The essay examines two different editions of Anne Askew's Examinations published in the sixteenth century: John Bale's the First Examination and the Latter Examination and John Foxe's Acts and Monuments, and argues that retelling and rewriting one's experience is the process of storytelling that necessitates the repetition and communication of the experience. The essay looks at the parts the sixteenth-century editors particularly rewrote or retold the original version, and discusses how Askew's story was retold, repeated, and communicated through various storytellers who delivered not only the original text but also the original experience toward larger audience. While attempting to interpret, analyze, and expand on the story she did not tell, or the story she could not tell, Bale and Foxe developed her personal and anecdotal story into a communal narrative to share. Bale wrote a weak woman's martyrology by adding his interpretation and analysis, showing the way for the readers to follow in understanding her enigmatic silence and gestures. On the other hand, Foxe made the story a more dramatic and more seamlessly flowing narrative of the heroic sacrifice of a martyr. Foxe filled the room left by Askew's silence with directly quoted conversations and the graphic that could help explain what was between the lines. Apart from the rewritings of the reformists, the essay focuses on the fact that the editing, rearranging, and reinterpreting process already started with Askew's own writing. Although Askew declares herself an objective recorder of the series of events, her writing is carefully constructed with complex ideological fractures and rhetorical tactics, and her experience is tailored to fit a particular purpose. Along with Bale's and Foxe's rewritings, Askew's story of a reading woman should be also read as an intentional and interpretative storytelling on her own experience.
This study aims to analyze the preference factors of the Korean MZ generation with regards to the online programs developed by museums abroad during the COVID-19 pandemic. World renown museums such as the British Museum, the National Gallery of London, Van Gogh Museum, J. Paul Getty Museum, Hasting Contemporary, Uffizi Gallery, and the Guggenheim Museum tackled the social-distancing situation with various creative online programs and events to continue their role as socially relevant institutions. Ten acclaimed programs conducted by these museums were shown to the Korean MZ generation, the most digitally savvy and frequent visitors to museums, to extract their responses to the various types of programs. The study showed that the Korean MZ generation prefer online programs which most closely reflect the onsite experience of a museum, and online contents with educational elements.
Journal of the Korean BIBLIA Society for library and Information Science
/
v.18
no.2
/
pp.203-228
/
2007
This study was conducted to explore pending issues as an obstacle factor in the library growth and progress through measurement of Korean and Chinese College undergraduates' perception on the library, and suggest its countermeasure to that the study result showed that their perception to the library's social and cultural function was low, so the library's cultural events need to be consolidated to enhance perception, and the Korean student's study zeal was lower than Chinese, and amny students did not go to the library, but an incentive is needed to escalate the strength of course study or the library availability. Also a countermeasure should be established such as a class link project through continuing specialized librarians' training strengthened, users' group education for the satisfaction enhancement and validity of the information service users.
The Journal of the Convergence on Culture Technology
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v.10
no.3
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pp.379-390
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2024
We looked at the background of how Western dance (Dance Sports, Social Dance) was first introduced as social dance in the past in Korean society with Confucian culture. In addition, we look into the social aspects of dance at the time, such as the spread of social dancing before the Korean War, the path through which the social dancing craze developed in the 1950s after the Korean War, and the decadent trend immediately after the Korean War, and how it transformed into a negative cultural phenomenon. We reexamined the series of events along with their social background. And now, social dance and dance sports have undergone such a significant change in perception in Korean society that they have become an indispensable element of life, to the point where the sentence is no longer unfamiliar in our country. Dancesport is an artistic indoor sport that combines elements of dance and sport. We also studied what changes have occurred in Korean society, including modern artistic elements.
South Korea had a hard time creating its own image of a nation that formed its identity due to 6.25, Japanese-style rule, division of South and North Korea, and military dictatorship. Recently, Korea has been searching and spreading its identity by creating a Korean wave such as various events and K-POPs. However, since there are still no images and cultural products representing Korea's identity, it is necessary to develop design contents related to native culture and professional cultural product design. Design powers such as France and Japan focus on design projects that can add value to their national design policy projects. Traditional Korean contents also need to be specialized and continuous in image design and research. In this study, five lucky-SubokGangnYeon(long life, happiness and peace), a representative of Korean culture, studied with the most interest in the old and the modern, namely, "Living healthy long." Through the development of cultural product design and the use of design content, I would look forward to presenting the diversity and direction in producing Korea's own design products and images that fit the trend of modern 'age of 100.' Based on images based on special exhibitions related to longevity of the National Folk Museum of Korea, the museum discovers key used features and meanings, studies patterns and patterns, and analyzes design cases applied to modern cultural product design. We also want to look at the direction available through design content, which is a symbol of llong life happiness and peace. First, cultural products have limitations that lack the development of design products, lack of public relations and sales outlets, and lack of awareness of traditional culture, which should precede policy support and awareness reform at the national level. Second, we need to streamline prices that meet the needs of the market. Third, cultural product design and contents related to tradition can be settled and disseminated more easily when traditional design is utilized and distributed mainly on practical stationery and household goods. Fourth, it is necessary to develop contents of various Korean images based on research on Korean cultural history and aesthetic consciousness. Research on the Korean culture of designers should be conducted, not just in the form of figurative images. Fifth, traditional manufacturing methods and materials should be respected by modern times, but modern production products should be developed with economy and durability.
The Journal of the Convergence on Culture Technology
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v.6
no.2
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pp.409-417
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2020
Oral-Performance in itself, which successfully narrates one's life, constitutes a kind of decent Verbal arts. The term 'Sijipsali-Narrative' refers to oral narratives portraying a series of events in the course of Women's Life-Story which arise from family life and socio-cultural issues through marriage. As a result, Sijipsali-Narrative belongs to a subcategory of Women's Life-Story. Sijipsali-Narrative can be divided into two categories as follow. One type of Sijipsali-Narrative is the 'Family-Connection sijipsali-narrative,' which results from the relationship between a daughter-in-law and the rest members of the family. Among the 'Family-Connection sijipsali-narratives,' including several forms of Sijipsali such as that of father-in-law and that of husband and that of children, Sijipsali of the mother-in-law is most distinctive. The other type of Sijipsali-Narrative is 'Sociocultural-Connection Sijipsali-narrative', which comes not from human relationship but from general issues a narrator is suffering from as a daughter-in-law in a family. The most universal narrative comes from Sijipsali connected with poverty and historical events, and family history, appearance, attitude of the daughter-in-law and so on can be materials for the narratives. Actually, the two types of Sijipsali narrative is not so much distinguished from each other as intermingled with each other. Sijipsali arising from family relationship can inevitably be related with poverty and some events, which result in conflicts among family members and so harass daughter-in-laws. This thesis has a clear-cut orientation to overview the aspects of the Relationships and Hardships on a 'Sijipsali' Narratives in Korean Women's Married Life.
This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.
Film festival is a cultural event, which would be held for various purposes. This study was to find out the effects of visitors' demographic characteristics and Jeonju International Film festival images upon their general satisfactions, focusing on the 10th Jeonju International Film Festival. The results are as following. First, 20's(year), Student(job) and Less than 100(income/a month) had a majority in the demographic characteristic. It is needed to develop various programs and events targeting for these groups. Second, it resolved 11 questions in all into 3 factors, which is named as 'Administration', 'Facility', and 'Contents'. Specially We need to develop events and programs for teens. It verified that visitors satisfied far more as they were provided with comfortable theater, various facilities and events, etc. It also proved that the service of giving useful informations met visitors' satisfaction. But as the demographic characteristic showing, visitors dwelling near Jeonju were fewer. It is required for a program to enhance the peculiar qualities of the city, Jeonju and then to promote the participation of local people. It is necessary for the host organization to secure its identity including peculiar subjects differentiated from other film festivals for the purpose of establishing itself as a worldwide event.
The development of artificial intelligence poses a greater threat to humanity than any other ideology or material phenomenon that has changed human society and culture so far. Based on these changes, the proper direction for research on Daesoon Thought should be determined such that education in the current digital age approached skillfully and the path forward is made more apparent. First, the digitization of Daesoon Thought has accumulated greatly in recent years, and these archives are accessed through data mining which can be activated to find data, specify meanings and patterns, and reveal significance and values. Second, by applying the results of data mining to Daesoon Thought education, the causal, correlational, and response relationships between events, characters, and relics can be studied. Daesoon Thought education that demonstrates imagination should be provided through the 'creation of personal networks,' the 'creation of a timeline of events,' and the 'creation of an electronic cultural map of where those events occurred.' Third, digital archives should not only be focused on structured materials such as newsletters and papers. Ideas about data mining and data visualization should be actively developed and research should be expanded toward data science. In addition, the creation of a common platform for digital Daesoon Thought should be regarded as essential. Through this research, Daesoon Thought can be guided to take on this fundamental challenge in order to emerge as a future leader in this digital age and advent of digital humanities.
The first purpose of this study is to take a better look it the background of Formalism art in the cultural society and to examine the aesthetic value of the formative arts of formalism architecture that are ail basically founded upon the study of Formalism. Secondly, it analyzes the aesthetic value of Formalism Art to Wear, Which can be explained as a mixture of art and fashion, by investigate to the features of art history. The results are as follows; First, Formalism Art to Wear of Simultaneity does not represent continuance but simultaneous. In other words. inside the same time and place of dimension, events art visualized without transformation. Secondly, formalism Art to Wear of Geometrical Aesthetics deals with a purely genuine atmosphere that pursues absolute perfection, composed abstract of geometrical shapes. Thirdly, Fomarlism Art to Wear of Deformation breaks analysis from balance and symmetry showing extreme transformation nil new vitality. Fourthly, Formalism Art to Wear of Space Extension experiments with post-corporeality. Post-corporeality centers the human body extension that is open to various boundaries of implosion and electronic technologies, providing us with a new Cyborg of the digital body.
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