• Title/Summary/Keyword: 한국TV

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The Nation and Structure of Emotion in 2010s Melodramas -Focusing on (2016) and (2018) (2010년대 멜로드라마에 나타나는 국가와 개인의 감정구조 -<태양의 후예>(2016)와 <미스터션샤인>(2018)을 중심으로)

  • Chung, Hye-Kyung
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.123-161
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    • 2019
  • The popularity of melodrama indicates that melodrama is composed in a historical context. This is the reason why it is necessary to analyze the imagination of melodrama within a sociocultural context rather than asking the essentialistic question of "What is melodrama?". (2016) and (2018) caused sensations while holding unchallenged top positions in terms of viewing rate and popularity. These dramas indicate the popular imagination and desire of Korean society in the 2010s during a period of upheaval. This paper analyzed imagination in melodrama with a focus on nation and emotions of individuals in and . In preexisting dramas, conflicts are often limited to individuals and families; on the contrary, in and , a nation appears as a motif that forms conflicts between individuals. In these intense situations of conflict, people make rational judgments at first; however, they soon dispose of such judgments and reveal value-oriented attitudes through emotions, which drive actions. Both dramas form poésie mainly through poetic rhyming and the mise-en-scène of objects. The dramas also amplify emotions. The main emotions of these dramas are sympathy and sadness. Such emotions are not consumed in itself; instead, they show moral aims through performativity. Consequently, sympathy becomes solidarity, and sadness becomes mourning. Unlike preexisting melodramas whose endings were simply pursuits of love and happiness within the realm of individuals, and demonstrate a moral imagination that simultaneously reminds us of the individual and community through solidarity and mourning.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

Analysis of the Severity of Self-Esteem Reduction Using Text Mining (텍스트 마이닝을 이용한 자존감 저하의 심각성 분석)

  • Kim, Beom-su;Hwang, Yeong-bin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.47-51
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    • 2021
  • In this study, we try to find out and analyze the results of reduced self-esteem and loss using text mining. Physical health is important, of course, but these days, mental health is considered more important. In order for the mind to be healthy, it is important to have self-esteem and self-confidence first. Self-esteem decreases, and if lost, it directly leads to depression. If depression is severe, the worst will lead to self-harm and suicide. However, more and more people are committing suicide these days because both ordinary people and entertainers cannot overcome depression. For this reason, the seriousness of depression and loss of self-esteem are also considered important and become an issue. Therefore, we want to collect data for a certain period of time through Naver, Instagram, and Twitter searches and extract the words of the data to anticipate and analyze the cause of loss of self-esteem, how serious the recent depression is, and what the consequences of loss of self-esteem are.

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Content Analysis on the News Report Cases of Vibrio (내용분석을 통한 언론의 비브리오 보도사례 분석)

  • Woo, Ha-Joong;Kim, Young-Kyu
    • Journal of the Korean Society of Food Culture
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    • v.22 no.4
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    • pp.492-497
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    • 2007
  • The objectives of this study are to determine the full extent of the negative media reports and to broaden public awareness through content analysis. Samples of this study are news reports on vibrio on three major broadcasting companies such as MBC, KBS and SBS and three major national newspapers such as Chosun daily, Joongang daily and Donga daily in Korea for 5 years from January 1st in 2000 to December 31st in 2004. Total 628 cases were searched through from the web sites of fore mentioned TV and newspaper companies. It is highly advised to adhere to the proven fact as much as possible and full and thorough research on the outcome should be sought by media before they reach to the public.

The Characteristics of Elderly Consumer Behaviors in the Consumption of Aging friendly products (고령친화 용품의 소비와 관련된 노인 소비자 행태 특성 -대구시를 중심으로-)

  • Kim, Young-geun
    • 한국노년학
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    • v.29 no.1
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    • pp.21-35
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    • 2009
  • The aim of this study is to make clear the characteristics of elderly comsumer behaviors and to provide information for the organ and company preparing aging friendly industry. This information is actual data which analyzed elderly consumer behaviors according to sociology of Population criterion. The first survey was conducted to 600 elderly about the degree of products preference, the criterion of products selection, actual purchaser, the preferring medium. To compare elderly consumer behaviors to young consumer behaviors, the second survey was conducted to 400 elderly and young persons. The results are in following. First, the crucial factors of elderly consumers making select products is the function of products. Second, when planning marketing for elderly consumers, company needs to investigate factors affecting elderly consumers behaviors, for instance the educational level, a monthly income level, age, sex, and so on. Third, elderly consumers were the most interested in health products. Specially, male elderly consumers in leisure sports and tour products. Fourth, elderly consumers is active for economic respect and independent for social respect.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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A Study on the Dietary Behavior and Image and Preference of Japanese Foods of University Students in Daegu and Kyungbuk Area (대구, 경북지역 대학생의 식사행동 및 일본음식에 대한 인상 및 기호도 조사 연구)

  • 한재숙;이연정;최석현;최수근;권상용;최영희
    • Journal of the East Asian Society of Dietary Life
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    • v.14 no.1
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    • pp.1-10
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    • 2004
  • This study was conducted to investigate the dietary behavior and image and preference of Japanese foods. The Subjects were consisted of 570 university students(243 males and 327 females) in Daegu and Kyungbuk area, Korea. The students responses to the 10 questions about image of Japanese foods were also measured on 5 point Likert scale. Data were presented by using frequency, percentage, chi-square test and T-test. The results of this study were as follows: (1) On the eating habits, 'the whole family has breakfast together with same foods everyday'scored high as 42.3% and 'foods put in a big platter by gathering everyday'as 35.8%. (2) About the eating customs, 53.5% of the subjects responded that the seat was fixed at meal time, 56.4% didn't start to eat before the patriarch started a meal and 30.9% responded that the head of a family had more foods in number and quantity. (3) On the table manners, 13.4% of the subjects were scolded about 'watching TV on eating', 11.5% about 'making left-over foods', 8.0% about 'misuse of spoon and chopsticks'. (4) The preferred ethnic foods by University students was in other of Korean, Chinese, Italian, Japanese and French foods. (5) Among subjects, 93.8% had no experience of visiting Japan and 92.6% wanted to visit Japan. Images on the Japanese foods were 'the price is too expensive' (mean 4.15) and 'the decoration is wonderful'(mean 4.05). But the subjects did not think Japanese foods as 'hot'(mean 2.21) and 'greasy'(mean 2.51). (6) The favorite Japanese food of subjects was Udon(mean 3.98), Sushi(mean 3.85) and Tempura(mean 3.69). So Udon turned out to be the most popular Japanese foods by university students in Daegu and Kyungbuk area, Korea. But they did not prefer Natto(mean 2.68), Ochazuke(mean 2.76), Okonomiyaki(mean 2.87) and Misosiru and did not eat. From the above results, Korean university students preferred Udon to Natto among Japanese traditional foods, and they estimated Japanese foods as 'too expensive'. Therefore, lowering the price and developing the cooking method for Korean taste were needed to increase the intake of Japanese traditional foods by Korean university students and.

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Investigation on Daily Life and Consciousness of Longevous People in Korea - (II) On Social Life and Daily Life Habit of Longevous People in the Past - (우리나라 장수자(長壽者)의 생활(生活) 및 의식조사(意識調査)에 관한 연구(硏究) - 장수지역(長壽地域)의 과거(過去) 사회생활(社會生活)과 일상생활습관(日常生活習慣) -)

  • Choi, Jin-Ho;Pyeun, Jae-Hyeung;Rhim, Chae-Hwan;Yang, Jong-Soon;Kim, Soo-Hyun;Kim, Jeung-Han;Lee, Byeong-Ho;Woo, Soon-Im;Choe, Sun-Nam;Byun, Dae-Seok
    • Journal of the Korean Society of Food Culture
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    • v.1 no.3
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    • pp.183-196
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    • 1986
  • This study was designed to be link in the chain of the investigation on daily life and consciousness of longevous people in Korea, and to investigate the social life and daily life habit in the past of longevous people. The social life and daily life habit were surveyed on 379 subjects (male 121, female 258) of the aged who were above 80 years of age, from June to November in 1985. 1. 'Generally regular' in the rising time and bedtime between 40 and 60 years of longevous people had the highest figures of 81.8% and 63.1%, respectively. The longevous peoples of 59.4% got up by before 6 a.m., and 61.3% of these aged went to bed from 9 to 11 p.m. But there was no significant difference between male and female. 2. Of the occupation engaged in the longest term of longevous people, the self-management (86.3%) included farming, fishing and household affairs was the highest, whereas administrative position, small-scale management and white-collar worker were only 0.8%, 0.8% and 1.8%, respectively. Therefore, their work involved mainly physical labor (heavy 48.5%, light 47.2%), and mental work was only 2.8% of longevous people. It is believed that this fact was deeply related to the educational degree of them. 3. The longevous people of 58.3% retired from the occupation and household affairs abover 70 years of age, and especially 24.3% of them is including the aged above 80 years of age. 4. The longevous people of 57.2% were shared the role in the home after retirement from the occupation and household affairs, whereas 35.9% of them didn't share. Of the way in killing time in case having no role in the home, 'at home'(50.0%) was the highest, and decreased in the order of 'old people's home' (30.9%), 'ill in bed' (10.3%) and 'asylum for the aged' (8.8%). 5. The acquaintance frequency before retirement from the occupation and household affairs of longevous people showed in the order of 'wide' (38.5%), 'common' (38.0%) and 'narrow' (19.0%), and 56.5% of them had the acquaintance after retirement. 6. Only the longevous people of 38.5% had the hobby and recreation activities of 'more than once' after retirement from the occupation and household affairs, but 53.0% of them was none. Of the kinds of hobby and/or recreation, 'TV-watching' (79.2%) was the highest, and decreased in the order of 'talking with grandchild' (54.2 %), 'working at home' (35.4%), 'religion' (25.0%) and 'chess etc.' (18.1%).

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Nutrition knowledge, eating attitudes, nutrition behavior, self-efficacy of childcare center foodservice employees by stages of behavioral change in reducing sodium intake (어린이집 조리종사자 대상의 나트륨 저감화 행동변화단계에 따른 영양지식, 식태도, 식행동, 자아효능감 비교)

  • Ahn, Yun;Kim, Kyung Won;Kim, Kyungmin;Pyun, Jinwon;Yeo, Ikhyun;Nam, Kisun
    • Journal of Nutrition and Health
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    • v.48 no.5
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    • pp.429-440
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    • 2015
  • Purpose: The purpose of this study was to examine sodium-related nutrition knowledge, eating attitudes, eating behaviors, and self-efficacy by stages of behavioral change in reducing sodium intake among childcare center foodservice employees. Methods: Subjects (n = 333) were categorized according to two groups based on the stages of change; Pre-action stage (PA group: precontemplation/contemplation/preparation stage), Action stage (A group: action/maintenance stage). Results: A major source of sodium-related nutrition information was TV/radio (56.6%) and only 166 people (49.8%) have experienced nutrition education specific to sodium. Although the A group showed slightly higher scores for nutrition knowledge than the PA group, the difference was not significant. The percentages of correct answers for 'daily goal of sodium intake for adults (27.0%)', 'calculation of sodium content in nutrition labeling (30.3%)' were low for both groups. The A group (total score: 40.3) had more desirable eating attitudes regarding reducing sodium intake than the PA group (36.6, p < 0.001). The total score for eating behaviors was slightly higher in the A group (49.6) than in the PA group (48.5), but without statistical significance. The A group (total score: 58.2) also received higher scores for self-efficacy regarding reducing sodium intake than the PA group (52.5, p < 0.001). Conclusion: This study suggests that nutrition education for childcare center foodservice employees should be expanded and customized education should be implemented according to the stages in reducing sodium intake. It is also suggested that food companies make efforts to develop low-sodium products.

An Exploratory Study on Channel Equity of Electronic Goods (가전제품 소비자의 Channel Equity에 관한 탐색적 연구)

  • Suh, Yong-Gu;Lee, Eun-Kyung
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.1-25
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    • 2008
  • Ⅰ. Introduction Retailers in the 21st century are being told that future retailers are those who can execute seamless multi-channel access. The reason is that retailers should be where shoppers want them, when they want them anytime, anywhere and in multiple formats. Multi-channel access is considered one of the top 10 trends of all business in the next decade (Patricia T. Warrington, et al., 2007) And most firms use both direct and indirect channels in their markets. Given this trend, we need to evaluate a channel equity more systematically than before as this issue is expected to get more attention to consumers as well as to brand managers. Consumers are becoming very much confused concerning the choice of place where they shop for durable goods as there are at least 6-7 retail options. On the other hand, manufacturers have to deal with category killers, their dealers network, Internet shopping malls, and other avenue of distribution channels and they hope their retail channel behave like extensions of their own companies. They would like their products to be foremost in the retailer's mind-the first to be proposed and effectively communicated to potential customers. To enable this hope to come reality, they should know each channel's advantages and disadvantages from consumer perspectives. In addition, customer satisfaction is the key determinant of retail customer loyalty. However, there are only a few researches regarding the effects of shopping satisfaction and perceptions on consumers' channel choices and channels. The purpose of this study was to assess Korean consumers' channel choice and satisfaction towards channels they prefer to use in the case of electronic goods shopping. Korean electronic goods retail market is one of good example of multi-channel shopping environments. As the Korea retail market has been undergoing significant structural changes since it had opened to global retailers in 1996, new formats such as hypermarkets, Internet shopping malls and category killers have arrived for the last decade. Korean electronic goods shoppers have seven major channels : (1)category killers (2) hypermarket (3) manufacturer dealer shop (4) Internet shopping malls (5) department store (6) TV home-shopping (7) speciality shopping arcade. Korean retail sector has been modernized with amazing speed for the last decade. Overall summary of major retail channels is as follows: Hypermarket has been number 1 retailer type in sales volume from 2003 ; non-store retailing has been number 2 from 2007 ; department store is now number 3 ; small scale category killers are growing rapidly in the area of electronics and office products in particular. We try to evaluate each channel's equity using a consumer survey. The survey was done by telephone interview with 1000 housewife who lives nationwide. Sampling was done according to 2005 national census and average interview time was 10 to 15 minutes. Ⅱ. Research Summary We have found that seven major retail channels compete with each other within Korean consumers' minds in terms of price and service. Each channel seem to have its unique selling points. Department stores were perceived as the best electronic goods shopping destinations due to after service. Internet shopping malls were perceived as the convenient channel owing to price checking. Category killers and hypermarkets were more attractive in both price merits and location conveniences. On the other hand, manufacturers dealer networks were pulling customers mainly by location and after service. Category killers and hypermarkets were most beloved retail channel for Korean consumers. However category killers compete mainly with department stores and shopping arcades while hypermarkets tend to compete with Internet and TV home shopping channels. Regarding channel satisfaction, the top 3 channels were service-driven retailers: department stores (4.27); dealer shop (4.21); and Internet shopping malls (4.21). Speciality shopping arcade(3.98) were the least satisfied channels among Korean consumers. Ⅲ. Implications We try to identify the whole picture of multi-channel retail shopping environments and its implications in the context of Korean electronic goods. From manufacturers' perspectives, multi-channel may cause channel conflicts. Furthermore, inter-channel competition draws much more attention as hypermarkets and category killers have grown rapidly in recent years. At the same time, from consumers' perspectives, 'buy where' is becoming an important buying decision as it would decide the level of shopping satisfaction. We need to develop the concept of 'channel equity' to manage multi-channel distribution effectively. Firms should measure and monitor their prime channel equity in regular basis to maximize their channel potentials. Prototype channel equity positioning map has been developed as follows. We expect more studies to develop the concept of 'channel equity' in the future.

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