Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p'yori chinch'an uigwe
DC Field | Value | Language |
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dc.contributor.author | Rhee, Boa | - |
dc.contributor.author | Pianzola, Federico | - |
dc.contributor.author | Oh, Nayea | - |
dc.contributor.author | Choi, Gangta | - |
dc.contributor.author | Kim, Jungho | - |
dc.date.accessioned | 2021-07-20T01:42:22Z | - |
dc.date.available | 2021-07-20T01:42:22Z | - |
dc.date.issued | 2021-01-02 | - |
dc.identifier.issn | 1462-6268 | - |
dc.identifier.issn | 1744-3806 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/47637 | - |
dc.description.abstract | This paper presents the remediation of a nineteenth century Korean manuscript (the 1809 Uigwe) as an interactive digital experience using creative algorithms and gesture recognition developed by LG Electronics. The interactive media project we created using sound visualization invites visitors to jointly experience Joseon's royal music and the manuscript's pictorial illustrations. We present the media development process and the results of a survey assessing users' engagement. Our findings show that technological remediation can be a fruitful way to elicit interest for cultural heritage. The Uigwe media project enhanced the participants' curiosity for the 1809 Uigwe, and the added sound of the traditional court music (Yeominlak) and the images of the musical instruments increased users' understanding of the 1809 Uigwe and of royal court music. Overall, the study provides evidence about the use of multisensory digital media for fostering learning about and cultural appreciation of historical artefacts. | - |
dc.format.extent | 15 | - |
dc.language | 영어 | - |
dc.language.iso | ENG | - |
dc.publisher | ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD | - |
dc.title | Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p'yori chinch'an uigwe | - |
dc.type | Article | - |
dc.identifier.doi | 10.1080/14626268.2021.1876093 | - |
dc.identifier.bibliographicCitation | DIGITAL CREATIVITY, v.32, no.1, pp 56 - 70 | - |
dc.description.isOpenAccess | N | - |
dc.identifier.wosid | 000611617900001 | - |
dc.identifier.scopusid | 2-s2.0-85099861877 | - |
dc.citation.endPage | 70 | - |
dc.citation.number | 1 | - |
dc.citation.startPage | 56 | - |
dc.citation.title | DIGITAL CREATIVITY | - |
dc.citation.volume | 32 | - |
dc.type.docType | Review | - |
dc.publisher.location | 영국 | - |
dc.subject.keywordAuthor | Korean manuscript | - |
dc.subject.keywordAuthor | interactive media | - |
dc.subject.keywordAuthor | gesture interaction | - |
dc.subject.keywordAuthor | sound visualization | - |
dc.subject.keywordAuthor | user experience | - |
dc.relation.journalResearchArea | Art | - |
dc.relation.journalWebOfScienceCategory | Art | - |
dc.description.journalRegisteredClass | ahci | - |
dc.description.journalRegisteredClass | scopus | - |
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