• Title/Summary/Keyword: 정체성 문제

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Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.

Problem behaviors, Cultural Identity and Acculturation of North Korean Refugee Youth (북한이탈 청소년의 문제행동과 문화변용정체성에 관한 연구)

  • Park, Youngsuk
    • Research in Community and Public Health Nursing
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    • v.23 no.2
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    • pp.144-154
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    • 2012
  • Purpose: The purpose of this study was to investigate the characteristics of problem behaviors, cultural identity and acculturation of North Korean (NK) refugee youth and to suggest an appropriate approach for helping them to adjust to our society based on these findings. Methods: The subjects were 117 NK adolescent refugees in Hanawon. Data were collected by a demographic questionnaire, Youth Self Report (YSR), the South-North Korean cultural identity. Results: Problem behaviors of NK refugee youth were the highest in anxiety/depression and withdrawal behavior and were followed by internalized behavior, aggressiveness, overall problem behavior, externalized behavior, delinquency and positive behavior in that order. Acculturation was the highest in 'separation' followed by 'integration', 'assimilation' and 'marginalization' in that order. No significant relationship was found between acculturation types and problem behaviors except positive behavior. Conclusion: This study provides some important information that we have to develop specific strategies and interventions primarily focused on withdrawal, anxiety/depression, and internalization for the adjustment and mental health of NK refugee youth. It is necessary to explore further research related to cultural identity, acculturation processes, and the correlation between acculturation types and problem behaviors.

Creative Work and Gender : A study of Women Creator's Work Experience in Advertising Agencies and Their Problem (크리에이티브 작업과 젠더 연구: 여성 광고제작자의 인식 및 업무특성을 중심으로)

  • CHUNG, SUNG HYE
    • (The) Korean Journal of Advertising
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    • v.29 no.4
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    • pp.131-157
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    • 2018
  • This study explores the characteristics and discourse of creative work in advertising and investigates women's work experience and their problem. This will reconfirm the characteristics of advertising as creative labour. For this, it conducts in-depth interviews and analyzes them through a theoretical detour and a thick description. The study found the dominant discourse that creativity is their duty and ultimate goal. This dominant discourse makes the gendering of creative roles and representation languished. In spite of this, female creators with parenting have difficulty in reducing work ability, because conflicting identities weaken their self-regulation. This means that advertising is 'self-regulationized' labour.

석유화학산업 구조조정으로 인한 고용문제와 노동조합 대응: 한국과 프랑스의 사례를 중심으로

  • Kim, Seong-Hui
    • Korean Journal of Labor Studies
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    • v.14 no.2
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    • pp.377-413
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    • 2008
  • 세계 경제의 환경 변화로 제조업 부문은 경쟁 압력과 함께 구조조정 압력에 직면하고 있다. 특히, 석유화학 산업은 대표적인 장치산업이란 특징으로 인해 중국과 중동의 대규모 신규 설비투자가 한국 석유화학 산업에 커다란 구조조정 압력으로 작용하고 있다. 정부가 정책대안의 1순위로 꼽는 인수합병 계획으로 인해 대규모 고용조정과 함께 비정규직 증가가 초래될 가능성이 크다. 석유화학산업의 고용형태는 '핵심-주변'으로 이원화되어 있으며 '구조조정 = 비정규직 증가'로 나타나고 있기 때문이다. 프랑스의 구조조정 대응 사례를 통해 정부의 능동적 개입과 노조의 적극적 대안 추구 노력이 구조조정에 따른 고용 문제의 해결책을 마련해 낼 수 있음을 알 수 있다. 정부는 석유화학산업의 당면 과제인 산업 내 양극화를 극복하고 산업연관체계를 재구축하기 위한 능동적 역할을 담당해야 한다. 또한 지역차원의 고용안정시스템의 구축을 위해 지방정부의 능동적 역할이 요구된다. 특히, 도급구조로 이원화된 노동력 구조를 극복하기 위해서 건설플랜트노동자를 비롯해 하청구조 하의 다양한 비정규직의 이해를 반영하는 교섭틀 구축이 중요하다. 노동조합은 전체 노동자를 포괄하는 위치에서만 산업정책에 대한 개입력을 높여나갈 수 있다. 사회연대적, 사회운동적 노동조합주의라는 새로운 정체성 하에서만 적극적인 산업재편 개입전략의 토대를 형성할 수 있다.

The Studies on the role and direction of the festival for early securing of competitive identity in new urban city - Focusing on the case of the Naepo new city in Chungnam - (지역신도시의 정체성과 경쟁력 조기확보를 위한 축제의 역할과 방향성에 관한 연구 - "내포신도시"의 경우를 중심으로 -)

  • Sul, Gee-Hwan;Park, Myung Hea;Ryu, Seuk-Ho
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.411-420
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    • 2016
  • Movement of Province Government Office of Chungcheongnam-do is pursued to balance regional development of South Chungcheong Province. The Head Office was built in Naepo area(Hongsung & Yeasan) which is located in the center of Chungnam geographically to promote balanced regional development. Stage two goals for 2015 of city construction is staying at the level of 20 %. The cause is very complicated, but it can be explained by central government agencies in the establishment of the Sejong City and relocation of the central government policy support. This study is looking for new strategies to get competitive power and Regional Festival which leads the mood and industry in the new city, Naepo.

Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.90-97
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    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

Evaluating Geopolitical Impact through the Concept of Social Performance: The Case of a Mormon General Conference (사회적 수행의 개념을 통한 지정학적 영향의 평가 -몰몬교 연차대회를 사례로-)

  • Ethan, Yorgason
    • Journal of the Korean Geographical Society
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    • v.45 no.5
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    • pp.669-687
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    • 2010
  • Critical scholarship has shown itself much more adept at identifying and analyzing the content of religious geopolitics than its impacts or effects. This article suggests ways in which the concept of social performance can be used to more carefully consider the effects of religious geopolitics. Judith Butler's identity-oriented notion of performativity is usually geographers' point of entry into issues of performance. But its strong poststructuralist distrust of agency limits its power among those who question poststructuralism's grounding beliefs. This article illustrates the added utility of other theories of performance-particularly the recent pragmatic, dramaturgical, and non-poststructuralist theorization of social performance by the cultural sociologist Jeffrey Alexander-in evaluating the impact of religious geopolitical action. It does so through the case of a recent, particularly geopolitically laden Mormon General Conference. It concludes, through Butler and Alexander, that this General Conference likely accomplished significant geopolitical work. But it also, mainly through Alexander, argues that this work likely had limited capacity to motivate new or additional geopolitical action. Its power was more to reinforce than transform.

e-Government Research Trend in Korea: A Meta Study (한국의 전자정부 연구동향 분석 - 국내 학술지 게재 논문을 중심으로 -)

  • Lee, Young Joo;Kang, Kyung Hee;Shin, Jae Woo;Lee, Choong C.
    • Informatization Policy
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    • v.17 no.3
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    • pp.36-56
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    • 2010
  • The number of studies on e-government has increased rapidly in South Korea while the government has implemented world-class e-government. However, there has been little effort to assess the achievements and limitations of e-government studies up to the present. This article analyzes 146 research papers from 43 academic journals by using the meta-analysis method. Our analysis focuses on the papers' perspectives and topics, methodologies and methods, and use of theories. Comparisons to similar foreign studies are also conducted. Our finding shows that there have been substantial improvements and practical contributions of e-government research, mainly in Public Administration and Information Systems literature. Some recommendations are suggested on ways to strengthen e-government research: a multi-disciplinary approach, the rigor and diversity of research methods, theory building, salience, and plasticity.

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An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

A study on camping brand's BI formation and branding strategy - Focused on related word research based on big data for sensible approach & market research for cognitive approach (캠핑 브랜드의 브랜드 아이덴티티(BI) 구축 및 전략 - 감성·인지적 접근을 기반으로 한 빅 데이터 및 마켓조사를 중심으로 -)

  • Choi, Soo-Ah;Lee, Ae-Jin
    • Journal of Communication Design
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    • v.63
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    • pp.336-347
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    • 2018
  • Nowadays, in Korea, the number of campers is increased over 5 million. Many Korean camping brands have excellent qualities however, a lot of times weak brand identities to be globally known. The purpose of this study is to provide helpful sources to have strong brand identities, add more values based on related word research from big data and market research. The data is to be analysed by sensible & cognitive approaches. The keywords for the sensible research are 'camping, camp, camping brand, and camping design'. Then 17 representative oversea brands and 10 Korean brands were analysed for the market researches. From related word research from big data, we can find out the thinking process of potential consumers, how people communicates to exchange information, and what can be the sources to add brand values. Also from the market researches, we were able to find that successful brands have distinctive brand identities, stories, logos with representable colors and they continuous produce signature designs and own way of color matching.