• Title/Summary/Keyword: 미디어 담론

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A Critical Review on the use of Media Platform in Dance: Focused on popularization strategy (무용의 미디어 플랫폼 활용에 대한 비판적 고찰: 대중화 전략을 중심으로)

  • YIM, Sujin
    • Trans-
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    • v.5
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    • pp.29-48
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    • 2018
  • This study examines the popularization strategy of domestic dance field through media platform and examines it based on the interaction of cultural participants. What does popularization of dance ultimately mean? What are the characteristics of media-based popularization strategies? Can all of these attempts be understood as popularization strategy with same attributes? The purpose of this study is to examine the characteristics of broadcasting media, which are used as the main medium of dance popularization strategy, and the online platform that recently attracts attention, and to focus on the communication process of cultural participants related to each media. Through this approach, media based activities turns out to be Mass Culture, controlled by businessman, capital, making it impossible for the creator to communicate directly with the audience, and producing the cultural products planned by the businessman. On the other hand, an online community platform is classified as Popular Culture since it allows creator to communicate and interact with audience without the direct involvement of the businessman and guarantees the rights of creation. Thereby it function as appropriate media platform and expand the discourse on popularization of dance in Korea.

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Korea Smart Education and German Media Education (한국의 스마트교육과 독일의 미디어교육)

  • Kim, Moon-Sook
    • Korean Journal of Comparative Education
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    • v.24 no.3
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    • pp.127-156
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    • 2014
  • This study was inspired by the issue that the fundamentals of education have been overlooked, as today's smart education policies established in the knowledge-based information society of the 21st century have only focused on building digital environment and its efficiency. To carry out the study, the media education of Germany, which is equivalent of Korea's smart education, was analyzed to obtain implications for Korea's smart education. In Germany, the media education has been managed by the country ever since the information society has begun. Since 2009, the media education has become a requirement for all schools in every state. Thus, the current media education policy of each state has been analyzed, which revealed the following common characteristics. 1) The media education is closely linked to existing curriculum and education, rather than being conducted separately with different standards. 2) The media education is being conducted in a democratic manner by actively reflecting the exemplary cases of school teachers, rather than following the instructions and guidelines from the government. 3) The media education deals with the character and identity of young students, based on their basic understanding of information society, which are essential for a successful life in the upcoming society. Unlike the first and second implication linked to the method and procedure of media education policy, the third implication is the basic purpose of media education, which is also the key implication of this study. The media education policy of Germany, which is being conducted with its own educational philosophy, offers significant implications for Korea's smart education policy. In Korea, the education only revolves around device-based environment innovation or content development. It should be noted that the purpose of smart education is developing smart individuals who can bring better, happier, and more successful society - rather than establishing a smart environment. Therefore, the focus of discussion on Korea's smart education that revolves around environment, infrastructure, device utilization, and contents development should be changed to the character and identity of students, which are required in the future smart era. That's when 'human-based' educational revolution, instead of 'device-based' classroom revolution can begin.

Disintegration of Discourse in Single-parent Family and its Persuasion in the Modified Myth of Normal Family -Focusing on Narrative Analysis of KBS Documentary 'Gong-gam' - (한부모가족 담론의 균열과 변형된 정상가족 신화로의 포섭 -KBS1 다큐 공감 <아이가 행복입니다>의 서사분석을 중심으로-)

  • Kim, Hwan-Hee;Goh, Byoung-Jin
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.262-271
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    • 2018
  • The purpose of this study is to identify the aspect of the single-parent family discourse in the TV documentary. Considering the fact that the normal family myth shows limitations in reality, it is necessary to expand the single-parent family research based on various analysis subjects. For this purpose, the study conducted a narrative analysis of KBS1's documentary 'Gong-gam' (2015), which deals with single daddy and single mom's stories at the same time. Single daddy and single mom are commonly described as overcoming the 'deprived situation'. However, asymmetric description was outstanding in that single daddy is depicted as performing the role of mother as well whereas the single mom appears to be unable to perform even the mother's role. Also, the narrative in the documentary compares broken family with normal family and reproduces the fixed sex role, which considers the problem an individual area. Such description can be seen as a process of persuading them into a "modified normal family myth". However, as the fundamental problem is the absence of new discourse, the role of the media to reproduce and expand the conflicting family discourses will be important.

National Interest and the News Media -Understanding U.S. Elite Media's Relationship with Foreign Economic Policies- (국가이익과 언론 -미국 엘리트 언론의 국제통화체제 위기 보도를 중심으로-)

  • Kim, Sung-Hae
    • Korean journal of communication and information
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    • v.42
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    • pp.205-248
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    • 2008
  • There emerges a growing concern about South Korea's intellectual dependence on U.S. financial news media. However, those media's inherent relationship with national economic and financial interests has been poorly addressed. This paper thus attempts to identify such a strategic partnership between media and the government by analysing news coverages over four critical arena interwoven with U.S. dollar based financial system. For this purpose, total 152 news articles about Asia crisis, Asian Monetary Fund, Malaysia currency crisis and the new international financial architecture have been examined in terms of frame, attitude, cue-givers and discursive strategies. Research results indicate that not only have the media actively deferred to government leadership bur they have also acted as public diplomats in way of not hampering journalistic credibility. Hence, it is claimed that Korean society needs to formulate a model of media's strategic partnership with government at least in foreign policy arena, as well as to launch discursive strategies against nation-bound global news media.

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A Study on the Characteristics of Information Design in Multimedia Design (멀티미디어디자인에서 정보디자인 특성에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.1
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    • pp.63-76
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    • 2004
  • Although information design principles had originated from the graphic design field including publishing design in 1970s, information design have taken one of the most important positions in multimedia design fields as the present since Richard Saul Wurmn started his researches on information design and its practical application on internet environments. However, relatively little researches have been performed for building identity of information design in multimedia design fields so far and moreover in some cases, information design is likely to be narrowly viewed as 'the representation of a piece of information and its visualization' which was defined in traditional graphic design field. This research circumstance leads the study to investigate characteristics of information design in current multimedia design with contingent perspective which is compared to the traditional information design. The study results suggest 5 characteristics of information design including 'suggesting context & finding out information hierarchy', 'access of integrated consideration & share of information control', 'using of multi-dimensional media & content first', 'stabilization of information quality & combinational understanding of meaning', 'bilateral information representation & user's knowledge expansion'. Future researches, based on the results of the study, are expected to be expanded to a degree with argument for inter-dependent and/or exclusive characteristics of adjacent fields of information design such as interface design, interaction design and experience design.

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Frame Analysis of Media Reports on 'Game Self-Regulation': In Connection with the Game Self-Governance Organization of KOREA(GSOK) ('게임 자율규제'에 대한 언론 보도의 프레임 분석 : 한국게임정책자율기구의 자율규제 시스템과 연계하여)

  • Park, Hyun-Ah;Lee, Jae-Jin
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.43-58
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    • 2021
  • In the current discourse landscape where the opinions of stakeholders on game self-regulation are opposed, this study was conducted for the purpose of finding improvements by examining the effects of media reports on self-regulatory policies or perceptions. From July 2018 to June 2020, all articles reported for about two years were selected and the final 325 data were used for the study. For detailed frame analysis, the first and second frames were derived inductively. In the results of the study, it was analyzed that the in-depth understanding of the topic of self-regulation, the use of objective data, and the diversity of information sources were insufficient throughout the report.

Possibilities and Limitations of Media Representation as the Historical Communication -Focusing on Korea Films of Gwangju Democratization Movement in 2000s- (역사적 소통 공간으로써 미디어 재현의 가능성과 한계 -2000년대 한국 영화 속 광주 민주화 운동을 중심으로-)

  • Kim, Mi-Sun;Kim, Yu-Rye
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.157-169
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    • 2015
  • This study focuses on Korea films of historical communication. Narrative analysis was conducted on the films in 2000s including , and <26 Years> that mainly have dealt with the 'Gwangju Democratization Movement'. As a result of the syntagmatic analysis, these films try to stabilize 'social imbalances' in the aspect of individuals and conceals issues of social structure. In addition, the result of paradigmatic analysis reveals that textual factors of 'active involvement of female characters', 'continuity of history through the survivors' demonstrate its strategies to publicize the historical truth. Consequently these films show its limitations that weakens historical meaning by placing unsolved problems of social structure as well as the love story. But rather than describing it as a history of the past, these films act as a catalyst to bring thins specific historical issue to our present lives and publicize it as a current issue. Therefore, the historical film not only allows current generation to remind to history but also to provide an opportunity to publicize the important issues of social structure in the present society.

Three Types of Alea Appearing in Digital Games (디지털게임에 나타나는 알레아의 세 층위)

  • Lim, Hae-Ryang;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.65-76
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    • 2019
  • In Korea, studies of Alea are limited to the discourse of gambling, and the chance itself is getting overlooked. This makes Alea subordinated to the concept of gambling, which causes the contingency itself to be devalued. Therefore, this study analyzes the meaning and function of 'chance' and 'play' according to the genealogy of Alea, dividing the subdivision of Alea into three categories: magical Alea, systematic Alea, and heroic Alea, and applied it to the digital case, CCG Hearthstone.

A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.

A Study on the Consumer Boycott Participation Experience: Using Text Mining Analysis and In-depth Interview (소비자불매운동 참여 경험에 관한 연구: 텍스트마이닝 분석과 심층면접기법의 활용)

  • Han, Juno;Li, Xu;Hwang, Hyesun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.88-106
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    • 2022
  • This study examined the social discourse on consumer boycott and explored consumer experience using text mining of mass media and social media data and the in-depth interview. The result showed that the topics of online news related to the boycott included the causes of the boycott, the responses of each actor in the process of the boycott, and the effects of the boycott. In the result of the in-depth interviews, it was found that the boycott has been decentralized and the participants had the experience of exploring and verifying information on their own. In the boycott process, there were mixed experiences due to the absence of substitutes and the marketing influence, and positive experiences of expressing one's thoughts and strengthening beliefs through the boycott.