system. It will also discuss improvements and further research directions.

A Design and Implementation of Tangible Educational Contents

  • Kim, So-Young;Kim, Heesun
    • International Journal of Advanced Culture Technology
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    • v.4 no.4
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    • pp.64-69
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    • 2016
  • Currently on the school education site, various multimedia contents are used to effectively deliver knowledge to the students and increase interest in class. The majority of the multimedia contents currently used in classes are composed of visual and auditory information. This paper intends to maximize actuality and immersion in the content by adding olfactory information to the existing visual and auditory data. Tangible contents were developed based on the details of aromatic plants learned in the fifth grade of elementary school. The shape and explanation of the aromatic plants are displayed with visual and auditory information, and an aroma spraying application is used to allow the students to smell the aromatic plants. After conducting the class using the developed contents, the students' satisfaction of the class, as well as their overall academic understanding, were investigated. Upon doing so, it was discovered that the students' academic understanding and satisfaction increased in comparison to classes comprised of only visual and auditory contents.

Tangible Game Console: Physical Entertainment Media Using I/O Coupling Units (텐저블 게임 콘솔: 입출력 일체화 개체를 이용한 물리적 엔터테인먼트 미디어에 대한 연구)

  • Han, Kyung-Hoon;Lee, Woo-Hun;Yun, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.818-823
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    • 2006
  • 본 연구에서는 디지털 콘텐츠와 물리적 미디어가 유기적으로 결합할 수 있는 가능성을 모색하고자, 입출력 일체화 개체인 'I/O 셀(Cell)'과 그 집합체인 '텐저블 게임 콘솔(Tangible Game Console)'을 개발하였다. I/O 셀은 여러 종류의 센서와 액츄에이터가 하나의 물리적 노드 내에 통합되어 있는 개체로, 이 I/O 셀 다수를 집적하면 다양한 크기와 용도의 엔터테인먼트 미디어를 구성하는 것이 가능하다. 그 중 하나로 개발된 텐저블 게임 콘솔은 일종의 센서-액츄에이터 집합체로 셀들 사이의 연계를 통해 다양한 물리적 정보를 인식하고 표현할 수 있다. 텐저블 게임 콘솔은 기존 게임 콘텐츠의 주요한 표현 수단이었던 이미지와 텍스트 정보 대신에 물리적 정보를 통해 게임 콘텐츠를 구성하며, 조작대상과 조작수단이 일체화되어 있고, 또한 음악, 퍼즐, 액션 등 다양한 장르의 게임 콘텐츠가 적용 가능하다는 특징을 가지고 있다. 텐저블 게임 콘솔에서는 불, 바람, 물, 생명체 등의 물리적 현상을 형상/움직임/소리/빛 등을 통해 재현하며, 사용자는 이를 때리기/바람불기/흔들기/기울이기 등의 직접적인 조작을 통해 체험할 수 있다. 또한 물리적인 상호작용 과정이 일정한 게임 규칙을 가지고 구성되어 있어 지속성 있는 놀이 경험을 제공한다. 본 연구에서는 텐저블 게임 콘솔의 콘텐츠로 음악, 액션, 대전게임 등을 개발하였으며, 이 콘텐츠들의 놀이경험을 평가함으로써, 텐저블 게임 콘솔의 발전 가능성을 확인하였다.

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Semantic Analysis and Visualization on Mudras of Sahasra-bhuja Aryavalokitesvara Bodhisattva (천수관음의 수인에 나타난 의미 분석과 시각화)

  • Kim, Youngduk;Kim, Kyungdeok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.520-528
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    • 2017
  • In this paper, we analyze semantics on mudras of Sahasra-bhuja Avalokitesvara and implement visual content as its application. The mudras are described in the Odaejineunjib that is a tangible cultural property. The semantics analysis on the mudras are essential for understanding the meaning of the 42 Hands(mudras) that present symbolic difference of hands holding on various items. So, in this paper, we analyze the semantics on the 42 Hands according to 5 parts which are basic classification of Honored Ones on Esoteric Buddhism. We implemented a visual contents showing Avalokitesvara according to semantics on the 42 Hands. And, in the process, we are able to provide the public with easy accessibility on mudras of Sahasra-bhuja Avalokitesvara. Applications of the mudras are as follows; game contents, traditional cultural contents, etc.

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.24-32
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    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.

Implementation of Digital Contents of the Ten Kings of Hell according to Keyword (주제어에 따른 시왕의 디지털 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.530-539
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    • 2020
  • In this paper, we implement a digital content that visualizes the ten kings of Hell kings appearing in Buddhist myths according to their keyword. The ten kings of Hell are called ShiWang, and can be found in ordinary temples as tangible cultural Heritage such as paintings of the Buddha. ShiWang is a great king who controls the underworld and has been passed on in various forms in shamanism and Buddhist culture. We analyze the ShiWang, who appears in ancient literature, analyzes its features by hell and categorizes keywords. When the public chooses keywords of interest from implemented digital content, digital content represents the ShiWang and Hell image and descriptions associated with the selected keywords. Applications of the digital content are as follows; development of games and cultural characters, digital storytelling using traditional culture, teaching Buddhist culture and doctrines, games, etc.