• Title/Summary/Keyword: 문화확산

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An Analysis of the Trend and Characteristics of 'One Book, One City' Reading Campaign in the U.S (미국의 '한 책, 한 도시' 독서운동의 동향과 특성의 분석)

  • Yoon Cheong-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.3
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    • pp.27-44
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    • 2005
  • 'One Book, One City' reading campaign is one of the major reading campaigns, successfully conducted by public libraries in this century. The purpose of this study is to evaluate the significance of 'One Book, One City' reading campaign, as an innovative, continuing, and collective reading campaign by analyzing its growth and diffusion during the past six years. Also, analyzed are the themes. genres, and publication dates of the books and the characteristics of authors selected for 'One Book' in order to understand the cultural, social, and community-wide trend and objectives of 'One Book, One City' reading campaigns. An analysis of lists of 'One Book, One City' Reading Promotions Projects' available from the website of the Library of Congress, the Center for the Books, and bibliographic records of ninety books from LC OPAC, shows the preference for books recently published, significance of biographies and biographical fictions, and focus on the themes which help people better understand a multi-cultural and multi-racial society.

The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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A Study on Promotion Strategies for Examining Platforms of Convergence Contents (방송.통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠 육성 전략)

  • Park, Soo-Ile;Shin, Dong-Pil;Chun, Sang-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.197-202
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    • 2009
  • 과학기술의 발달로 인한 사회 문화적 트렌드의 변화는 새로운 기회와 가능성을 제공해 주며, 정보통신기술은 통신과 방송, 통신과 콘텐츠 등 영역간의 경계를 허물며 융합을 가능하게 하고, 우리의 감성과 상상력을 자극하여 새로운 문화적 가능성을 열어주고 있다. 이러한 상황들은 방송 통신 융합이라는 이름으로 방송과 통신, TV와 PC 온라인과 오프라인 등의 모든 영역에서 다양한 노력이 진행되고 있다. 방송과 통신의 융합은 마치 역사상 신대륙의 개척 과정처럼 새로운 제품과 새로운 시장을 창출해내는 능력을 가지고 있기 때문에, 국내는 물론 세계의 모든 비즈니스 업체들은 이 기회의 땅을 향해 전력 질주하고 있다. 또한, 이에 따르는 콘텐츠의 융합 역시 괄목할만하며, 게임과 영화, 다큐멘터리와 드라마 등의 콘텐츠 간의 융합은 물론이고, 최근에는 모바일에서 영화를 제작하고, 게임과 소설 네트워크가 결합하고, 심지어는 게임 안에서 음악을 유통시키는 유통의 융합까지도 이뤄지고 있다. 이와 같은 다양한 융합의 확산은 미디어와 플랫폼의 등장뿐만 아니라 플랫폼 간 교차와 연결 및 통합이 가능한 미디어 전경(landscape)을 창출해 내고 있으며, 인터넷과 TV의 결합은 다양한 애플리케이션을 구현할 수 있는 전송 메커니즘을 서로 연결시켜 수많은 형태의 다중 플랫폼을 등장시키고 있다. 이로 인하여 방송 서비스와 인터넷 서비스가 네트워크나 전송 플랫폼의 구별 없이, 그리고 디바이스의 선택과 상관없이 활용되는 통합 플랫폼 환경이 폭 넓게 조성되고 있다. 따라서, 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 사용자의 요구 및 새로운 비즈니스 모텔에 대한 요구를 만족할 수 있어야 하며, 일관된 기술로 통선 및 서비스간의 호환성을 유지하는 인터페이스의 표준화가 이루어져야한다. 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 초고속 데이터 통신망을 활용하는 멀티미디어 및 IP 멀티캐스트 기능을 활용한 서비스들과 연계하여, 관련된 소재 산업들의 파급효과가 매우 크며, 관련 분야에 미치는 효과가 막대하므로, 이에 대한 적절한 육성전략을 고찰해보도록 한다.

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Potential of Social Media as a Channel for Film Marketing : Focusing on the Case of the Documentary Film (영화 마케팅 채널로서 소셜미디어의 가능성: 다큐멘터리 영화 <땅의 여자> 트위터 마케팅 사례를 중심으로)

  • Ahn, Ji-Hye;Min, Byung-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.228-241
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    • 2011
  • This study aims to consider the effects of the change in communication culture affected by 'Social Media' on the film marketing. Particularly, Twitter, a kind of Social Media which shows the most rapid growth recently, is examined for what kind of benefits it's functional characteristics would provide for film marketing. Twitter, which has distinctive characteristics such as free access, the high level of attention resulting from its simplicity, alarming speed of spreading information and low costs, offers a variety of marketing opportunities not only for general commercial films but for low budget or independent films that do not have sufficient marketing opportunity. In the case of the documentary film (2010, Woo-jung Kwon), starting from the process of the film production through release to the time after the screening, it continued to communicate with potential audiences via Twitter and tried every tool of film marketing like advertising, PR, promotion and word of mouth. By doing so, it provides a model for low budget or independent films about what alternative activities they might be able to conduct for film marketing.

Effect Relationship among Korean Wave Involvement, National and Tourist Destination Image and Visit Intention (한류관여도와 국가 및 관광지 이미지 그리고 방문의도와의 영향관계)

  • Lee, Jong-Joo
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.454-466
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    • 2016
  • The Korean wave refers to the spread of Korean popular culture from China to all over the world. The Korean wave has been improving the national image and creating a new brand value for Korea as a symbolic soft power. Its spread has been operating as a kind of energy that is fueling national competition. The Korean wave creates a new type of tour and increases tourists' intention to visit special places revealed indirectly through mass media. People can vary highly in terms of awareness, attitude and behavioral pattern according to the degree of care for and interest in something. This is called involvement. Three hypotheses were established to study the effect of the Korean wave in terms of involvement. First of all, it confirms whether the Korean wave involvement affects national image and image as a tourist destination. Second, it confirms whether national image affects Korea's image as a tourist destination. Third, it confirms whether the Korean wave involvement affects intention to visit Korea. The certification results of these hypotheses confirm that the Korean wave affects national image, Korea's image as a tourist destination, and intention to visit Korea. The national image also partly affects its image as a tourist destination.

Digital Home Network Product Design Process & the Design Proposition (디지털 홈 네트워크 제품디자인 프로세스와 디자인 제안)

  • Lee, Dae-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.118-127
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    • 2009
  • The current global spread of communal residential culture and the trend of continuing increase of newly built apartment environment are increasing the demand of home network products for each residential space and among households. The continuing advancement of ubiquitous and the introduction and development of home network system are promoting the demand for the product design. The residential culture change and the apartment interior design change are having mutual effects on the lifestyle of residents and the product design and demand new product design. Coordination with interior products, interior style and products, product and fashion design and reconstruction and fusion between the products and their element factors are the core element of this design study. Based on this, integrated design strategy and concept research and analysis were studied for the design process, and have been expressed in three dimension design through which the design functionality and the external aesthetical design can correspond to each other. It's because the aspect of the future development prospect can be predicted in detail by presenting practical design plan.

The Discourses on the Humanities Banquet of Public Libraries in Korea (공공도서관 인문학 향연의 담론)

  • Yoon, Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.47 no.1
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    • pp.1-20
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    • 2016
  • Humanities is one of the largest buzzword in Korea. Humanities programs are being provided indiscriminately in public authorities, universities, life-long education institutions, cultural centers, the media, museums, libraries etc. Among them, the public library is the base camp for spreading and popularizing the humanities. Nevertheless, there is also a critical views for the humanities program of public library. The purpose of this study is to discuss the discourse of the humanities banquet in theoretical positions and practical aspects. The former discussed the humanities banquet in terms of academic axioms, global macro and micro discourse, social and economic wave, the spirit cultural evolution. The latter discussed the humanities banquet at the axiom and identity of the library and humanities, pitfalls and limitations in terms of reason, paradox and the dilemma on the linkage side, inconvenient truth at the destination aspect, weaknesses and challenges in the content aspect.

A Study on the Design of Framework for Activating the Making Education and Constructing of the Making Space (메이킹 교육 활성화를 위한 프레임워크 설계 및 메이킹 스페이스 구성 방안 연구)

  • Shin, Seungki;Lee, Hyonyong;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.263-274
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    • 2018
  • Maker movement is a part of open source making that originated from DIY culture and means production activity through combination of hardware and software as information and communication technology develops. The purpose of this study is to analyze the status and trends of the making movement in the world and to design a framework for the activation of making education. In this study, we developed the framework to spread the making culture by analyzing the current status and trends of making education, and suggested how to adapt the framework for making eduction in classroom. In addition, we analyzed the cases to suggest how making space should be constructed, and pointed the ideal way out to organize the making space.

Future Warfare for Hyper Connected Era (초 연결시대의 미래전 양상)

  • Lee, Chang-In;Jung, Min-Sub;Park, Sang-Hyuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.99-103
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    • 2020
  • The warfare caused a dramatic change when new technology was introduced to the battlefield or when the technology was matured to change the concept of operation. Thus, the rapid development of science since the 19th century is also rapidly changing the aspect and speed of war, and the recent speed of change is making it more difficult to predict future warfare than in the past In particular, in the past, it was difficult to predict the future warfare based on the latest science and technology, because it was difficult to spread and seize advanced science and technology. But global human exchange, technology hijacking by internet, and developing of asymmetric skills and methods caused more complex to technology based warfare prediction. In other words, the nature and principles of war, together with the development of science and technology, should be considered togther to predict future warfare. Therefore this study is based on the thory and principles of war and the latest science and technology to predict the future warfare situation that the military will face.

Prototype Design and Development of Intelligent Video Interview System for Online Recruitment (원격 온라인 인력 채용을 위한 지능형 동영상 면접시스템 설계 및 시작품 개발)

  • Cho, Jinhyung
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.189-194
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    • 2018
  • This study reflects the current trend of the blind hiring culture focused on job competency rather than education specification as government initiative. In order to overcome the limitation of the existing document-oriented online recruitment process, we proposed a system architecture design of video interview system. In addition, we have evaluated the effectiveness through the development of prototype and performance experiment based on it. The proposed online video interview system is designed to combine intelligent Web technology to enable customized job matching and distant job coaching. This system is designed to reduce recruitment cost and opportunity cost of job seekers. Based on results derived from this study, commercialization of the proposed video interview system can be expected to be an practical online recruitment solution for the job competency based employment.