• Title/Summary/Keyword: 문화활동

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Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.

Analysis of the Scientific Research Process of a Participant in Undergraduate Research Program by Cultural Historical Activity Theory (문화역사적 활동이론을 통한 학부생 연구지원 프로그램 참여자의 과학연구 수행과정의 분석)

  • Lee, Jiwon
    • Journal of The Korean Association For Science Education
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    • v.38 no.3
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    • pp.343-354
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    • 2018
  • In this study, the first experience of the whole research process of a novice scientist (student A) who participated in the Undergraduate Research Program (URP) was analyzed. The data were collected through observation, interviews, and document analysis with the cultural historical activity theory being used as a theoretical lens. At the beginning of novice's research, the mentor guided him in setting a research goal and provided mediating artifacts. Student A formed a research team based on the vertical relationship without a shared mental model. Two major contradictions occurred and they were the sources of changes of student A's activity system. The first contradiction was between the mentor's educational philosophy and the mentee's educational needs, which was resolved in a way that student A asked and used the mentor's network to obtain his needs about task-specific details. The second contradiction arose because the team members wanted horizontal relationship while student A wanted to stick to the vertical relationship. After student A accepted the opinions of the team members, they cooperatively changed the division of labor in the activity system. Student A decided to become a scientist and not a physics teacher, even if his major is physics education after finishing his URP research process. His URP experience also created and expanded his network in the academic field, and his negative attitude toward collaboration changed positively. Through the analysis of the structure and changes in the activity system of URP research, implications for instructional method and support system of the apprenticeship can be obtained.

A Case Study on the MLA as an Example for the National-Level Cooperation between Cultural Institutions (국가차원의 문화유산기관 협력체 구성사례 및 시사점 - 영국 MLA를 중심으로 -)

  • Choi, Jae-Hee
    • Journal of Korean Society of Archives and Records Management
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    • v.8 no.2
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    • pp.61-74
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    • 2008
  • This study analyzes institutional characteristics and activities of the Museums, Libraries and Archives Council. In particular, the study provides cultural heritage institutions with policy strategies for social inclusion. Futhermore, it discusses how the establishment of a nation-level cultural collaborative body impacts on an archival areas in depth. The case study of the Museums, Libraries and Archives Council is expected to be an important reference for building a cooperative cultural heritage institution model in South Korea.

Improving Strategy of Reading Culture for Printed Disabled People in the Library (도서관을 통한 장애인 독서문화 확산 및 활성화 방안)

  • Ahn, In-Ja
    • Journal of Information Management
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    • v.43 no.1
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    • pp.187-212
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    • 2012
  • The reading culture promotion for the disabled is a key task of library which minimizes the level of information poverty, and improves the living standards of the people. In order to address the promotional methods, this study adopts a frame from a reading culture promotion policy, and analyzes national and international library services for the disabled. In results, the current library services for the disabled are mainly based on 'building appropriate reading environments' and guaranteeing 'equal reading opportunities'. However, campaigns or tasks targeting the disabled which makes reading a way of life are insufficient. This study, therefore, suggests 'reading education', 'reading therapy', 'user-oriented program development' to make reading a way of life. Library promoting strategies can also be useful in campaign of reading activities for the disabled.

A Comparative Study on the Consumption Cultures between the Korean and the Japanese New Generations : laying emphasis upon their lifestyle characteristics & leisures (한·일 양국 신세대의 소비문화에 관한 비교연구 : 대학생들의 라이프스타일 특성 및 여가생활을 중심으로)

  • 최석신;가타가미 히로시;이광배
    • Asia Marketing Journal
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    • v.4 no.4
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    • pp.75-96
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    • 2002
  • 본 연구는 같은 동양문화권에 속하면서도 사회·문화적 배경이 다른 한국과 일본 대학생들을 대상으로 라이프스타일 특성과 여가시간 활용을 비교 분석하므로써 양국대학생들의 소 비문화를 추론하는데 초점을 두고 있다. 새로운 세대로 지칭되는 대학생들은 이미 새로운 수요를 창출하는 세분시장으로서 마케터들의 관심을 모으고 있지만, 국가간 시장을 세분화하고 그에 따른 적절한 마케팅 전략을 구사하는 것이 과연 효과적인가를 탐색해 보는 것이 본 연구의 목표이다. 라이프스타일은 AIO 분석에 근거하여 의생활분야, 구매 및 쇼핑분야, 가치관분야, 정보추구분야, 인터넷 광고분야 등의 다섯 가지 영역으로 구분하고 양국 대학생들을 대상으로 자료를 수집하였다. 각 영역별로 요인분석을 실시하여 모두 23개의 요인이 도출되었고, 양국 대학생 집단은 모두 18개 부문에서 차이를 보였으며 5개 부문에서는 유의적인 차이가 나타나지 않았다. 그러나 여가 및 시간활용에서는 양국 대학생 집단간에 차이를 보이는 항목이 많았으며, 인구 통계적 요인이 국적과 상호작용을 통해 여가활동에 서로 다르게 영향을 미치고 있는 것으로 나타났다. 이러한 연구결과는 사회·문화적 환경이 다른 소비자 집단의 특성을 이해하고 여가활동 유형과 여가시간 활용에 따라 차별화를 가능하게 함으로써 국제적인 마케팅전략수립을 위해 효과적인 시장세분화 기준을 제공하고 소비패턴 분석을 위한 기초 자료로 활용될 수 있을 것이다.

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The effect of parents concern and cultural capital on Internet using behaviors of primary school students (부모의 관심과 문화자본이 초등학생의 인터넷 사용 형태에 미치는 영향)

  • Lee, Kyung-Sook;Park, Inn-Woo
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.123-133
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    • 2014
  • This study explores the empirical impact of parents' concerns and cultural capital on using Internet with elementary school children. Using the representative data from the 2010 korean adolescent panel data, this study found that the degree of parents' concern for their child directly affected to the Internet using behavior. This study showed the following results. The patterns of Internet use depended on their parents' attitude. The time for game decreased according to the increase of the parents' concern, while the time for searching information for learning increased. Cultural capital directly and indirectly affected to the behavior of Internet use. These results implied that children felt less need to use Internet to spend their time since they learned how to spend the time and to make relationships with other children through the cultural experiences.

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The Impact Analysis on the Tourism Satisfaction of Development Approach Factor in Cultural Tourism Destination (문화관광목적지 개발접근요인이 관광만족에 미치는 영향분석)

  • Kim, Sa-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.1
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    • pp.107-116
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    • 2012
  • The purpose of this study is to identify the impact on the tourism satisfaction of development approach factors in cultural tourism destination. Based upon the results of empirical analysis, the development approach factors in cultural tourism destination such as tourism convenience, tourism activity, tourism potentiality, tourism resources value have high significant correlation with tourism satisfaction. The priority order sets of the impact on the tourism satisfaction of development approach factors in cultural tourism destination should be related to the tourism benefit, the tourism activity, and the tourism resources value. And they can be used to promote the efficiency of cultural tourism development.

The Effect of CoP(Community of Practice) Influence Factors on Satisfaction and Learning Culture Activation in R&D Groups: Based on Comparison Analysis by Group Maturity (연구개발 직군의 실행공동체 영향요인이 만족도 및 학습문화 활성화에 미치는 영향:집단 성숙도에 따른 비교 분석)

  • Oh, Sungho;Kim, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.407-420
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    • 2015
  • This study analyzes the effect of CoP(Community of Practice) influence factors on satisfaction and learning culture activation in R&D groups. Research model and hypothesis is designed the relationship the effect factors for CoP which are consist of personal factor, interacting factor, support factor and environmental factor and satisfaction and the learning culture activation focused on comparing between maturity and immaturity CoP member group. It conducted an analysis based on 371 survey responses significantly. Hence, interacting, supporting and personal factor have a significant positive effect on satisfaction but environmental factor was negative effect to it. CoP Satisfaction has a positive effect on the learning culture activation. However average between two groups has not a statistically significant difference in all of the factors. At the result, interacting between members is the most important factor to the successful CoP development of R&D groups.

Regional Sociocultural Linkages in the Province of Young-nam : A Social Network Analysis (영남권 사회문화적 연계의 지역구조 -사회네트워크분석을 중심으로 -)

  • Yim, Seokhoi;Song, Minjeong
    • Journal of the Korean association of regional geographers
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    • v.21 no.1
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    • pp.62-78
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    • 2015
  • This paper aims to consider regional linkages in the Province of Young-nam mainly through a social network analysis of sociocultural activities such as leisure, friendly relations and visiting relatives. Passenger O-D data as of 2012 provided by National Transportation DB Center are analyzed using the NetMiner 4.0. The analytical results show that the sociocultural relationship between Daegu-Kyoungbuk and Busan-Ulsan-Kyioungnam is not so close. In particular, some north regions of Kyoungbuk are relatively isolated in the Province of Young-nam. This implicates that regions in the Province of Young-nam are not closely united at least in terms of sociocultural linkages although they are in the homogeneous natural environment of the basin of the Nakdong-river and share a same historical background for a long time. Consequentially this work suggests the Province of Young-nam may not be an united single region on the contrary to a notion of it so far.

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