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The Fourth Industrial Revolution Technology and Cultural Contents
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4차 산업혁명 기술과 융합콘텐츠

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Type
Academic journal
Author
Lee, Hye-Won (세종대학교)
Journal
Korean Society of Cartoon and Animation Studies Cartoon and Animation Studies Wn.67 KCI Accredited Journals
Published
2022.6
Pages
295 - 315 (21page)
DOI
10.7230/KOSCAS.2022.67.295

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Result
The Fourth Industrial Revolution Technology and Cultural Contents
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Abstract· Keywords

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The development of technology has changed the cultural market. Digital technology removed the limitation of the time and the space to enjoy culture, and the technologies of the Fourth Industrial Revolution introduced a new experience. Technology is an important factor of producing cultural content. This study look for the direction of the using technology in culture market and fine the efficient methods of matching the technology and culture through the analysis of successful contents. Among the Fourth industrial revolution technology, the technology of dealing with the relationship between virtual and reality is the closest to the cultural industry. To find out the direction of its development, we looked at the contents that are currently issues in the cultural market and we can divide it into three styles. The first is a method of showing virtuality in reality, the second is a method of showing reality in virtuality, and the last is a method of providing virtuality like reality.
As a result of the analysis, contents were using technology for different purposes. First, Pokémon Go used a technology that makes real users virtual characters. GPS technology has made the actual user’s travel path become an adventure journey, and AR has increased immersion. They identified the elements of content that can make virtuality reality and chose technology. Second, Virtual YouTubers used the image technology that can only be seen in virtuality. There were many exaggerated images of emotional expressions in virtual spaces that began with emoticons. Therefore, motion capture and digital image technologies have been used for satisfying identification and anonymity. They understand what users want in the virtual space and choose technology. Finally, 〈Lion King〉 used a technology that broke the boundary between virtuality and reality. Disney eliminated the virtualization of animation and provided a realistic image to increase brand immersion. As a result, virtuality has replaced reality. In this way, each content showed a completely different method of using technology depending on the purpose of the work. In order to produce successful contents, it is time to break away from the unconditional use of popular technology and use technology suitable for planning.

Contents

초록
Ⅰ. 서론
Ⅱ. 4차 산업혁명 시대와 문화상품의 변화
Ⅲ. IP 활용과 신기술 적용 콘텐츠
Ⅳ. 결론
참고문헌
ABSTRACT

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