Culture Technology (Kpop-centered)

Topics: K-pop, Shinhwa, Super Junior Pages: 3 (1022 words) Published: June 7, 2014
 The abstract concept of culture technology (CT) was first introduced in South Korea in the late 1990s by Kwangyun Wohn, a computer scientist ( CT is a concept wherein technological knowledge is used for culture development. Because CT advocates the advancement of culture, the Korean government has promoted CT and has even encouraged academicians to pursue and develop the field of CT studies. CT is offered as a graduate program in Korea Advanced Institute of Science and Technology (KAIST). Currently, KAIST is the only school in the world that offers CT program.

CT, according to Graduate School of CT Dean Dongman Lee, is a novel concept of convergence between humanity and technology. This concept needs to be developed for people to have a better understanding on how to use technology on improving lives. CT studies encompass the fields of science technology, digital media, humanities, social science, business, art, and design. It is a study that comprehends and develops the synergy of all these fields. It is a study that provides innovative ideas that makes technology human-centered. It creates new systems on how to use technology for human expression and enjoyment.

CT concept was later adopted and popularized by  Lee Soo-man, founder of the South Korean music label and talent agency S. M. Entertainment and considered as the ‘master architect’ of the world-renowned Korean popular music (K-pop). He utilized the CT system, a system proposed by CT studies, to strategically promote the agency’s artists and cultural content throughout Asia, and later throughout the world. The practice of CT in the entertainment industry has achieved its goal of advancement in culture. The CT system, which was later utilized by other talent companies, has three main steps: exportation of technology-infused cultural products, international collaborations, and globalization. Modern Korean cultural products are made with digital technology. Music and other art forms...
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