Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.
This study aims to understand a gamer participatory mechanism by comparing Gamer Participation 1.0(Bartz Liberation War) and Gamer Participation 2.0(Truck Demonstration). The process of gamers' political participation is analyzed by applying the communication-mediated O-S-O-R model with the case of gamers' truck protests caused by probability items' issue. This study found out that changes in the social, technological, and discursive layers that constitute the gamer's communication ecology led to diversification of communication channels and changes in the perception of games. Gamers utilized the technological layer of the media environment that presupposes immediate mutual communication, expressed opinions on issues in the mobilization process, and shared the necessity of participation to derive collective mobilization. Through communication, gamers were able to participate in socio-political issues with high participation thresholds. This study is significant in that it discussed the gamers' democratic citizenship and role as issue publics. The study suggests that the need for theoretical and methodological expansion to analyze various participatory cases.
is a project for the senior generation with humanistic knowledge to become a mentor and communicate with them to present the wisdom and direction of life to the new generations of mentees based on various life experiences. has been expanding since 2015, starting with the pilot operation in 2014. In general, projects such as these are assessed to establish effectiveness indicators to verify effectiveness and to establish project management and development strategies. However, most of the evaluations have been conducted quantitatively and qualitatively based on the short-term duration of the project. Therefore, in the case of continuous projects such as , especially in the field of culture and arts where long-term effectiveness verification is required, the short-term evaluation is difficult to predict and judge the actual meaningful effects. In this regard, tried to examine the qualitative change of key participants in this project through the 2017 and 2018 image tracking survey. For this purpose, we adopted qualitative research methodology through interview video shooting, field shooting, and value coding as a research method suitable for the research subject. To analyze the results, first, the interview images were transcribed, keywords were extracted, value encoding works were matched with human psychological values, and the theoretical method was used to identify changes and to derive the meaning. In fact, despite the fact that the study conducted in this study was a follow-up survey, it remained a limitation that it analyzed the changed pattern in a rather short time of 2 years. However, this study systemized the specific methodology that researchers should conduct for follow-up and provided the flow of research at the present time when there is hardly a model for follow-up in the field of culture and arts education business in Korea as well as abroad. Significance can be derived from this point. In addition, it can be said that it has great significance in preparing the detailed system and case of comparative analysis methodology through value coding.
Journal of Korea Entertainment Industry Association
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v.14
no.6
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pp.91-107
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2020
The purpose of this study is to explore quantitatively the success factors of YouTube's music cover channel. Along the process, constructing and testing the measurement for music cover channel's characteristics. The research constructed the measurement items based on results of qualitative studies. To perform the purposes the study suggest a research model which integrated the Post Acceptance Model with five music cover channel's characteristics based on the recent case studies. The five characteristics were contents, video, creator, interactivity, and publicity. The characteristics were integrated with Post Acceptance Model. After testing reliability and validity the research model was revised then, the research hypothesis was tested. The research results show: first, it was found that the content characteristics did not meet the expected value of users. Second, among the five factors of channel characteristics presented in creator's characteristics have the largest effect on user's value perception Third, in the factor analysis process, the content factor and the video were loaded on the same factor thus integrated as one factor. Fourth, satisfaction and intention for continual usage were also loaded on the same factor thus integrated as one factor. The research results suggest that music cover channel operators need to enhance the creator's attraction, communication with user, and publicity in various ways.
Journal of Korea Entertainment Industry Association
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v.14
no.4
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pp.17-29
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2020
This research looked into the two programs There are No Bad Dogs in the World(EBS1) and The Dogs are Respectable(KBS2) that can be considered as one of the factors that changed the culture of dog rearing in the country. Focus was also directed toward the cultural intermediary work of trainer Hyung-Wook Kang and veterinarian Chae-Hyun Seol, and the linguistic texts and visual images that describe the programs were analyzed. The findings showed that the two experts reproduce dog-related beliefs and values using devices such as "serious" storytelling, dog bodies, and guardian re-education. They perform cultural intermediary work in that they create the value of the companion dog culture in these programs and provide corresponding products and services to consumers through direct face-to-face interactions. This study contributes academically in the following respects. First, the issue of companion dogs in Korea was approached from a cultural point of view rather than bounding analysis to the industrial and economic level called the "petconomy" (pet + economy). Second, the concept of cultural intermediaries and related theories were examined, along with how the two experts engender the value of dog training in the broadcasting program. The results are expected to help illustrate the diversity of Korean dog culture.
Journal of Korea Entertainment Industry Association
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v.15
no.6
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pp.179-191
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2021
Social anxiety continues due to the emergence and spread of covid-19 infections. In this situation, false information related to the covid-19 infection is distributed through SNS in the form of fake news, which is a stumbling block to overcoming the national crisis. This study tried to present a theoretical basis for the establishment of policies for the regulation and eradication of fake news circulated through SNS by examining the effect of social anxiety on the fake news acceptance attitude by focusing on the use degree of SNS. For this study, a survey of 380 university students in the Seoul metropolitan area was conducted, and 336 data collected among them were analyzed as SPSS 25.0 and AMOS 23.0. According to the analysis results, social anxiety has a positive effect on the fake news acceptance attitude and the use degree of SNS, also the use degree of SNS has a positive effect on the fake news acceptance attitude. In addition, social anxiety has been confirmed to have a positive effect on fake news acceptance attitude through the use degree of SNS. These results empirically confirm the relationship between social anxiety, fake news acceptance attitude, and the use degree of SNS.
Journal of the Korean Society for Library and Information Science
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v.56
no.2
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pp.133-155
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2022
The purpose of this study was to develop the indicatives for the analysis of the effects of Gyeonggi-do Book Sharing Project on pre-schoolers of supporter' reading care and thereby, suggest some data useful to the establishment of a reading culture promotion policy in Gyeonggi-do. Preceding studies and cases were reviewed to analyze the effects of the book-sharing project on pre-schoolers of supporter' reading care and thereby, develop some measurement indicatives, and thus, the indicatives were verified by professionals using the Delphi technique. Then, supporter of 3~5 year-old pre-schoolers were sampled from 7 cities and counties in Gyeonggi-do (Pocheon-si, Yangpyeong-gun, Yeoju-si, Dongducheon-si, Gapyeong-gun, Yeoncheon-gun and Yangju-si) to be divided into control and test groups and thereby, their reading care effect indicatives were compared before and after the test. The theoretical background is theory of family literacy, emergent literacy and parenting efficacy. As a result of developing the indicatives for analysis of pre-schoolers of supporter's reading care effects and comparing them for the sample pre-schoolers of supporter, before and after the test, the book-sharing project was found effective in improving reading care. The most difficult problem in pre-schoolers' earlier reading education involves acquisition of reading habit. So, it is deemed necessary to operate a regular book sharing project involving public organization and homes. As a result of developing the indicatives and analyzing the effects of the book-sharing project, it was confirmed that the project would serve to improve pre-schoolers of support's reading care and therefore, this study seems to provide some ground for the operation of a sustainable book-sharing project to narrow the education divide and promote a book reading culture in Gyeonggi-do.
Journal of Korean Society of Archives and Records Management
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v.22
no.4
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pp.175-196
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2022
This study aims to determine the research trends in archival preservation through keyword analysis, understand the current research status, and identify the research topics' changes over time. The degree and betweenness centrality analyses were conducted and visualized on 463 "archival preservation studies" articles published from 2000 to 2021 in various academic journals, using NetMiner 4.0. The collected research papers were divided into three time periods according to when they were published: the first period (2000-2007), the second period (2008-2014), and the third period (2015-2021). The subject keywords for the research papers on archival preservation in Korea that have influence and expandability are as follows. Across all periods, these were "electronic records" and "long-term preservation." In addition, if taken separately per period, the "OAIS reference model" and "electronic records" dominated the first and second periods, respectively, while the "records management standard table" and "long-term preservation" both dominated the third period. A conceptual framework and theory-oriented study for archival preservation, such as "digital preservation," "digitalization," and the "OAIS reference model," dominated the first period. During the second period, more research focused on procedures and practical applications related to conservation activities, such as "electronic record," "appraisal," and "DRAMBORA." In contrast, the majority of the research in the third period was on technical implementation according to the changes in the records management environment, such as "data set," "administrative information system," and "social media."
Journal of Korea Entertainment Industry Association
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v.15
no.8
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pp.181-191
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2021
The purpose of this study is to analyze the spatial structure of director Im Kwon-taek's film , which was released in 1997. The space of the film contains the character and characteristics of the characters, and allows us to understand the contemporary reality and external circumstances surrounding the characters. For this purpose, this study used Michel Foucault's concept of heterotopia. The concept of heterotopia defines the character of the era and provides implications for how capital, power, institutions and norms surrounding our lives are being visualized through space. Based on this understanding, this study first dealt with the theoretical considerations of Michel Foucault's concept of heterotopia and its meaning. And through this, we investigated the possibility that the space of the film can be defined as a heterotopia. Through the analysis of the film's dialogue, scenes, and editing, the space of the film was divided into a heterotopia of deviation, a heterotopia of resistance impossibility, and a heterotopia of boundaries. The meaning of the film obtained through this analysis is as follows. The woman in the film is passively represented and floating on the border of heterotopia. And the film represent history and memory at the same time, and presents a heterotopia as the arena of competition.
Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.175-187
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2020
The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.
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