• 제목/요약/키워드: Culture & Tourism content

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Analysis of the contents of the Act on the Development, Management, etc. of Marinas using Semantic Network Analysis (언어네트워크 분석 기법을 활용한 마리나항만법 내용 분석)

  • Park, Gyung-Yeol;Hong, Jang-Won
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.2
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    • pp.163-170
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    • 2018
  • The purpose of this study is to describe quantitatively the characteristics and the structure of the Act on the development, management, etc. of Marinas (the Marinas Act) by analysing its provisions using semantic network analysis. The method of semantic network analysis has its advantages in overcoming limitations of the traditional content analysis method, as it is easy for the user to understand the structure and the shape of a network by figuring out the structural network among words. The object of the analysis is the full text of Marinas Act recently revised from Chapters 1 to 4, while partial analysis is carried out respectively for each chapter from Chapters 2 to 4. The structural characteristic of the Marinas Act shows that the act focuses on the development of marinas, as its main goal is interpreted to set up hardwares and to construct facilities rather than to promote the marina industry itself. Even though some clauses for human capital development and business development are included, they are of less importance compared to the development of marina facilities. This study provides some basic information on the structural characteristics of the current act, which can be referred to in subsequent studies. In the future, it also needs to be complemented through comparative analysis with government policy outcomes and performance of diverse analytical approaches.

Comparative Analysis of Low Fertility Policy and the Public Perceptions using Text-Mining Methodology (텍스트 마이닝을 활용한 저출산 정책과 대중인식 비교)

  • Bae, Giryeon;Moon, HyunJeong;Lee, Jaeil;Park, Mina;Park, Arum
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.29-42
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    • 2021
  • As the low fertility intensifies in Korea, this study investigated fundamental differences between the government's low fertility policy and public perception of it. To this end, we selected four times 'Aging Society and Population Policy' documents and news comments for two weeks immediately after announcement of the third and fourth Policy as analysis targets. Then we conducted word frequency analysis, co-occurrence analysis and CONCOR analysis. As a result of analyses, first, direct childcare support during the first and second periods, and a social structural approach during third and fourth periods were noticeable. Second, it was revealed that both policies and comments aim for the work-family compatibility in 'parenting'. Lastly it was showed public interest in environment of raising children and the critical mind to effectiveness of the policy. This study is meaningful in that it confirmed the public perception using big data analysis, and it will help improve the direction for the future low fertility policy.

An Exploratory Study on the Development of Underdeveloped Areas Using Local Cultural Resources : Analysis of Differences in Perceptions of Those Who Have Visited the Tourist Sites in Underdeveloped Areas and Those Who Haven't (지역문화자원을 활용한 낙후지역 개발에 대한 탐색적 연구 : 낙후지역 개발관광지 방문경험 여부에 따른 관광객의 인식 차이 분석)

  • Kim, Ok-Hee;Min, Woong-Ki;Kim, Sehyun
    • 지역과문화
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    • v.8 no.1
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    • pp.1-23
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    • 2021
  • This study examined at an exploratory level what should be considered for developing underdeveloped areas using local cultural resources. This study analyzed the psychological and behavioral differences between those who have visited underdeveloped areas developed using local cultural resources and those who haven't, to draw out the implications for the urban regeneration. The results showed that there were differences in respondents' motivation to visit, perception of what needs to be done for the tourism development of underdeveloped areas, perception of the expected effects of developing cultural contents, and consumption behaviors. In other words, those who have visited the tourist sites where had been underdeveloped areas have a more positive attitude toward visit motivations, needs for tourist site development, expected effects of local cultural content development, and consumption behaviors than those who haven't. It means that it is of the utmost importance to induce as many people as possible into tourist sites in underdeveloped areas. This exploratory study is expected to offer some implications for developing underdeveloped areas as tourist sites, a form of urban regeneration.

A Study on the Place Identity on the Vicinity of Sangsosan and Government Office of Buan-hyun by Letters Carved on the Rocks (바위글씨로 본 부안 관아와 상소산 일대의 장소정체성)

  • Rho, Jae-Hyun;Kim, Jeong-Moon;Lee, Hyun-Woo;Lee, Jung-Han;Kim, Dae-Soo
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.30 no.2
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    • pp.142-154
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    • 2012
  • This study aimed at learning the characteristics of place identity of the Buan county hall garden and Sangsosan(上蘇山) by looking over the pattern and content of letter-engraved rocks and nearby facilities and history. Especially, we focused on the meaning and contents of the letters in Sangsosan and a Government Office of Buan engraved on rocks in order to learn what the place means. The results of our study are as follows. Buan-hyun(扶安縣) in the Joseon dynasty period blossomed literary culture of enjoying poetry and melody, and this was faithful realization of the concept of "Rakto(樂土)" of 'Saengubuan(生居扶安).' The grand scale letters written by Si-SooPark(朴蓍壽: 1767~1876), head of the office in the early 19th century, in the cursive style on the basis stone of the garden of Buan county building, which was the site of the office of Buan-hyun in the Joseon dynasty period, such as 'Bongraedongcheon(蓬萊洞天)', 'Jurim(珠林)', and 'Okcheon(玉泉)' mean that "'Bongrae', the another name of Buan', is a place where Taoist hermits would live because the spring water of Seorim flows down to be Okcheon.", showing his pride of living Buan. The regions like Seorimjeong, Geumdae(琴臺), and Hyecheon(惠泉) where letters engraved on rocks are located intensively are closely related with those who communicated with Mae-ChangLee(李梅窓: 1573~1610), the slave of the government, and are local attractions and garden traces where the literary culture and scholar's spirit of Buan are well-harmonized. Most of the letters were written from the 19th century to the early 20th century, showing that 4 for landscapes, 8 for Kyungseck(景色: imaginary scenry), 5 for figures, 15 for poems and 2 for others. The ratio of poems is much higher than that of poems in other regions' letters on rocks, and the keyword of the letters is Haecheon. A piece of the place identity heavily influenced by the Taois thermit ideology is revealed by the expressions of 'Bongraedongcheon', 'Sosansaho(蘇山四皓)' or 'the spring water of Haecheon' that was considered as an elixir of Taoist hermits. Seorim the forest, which had been managed after Yeon-Myeong Cho(趙然明: 1797~?), head of the office, planted trees in the 11th year of the reign of King Heonjong(1845), Seorimjeong in the forest, and rocks with engraved letters on them are proof of literary culture and the garden traces showing the characteristics and aspect of Imcheon(林泉) Garden of the office heavily influenced by the Taoist hermit ideology. Along with Naebyeon-san national park and Kyeokpo region, the center of Buan tourism, we hope that cultural heritages including rocks with engraved letters over Seorim park would become a representative cultural heritage and attraction of Buan.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.