• Title/Summary/Keyword: 민족지학

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Ethnomathematics and Multicultural Mathematics Education: Educational Discourses of Diversity and Its Implications (민족지학적 수학과 다문화적 수학교육: 수학교실에서의 다양성에 대한 교육적 담론)

  • Ju, Mi-Kyung
    • School Mathematics
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    • v.11 no.4
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    • pp.625-642
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    • 2009
  • This paper presents an overview of theories about ethnomathematics to seek for implications for multicultural mathematics education. Initiated by anthropological inquiries into mathematics outside of Europe, research of ethnomathematics has revealed the facets of mathematics as a historicocultural construct of a community. Specifically, it has been shown that mathematics is culturally relative knowledge system situated within a certain communal epistemological norms. This implies that indigenous mathematics, which had traditionally been regarded as primitive and marginal knowledge, is a historicocultural construct whose legitimacy is conferred by the system of the communal epistemological norms. The recognition of the cultural facets in mathematics has faciliated the reconsideration of what is legitimate mathematics. what is mathematical competence, and what teaching and learning mathematics is an about. This paper inquires multicultral discourses of mathematics education that research of ethnomathematics provides and identifies its implications concerning multicultural mathematics education.

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A Study on a Hungarian Architect $\ddot{O}d\ddot{o}n$ Lechner's Ethnographic Approach to His Architecture (헝가리인 건축가 오돈 레허너의 민족지학적 건축에 관한 연구)

  • Park, Jin-Ho;Mecsi, Beatrix
    • Journal of architectural history
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    • v.16 no.2
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    • pp.7-22
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    • 2007
  • ${\ddot{O}}d{\ddot{o}}n$ Lechner has been known as an architect who incorporates Hungarian folk motifs in creating a highly original Hungarian national style. Nevertheless, his work has been surprisingly neither exposed nor familiar to Korean audiences. This article attempts to reveal the unique characteristics of Lechner's architectural thought and ideas along with his buildings in Budapest. First of all, this article presents the evolution of Lechner's architectural thought by dividing his career into four marking periods. They are in chronological order to serve as a record of his architectural career. The authors then discuss his concern on the Hungarian ethnography in architecture while turing away from orthodox classicism. Subsequently, this article analyzes Lechner's three major buildings located at Budapest. By doing so, it attempts to expose his underlying design ideas and to shed light on the most elegant works of the architect. Finally, it marks out Lechner's influences on young Hungarian architects.

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An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Research into the Characteristics of Fashion/Textile Design Practice-Led PhD Theses in the UK (영국의 패션, 텍스타일 디자인 실기 주도(Practice-led) 박사 논문에 관한 특성 연구)

  • Kim, Hye Eun
    • Journal of the Korean Society of Costume
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    • v.65 no.6
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    • pp.48-62
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    • 2015
  • Practice is essential in art and design. Through practice, artists gain tacit knowledge that is hard to acquire from conventional academic studies. This paper characterizes practice-led research in the study of fashion and textile design through the investigation of practice-led research theses in the UK. According to relevant literature, which includes four exemplary case studies, the following features can be drawn: First, the methodology is different in each case and the use of practice is unconventional. Second, the research is not always aimed at making products. Third, the structure follows an iterative process. Fourth, the ratios of theory and practice are different and various theories are used. Fifth, a personal journal or diary is used for reflection as a major aid to research. Lastly, the process should be recorded by a thorough academic method. Practice-led research can have unexpected outcomes in theory and practice. It can be a good option for fashion practice research to develop a better evaluation method and reduce the gap between subjectivity and objectivity.

Study on Vocabulary Relating to the Housing Cultures in Jeju Dialect: Around Seongeup folk village, Seogwipo-si (제주도 방언의 주거 문화 관련 어휘 연구 -서귀포시 성읍민속마을을 대상으로-)

  • Kim, Sun-Ja
    • Korean Linguistics
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    • v.80
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    • pp.49-85
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    • 2018
  • The purpose of this study is to research and systematize Jeju dialectal words about Jeju traditional housing culture and study them on the basis of lexical semantics. Vocabularies related to the names of the traditional thatched-roof house and its partial names, thatching, supplementary facilities, housing culture, etc. were categorized after recording in an ethnographic way from Seongeup folk village which is Important Folklore Material no.188, and studied them linguistically. Informants are fore people who were born and bred in Seongeup-ri and they are over 70. They have a lot of experiences building thatched-roof houses from a young age. There are 9 different categories - the kind of the house, partial names, exterior space, materials, tools, words about actions, doers, units, and folklore. Some new words related to Jeju traditional housing, which had not been in the list of Korean dictionary, could be introduced as a result of the study. For example, rice which are made when doing earth work is called Heukppap and adzes used to sharpen stones are called Dolchagui. The finding of These new words hopefully contribute to the promotion of Korean language as well as enrich vocabulary on housing. Furthermore, the collected vocabularies and oral materials could be used as important educational materials to comprehend Jeju traditional housing culture.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

Improvement of usability of the refrigerator through behavioral analysis (사용행태 분석에 의한 냉장고 사용편의성 개선)

  • 변재형
    • Archives of design research
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    • v.14 no.2
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    • pp.245-252
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    • 2001
  • On the assumption that the layout of refrigerator for domestic market does not match with the eating habits of the Korean, this study suggests a way of improvement for usability of the refrigerator by re-arranging layout of inner shelves through behavioral analysis with the video ethnography. On the result of analysis, it can be found that the layout of inner shelves of the most refrigerators differs from the habits of cooking and preparing meals of Korean food, so the author propose a new layout to exchange the usage of the 3rd shelf with the vegetable box of the bottom level. It can be effective method to improve the usability by assigning appropriate usage for each shelf. To extract internal design factors of product, which is related to the specific living habits such as a refrigerator, understanding of user behavior must be accomplished at the first stage. The author found that the analysis of user behavior using the video ethnography is useful for this purpose, because it can be used to explore unpredictable design factors from user's real life.

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A Study on the Stigma of Mixed-Race : Factors Affecting Stigma on Mixed-Race and Stigma Effect (혼혈인에 대한 낙인연구: 혼혈인에 대한 낙인에 영향을 미치는 요인과 낙인효과)

  • Oh, Mi-Young
    • Korean Journal of Social Welfare
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    • v.61 no.2
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    • pp.215-246
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    • 2009
  • This study examined the perceptions of and attitude towards mixed-race and investigated the factors affecting them and their influence on discriminative behavior. For the study, a survey was conducted with residents residing in Seoul and its suburb. The results showed that the perceptions of and attitudes towards mixed-race, generally, were not so negative and positive in all three types of mixed-race, Caucasian-korean, Asian-korean, and African-korean. In addition, the perceptions of and attitudes toward mixed-race were partly different by the type of mixed race. That is, there were more positive perceptions of and more favorable attitudes towards the Caucasian-korean in Asian-korean and African-korean, and there were less positive perceptions of and less favorable attitudes towards Asian-korean than in African-korean. With regard to the factors affecting the perceptions and attitudes, racism was a factor affecting commonly the perception of and attitudes towards all types of mixed-race. The attitudes towards mixed-race had an influence on the discriminative behavior in all types of mixed-race, and, only in the African-korean, the perception of mixed race affected the discriminative behavior. These results suggest insights for what efforts should be made to improve mixed-race's welfare.

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An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).

A Comparative Study of the Welfare State Formation in Korea and Western European Nations; From Pre-modern to Post-modern Era (한국과 서구의 국가복지 발전에 대한 비교사적 검토 : 전통과 탈현대의 사이에서)

  • Hong, Kyung-Zoon
    • Korean Journal of Social Welfare
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    • v.35
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    • pp.427-451
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    • 1998
  • The purpose of this study is (1) to contrast the welfare state formation in Korea with that in Western European nations, and (2) to examine the historical peculiarities of the Korean welfare state formation process. For the analysis, this study uses' contrast of context' logic of comparative history and contrast the process of (1)modern state formation (2) civil society development (3) interventionist state evolution of Korea with those of Western European nations. The findings of this study are as follows: First, the distingushing role of nation state as welfare provider is very different. It is attributed to the difference in the traditional dominance structure and in the nation-bulding process of each case. Second, class cleavage of the Western Eeuropean nations has been continually mobilized for political action and converted into political resources, while it is impossible to achieve such results in Korea which has continued labor excusive regime. Third, the institutionalization patterns of welfare politics are different. In Western Eeuropean nations, public welfare benefits have been able to produce welfare coalitions and politics of solidarity. By contrast, since welfare have been thoroughly depoliticized and informalized in Korea, voters and political parties have not been able to make issues of welfare problem Due to these historical peculiarities, it seems to be impossible that Korea's underdeveloped public welfare could be changeable in near future.

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