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    지역 무형문화유산과 융합한디지털 문화콘텐츠 개발 연구 -당진 기지시 줄다리기를 활용한3D애니메이션 개발을 중심으로- = A Study on the Development of Digital Cultural Contents Integrated with Local Intangible Cultural Heritage –Focusing on the development of 3D animation using tug-of-war in Dangjin-si–

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    https://www.riss.kr/link?id=A108905490

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Digital cultural content development using traditional intangible culture has absolute value as a source source for the cultural content industry. The world has developed various digital convergence contents in the 4th industrial era, and as the globalization of the world through digital networks naturally introduces different cultures, interest in each traditional intangible culture increases, and converges with digital technology, various studies are being conducted domestically and internationally to preserve and visualize the traditional intangible cultural heritage of each country as digital content. Digital content production technology using important intangible cultural properties is a part of the cultural prototype that becomes the cultural material of the cultural content industry and is characterized by cultural ideology.
    Accordingly, if digital technology using important intangible cultural properties as IP materials is used as a cultural content industry and succeeds, it is believed that it will serve as a key catalyst for not only raising the local image but also revitalizing the cultural industry as a whole. However, despite having such important values, research on the use of important intangible cultural properties is still insignificant, and even most of these are limited to digital recording or design elements.
    Therefore, the purpose of this paper is to suggest directions for revitalizing the local economy by developing characters and animation contents and commercializing them through locally differentiated storytelling using UNESCO Intangible Cultural Heritage in Giji, Dangjin, Chungcheongnam-do. In the era of globalization of local culture, this study was significant in suggesting the direction of animation cultural content development utilizing local characteristics by developing and utilizing characters that symbolize local culture through storytelling. Currently, local governments in Korea can see similar cultural contents that symbolize regional characteristics. In order to present these problems and develop regional differentiated cultural contents based on them, we intend to develop characters and animations through storytelling by utilizing the intangible cultural heritage of tug-of-war in Dangjin Giji City, which symbolizes the Dangjin area. The method of the study is to analyze the current status of the intangible cultural heritage of tug-of-war in the base city, present the problems of existing characters, and present a new perspective on utilizing the cultural content industry through the development of character models and animation contents to maximize regional characteristics and cultural tourism promotion effects, and we will try to continue the shortcomings through continuous research in the future, and we look forward to better follow-up research.
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    Digital cultural content development using traditional intangible culture has absolute value as a source source for the cultural content industry. The world has developed various digital convergence contents in the 4th industrial era, and as the globa...

    Digital cultural content development using traditional intangible culture has absolute value as a source source for the cultural content industry. The world has developed various digital convergence contents in the 4th industrial era, and as the globalization of the world through digital networks naturally introduces different cultures, interest in each traditional intangible culture increases, and converges with digital technology, various studies are being conducted domestically and internationally to preserve and visualize the traditional intangible cultural heritage of each country as digital content. Digital content production technology using important intangible cultural properties is a part of the cultural prototype that becomes the cultural material of the cultural content industry and is characterized by cultural ideology.
    Accordingly, if digital technology using important intangible cultural properties as IP materials is used as a cultural content industry and succeeds, it is believed that it will serve as a key catalyst for not only raising the local image but also revitalizing the cultural industry as a whole. However, despite having such important values, research on the use of important intangible cultural properties is still insignificant, and even most of these are limited to digital recording or design elements.
    Therefore, the purpose of this paper is to suggest directions for revitalizing the local economy by developing characters and animation contents and commercializing them through locally differentiated storytelling using UNESCO Intangible Cultural Heritage in Giji, Dangjin, Chungcheongnam-do. In the era of globalization of local culture, this study was significant in suggesting the direction of animation cultural content development utilizing local characteristics by developing and utilizing characters that symbolize local culture through storytelling. Currently, local governments in Korea can see similar cultural contents that symbolize regional characteristics. In order to present these problems and develop regional differentiated cultural contents based on them, we intend to develop characters and animations through storytelling by utilizing the intangible cultural heritage of tug-of-war in Dangjin Giji City, which symbolizes the Dangjin area. The method of the study is to analyze the current status of the intangible cultural heritage of tug-of-war in the base city, present the problems of existing characters, and present a new perspective on utilizing the cultural content industry through the development of character models and animation contents to maximize regional characteristics and cultural tourism promotion effects, and we will try to continue the shortcomings through continuous research in the future, and we look forward to better follow-up research.

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    참고문헌 (Reference)

    1 심승구, "한국 술문화의 원형과 콘텐츠화" 2005

    2 한국콘텐츠진흥원, "콘텐츠 4.0: 4차산업혁명과 콘텐츠의 미" 2017

    3 황길남 ; 김재웅, "중앙정부와 지방자치단체의 국제공동제작투자 활용을 위한 정책연구" 한국만화애니메이션학회 (26) : 157-172, 2012

    4 전략정책본부 정책연구팀, "중국애니메이션산업과 정책 연구" 한국콘텐츠진흥원 2001

    5 김민주, "정부의 문화원형 구축정책: 문화원형개념 구분과 정책사례를 중심으로" 서울행정학회 21 (21): 401-431, 2011

    6 송요셉, "원 소스 멀티 유즈(One source multi use)의 개념적 모델 구성을 위한 시론적 연구" 인문콘텐츠학회 (9) : 325-350, 2007

    7 배영동, "문화콘텐츠화 사업에서 문화원형 개념의 함의와 한계" (6) : 2005

    8 김기덕, "문화콘텐츠입문" 북코리아 2006

    9 정창권, "문화콘텐츠 스토리텔링" 북코리아 24-25, 2009

    10 양건열, "문화정체성 확립을 위한 정책방안 연구" 한국문화정책개발원 2002

    1 심승구, "한국 술문화의 원형과 콘텐츠화" 2005

    2 한국콘텐츠진흥원, "콘텐츠 4.0: 4차산업혁명과 콘텐츠의 미" 2017

    3 황길남 ; 김재웅, "중앙정부와 지방자치단체의 국제공동제작투자 활용을 위한 정책연구" 한국만화애니메이션학회 (26) : 157-172, 2012

    4 전략정책본부 정책연구팀, "중국애니메이션산업과 정책 연구" 한국콘텐츠진흥원 2001

    5 김민주, "정부의 문화원형 구축정책: 문화원형개념 구분과 정책사례를 중심으로" 서울행정학회 21 (21): 401-431, 2011

    6 송요셉, "원 소스 멀티 유즈(One source multi use)의 개념적 모델 구성을 위한 시론적 연구" 인문콘텐츠학회 (9) : 325-350, 2007

    7 배영동, "문화콘텐츠화 사업에서 문화원형 개념의 함의와 한계" (6) : 2005

    8 김기덕, "문화콘텐츠입문" 북코리아 2006

    9 정창권, "문화콘텐츠 스토리텔링" 북코리아 24-25, 2009

    10 양건열, "문화정체성 확립을 위한 정책방안 연구" 한국문화정책개발원 2002

    11 한국콘텐츠진흥원, "문화원형 활용 콘텐츠 성공사례집" 2010

    12 김영순, "문화산업과 문화콘텐츠" 북코리아 2010

    13 이광형, "디지털시대의 문화와 예술" 문학과 지성사 1999

    14 "당진시 홈페이지"

    15 "「문화산업진흥 기본법」 법률 제10369호 제1장 제2조"

    16 노준석, "OSMU 전략을 통한 한국문화콘텐츠의 선순환구조 확립방안" 가톨릭대학교 콘텐츠산업과 문화정책연구소 3 : 2008

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