• Title/Summary/Keyword: Culture Digital Contents

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Convergence Reconstruction of Transition Education Model for Korean Students with Disabilities: A Feasibility View on the Development of Support System for Lifelong Education for the Disabled through the Linkage between Schools and Community (한국 장애학생 전환교육(transition education) 모델 융합 재구성: 학교-지역사회 연계 장애인평생교육지원체제 개발 타당성 관점)

  • Kim, Young-Jun;Kim, Wha-Soo;Kwon, Ryang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.95-104
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    • 2021
  • This study was conducted for the purpose of convergence reconstruction of the transition education model for students with disabilities in Korea. Ultimately, this study was also conducted with the aim of enhancing the perspective of the development of a lifelong education support system for the disabled in connection with schools and communities. The research method consisted of a procedure with a meeting of experts based on the procedure of analyzing the previous research literature that tried to materialize the transition education model for students with disabilities from the viewpoint of connection between school age and adulthood. The contents of this study were reflected in the dimension of ensuring consistent connectivity validity based on the viewpoint of school-centered, community-centered, education, and welfare between special education and lifelong education for the disabled in order to reconstruct the conversion transition education model constructed in the current special education field. Accordingly, the transition education model for students with disabilities built in the field of special education centered on school age minimizes the tendency of a fragmented approach between school age and adulthood, and presents a standard basis and structure that can be linked to the entire adulthood. The transition education model was reconstructed convergence in terms of content.

A Hermenutic Phenomenological Study of Psychological Burnout Experiences due to Emotional Contagion (정서전염으로 인한 심리적 소진 경험에 관한 해석현상학적 연구)

  • Hyunju Ha;Jinsook Kim;Doyoun An
    • Korean Journal of Culture and Social Issue
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    • v.30 no.2
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    • pp.121-157
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    • 2024
  • This study explored the essence of psychological burnout experiences due to emotional contagion using a hermeneutic phenomenological approach. In-depth interviews were conducted on 9 participants who work in fields that are subject to emotional contagion. Data analysis was conducted by using van Manen's methodology, insisting that the pure description of an experience can be enriched by adding interpretation. The emotional contagion experiences were identified through this process and the findings were categorized into 3 core themes, 8 essential themes, and 35 subthemes. The first core theme is "emotions in constant exchange". This theme included two essential themes: 'various channels of emotional contagion' and 'subjective states that change depending on the transmitted emotions'. The second core theme, "filtering the experience of emotional contagion" included the essential themes of 'the characteristics susceptible to the emotions of others', 'attitudes of spreading negative emotions' and 'situations that makes one feel overwhelmed by emotions'. The final core theme, "from burnout by emotional contagion to communication" was categorized into the following essential themes: 'burnout-inducing entangled interactions', 'moving toward communication and connection' and 'recovery after psychological burnout'. Finally, the implications and suggestions for future research were discussed by summarizing the core contents of each themes.

Language use in multicultural families and the acceptance of multiculturalism: A case study of Korea (한국 다문화 가정의 언어사용과 다문화 수용 양상)

  • Ko, Hye-Jung
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.47-53
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    • 2012
  • I researched the acceptance attitude to the multiculturalism of Korean people and the relationship between language and society through two Korean films, and . And I researched the language form in the multicultural families in the way conducting the survey targeting international marriage immigrant women. The content and conclusion in shortly are as in the following. (1) The acceptance attitude to the multiculturalism of Korean people is somewhat positive in such a case having no interests among themselves. (2) It depends upon the society and the culture for the foreigners to come into contact and learn the language easily. It means well-adapted to the certain society for the foreign workers to use status-language such as slang and jargon in the society. And this is the good example to show us the relationship between the language and certain society. (3) The language form of the multicultural families in Korea is mainly Korean, but two languages are used in order to communicate well with monolingual. This is called 'bilingualism', and according to the result of my research I think it is 'listening comprehension type bilingualism'. From this time forward it is urgently needed to develop the contents in relation to multiculturalism and the 'bilingualism' education program for multicultural families instead of the education of Korean being limited to communication itself in order to improve adaptiveness to multiculturalism in Korean society.

A Study of User Satisfaction with Ubiquitous Environmental Sculptures - Focusing on the Gangnam U-STREET Media Pole - (유비쿼터스 환경조형물에 대한 이용 만족도 평가 - 강남 U-STREET 미디어폴을 대상으로 -)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.45-53
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    • 2010
  • This paper has attempted to propose a more progressive direction for U-environmental sculptures in a ubiquitous urban space in terms of usability, service, function and formative characteristics that enhance user satisfaction with these sculptures. For this, Media Pole, a U-environmental sculpture on Gangnam U-Street, has been examined. The results of this study are as follows: First, a study of user satisfaction was planned after establishing levels of satisfaction in terms of service, function and formative characteristics. In terms of satisfaction by the section of Media Pole, the public transportation map was the most influential in service while street culture and beauty of shape were critical in function and formative characteristics, respectively. In the relationship between satisfaction by section and overall satisfaction, furthermore, functional satisfaction had the biggest influence. Therefore, the development of human-centered functional factors which have pleasant and touching stories to facilitate communication with citizens are important in order to develop various Media Pole contents to enhance user satisfaction with the U-environmental sculpture and allow it evolve into a Gangnam landmark Since we are in the initial stage of a U-city, there are many problems that need to be addressed such as a lack of natural beauty, poor material quality of environmental sculptures, absence of storytelling, poor technology, lack of content, poor profitability and lack of means of social communication. In the end, the development of a comfortable, people-friendly space and U-environmental sculptures are needed in consideration of economic, social and cultural aspects instead of focusing on advanced technology only.

Archival Memory on the Web: Web 2.0 Technologies for Collective Memory (웹에서의 기록과 기억: 집단 기억을 위한 웹 2.0 기술)

  • Sinn, Dong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.2
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    • pp.45-68
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    • 2012
  • Archives have directly and indirectly served for memory. What is collected in archives, how it is presented to users, and how users understand and use the documents affects how a given society remembers its past. Some archival scholars see that how users interpret documents from their perspectives and by social interests may play a central role in constructing social memory because memories are often triggered by individual and social concerns of the present time. Therefore, knowing what causes users to seek for a certain materials, how they use those materials and why can offer a clue to learn how archives serve for social memory. In the Web space, the interaction between users and archives/archival materials can be easily observed. Beyond making access simple for users and promoting archival documents using Web technology, archives can serve the broader purpose of memory by skillfully exploiting the characteristics of Web 2.0 and digital cultures in a way to observe how users engage in and contribute to archival contents available on the Web. This study examines the discourses on memory in the archival context, and in particular, how archives can serve as platforms for memory within the new environment of Web 2.0 technologies. It surveys discussions on memory in relation to archives, history, and evidence, focusing on the user and use context as it is represented in the archival literature. This paper discusses how that technology provides features that allow us to see collective memory being constructed in the archives, and presents examples of how the Web 2.0 technology can structure the way users share their memories in building a larger narrative around the archive.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

A Basic Study on the Establishment of the Viewing Environment and Interpretation·Presentation System According to the Cultural Heritage Type (문화유산 유형별 관람환경 및 해석·전달체계 조성에 관한 기초 연구)

  • Kim, Jong-Seung;Kim, Chang-Kyu;Hwang, Kyu-Man;Choi, Yong-Won;Kim, Kyu-Yeon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.39 no.2
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    • pp.39-49
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    • 2021
  • This study was conducted to establish practical goals for the viewing environment and interpretation and delivery system of cultural heritage and to create an viewing environment according to the classification of cultural heritage types, and the conclusions reached are as follows. First, five goals were set based on the international basic principles of the cultural heritage viewing environment and interpretation and delivery system. Second, based on the set goals, cultural heritage was classified into the first type 'disappeared and hidden heritage', the second type 'stuffed memory heritage', and the third type 'living memory heritage'. Third, the directions for creating the viewing environment for each type of cultural heritage were suggested. The first type has to be able to properly convey cultural heritage to visitors through excavation and digital technology. The second type needs a plan to deliver tangible and intangible values by combining various digital technologies with actual cultural heritage. The third type should emphasize the role of local residents in effectively enjoying the tangible and intangible values ??that already exist. Fourth, it proposed comprehensive considerations in the establishment of the cultural heritage viewing environment and interpretation and delivery system. Based on dynamic and sustainable heritage management, cultural heritage viewing should be valuable, satisfying and enjoyable. In addition, local communities should be actively involved, and tourism and conservation activities should be able to benefit the community. Establishment of a viewing environment should protect and strengthen the authenticity of cultural heritage.

A study on the structural relationship between image, attachment, long-term orientation and behavioral intention as a tourism product of local traditional food (지역전통음식의 관광상품으로서 이미지, 애착이 장기지향성 및 행동의도간 구조적 관계)

  • Seo, Gyeong-Do;Lee, Jung-Eun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.75-83
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    • 2021
  • This study presented the analysis results and implications by identifying the structural relationship between the image of food tourism products, the long-term orientation of attachment, and the behavioral intention. The convenience sampling method of the non-probability sampling method was used, and the survey was conducted non-face-to-face due to COVID-19. This study was conducted for customers who live in Jeollabuk-do and Jeollanam-do and have experienced local traditional food. As for the survey method, the main researcher's acquaintances and related experts were consulted and utilized to select the survey subjects, and the survey was conducted by sending/returning them by mail or e-mail. Statistical processing was analyzed using SPSS 25.0 and AMOS 25.0 statistical packages. As a result of the verification, the relationship between the image and attachment of food tourism, the relationship between the long-term orientation in the attachment of traditional food, and the behavioral intention in the attachment of traditional food are significant. A significant positive (+) relationship was formed in the relationship of hypothesis setting according to the research purpose of the relationship.

A Study on Promoting Performing Art with Robot Actor : Focusing on EveR (로봇 배우를 활용한 공연예술 활성화 방안 연구 : '에버' 중심으로)

  • Lee, Yoo Sun;Kim, Dong Eon
    • (The) Research of the performance art and culture
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    • no.22
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    • pp.371-411
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    • 2011
  • In the twenty first century of rapid cultural change performing art requires new mode of expression based on imaginative power and creativity as well as establishing its own identity. The modern technological environment support this with advanced technology and bring about the expansion of reason from new experience. The introduction of digital media on artistic expression in particular, expands the physical ability of human body which is the main subject of performing art. A virtual body from digital technology is freed from physical boundaries and goes over space and time. It also suggests the possibility of new mode of communication with audience. This study aims at examining the subject of performing art and its digitalized movement focusing on EveR, the world's first professional robot actor. The robot actor which came on stage according to the new expression medium, a digital body, stands in need not only of technological value but also of cultural and artistic application for expression in art. In this endeavor to meet the demand, this study examines the development process and function of 'EveR' the robot actor. Also it searches into the performance of Ever which replaced human being as well as the historical significance of the title:the world's first. To be more specific, there is a example research on two performances:a pansori play "EveR is simply stunning(2009)" and children's play "The Robot Princess and Seven Dwarfs(2009)." Through this example research, it is enabled to anticipate the influence of robot actors on performing arts and to search for the better way of them to evolve. Furthermore, it aims at finding ways to create high value through promoting robot actors to be familiar to the public as well as supporting them to become active cultural contents. The performance with robotic technology is one of the artistic experiment that may cause the change of the future of performing art by actualizing technological imagination together with human body and machinery. As a consequence, it is expected that the meeting of performing art and robotic technology gives positive influence on activating performing art as one of the integrated cultural phenomenon which satisfies the taste of modern era. Moreover, this study may also be the beginning of the expansion of performing art to stretch to diverse field.

A Study on Measures to Create Local Webtoon Ecosystem (지역웹툰 생태계 조성을 위한 방안 연구)

  • Choi, Sung-chun;Yoon, Ki-heon
    • Cartoon and Animation Studies
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    • s.51
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    • pp.181-201
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    • 2018
  • The cartoon industry in Korea has continued to decline due to the contraction of published comics market and decrease in the number of comic books rental stores until the 2000s when it rapidly started to experience qualitative changes and quantitative growth due to the emergence of webtoon. The market size of webtoon industry, valued at 420 billion won in 2015, is expected to grow to 880.5 billion won by 2018. Notably, most cartoonists who draw cartoon strips are using digital devices and producing scripts in data, thereby overcoming the geographical, spatial and physical limitation of contents. As a result, a favorable environment for the creation of local ecosystems is generated. While the infrastructures of human resources are steadily growing by region, cartoon industries that are supported by the government policy have shown good performance combined with factors of creative infrastructures in local areas such as webtoon experience centers, webtoon campuses and webtoon creation centers, etc. Nevertheless, it is true that cartoon infrastructures are substantially based on a capital area which leads to an imbalanced structure of cartoon industry. To see the statistics, companies of offline cartoon business in Seoul and Gyeonggi Province make up 87%, except for distribution industry. In addition, companies of online cartoon business which are situated outside of Seoul and Gyeonggi Province form merely 7.5%. Studies and research on local webtoon are inadequate. The existing studies on local webtoon usually focus on its industrial and economic values, mentioning the word "local" only sometimes. Therefore, this study looked into the current status of local webtoon of the present time for the current state of local cartoon ecosystem, middle and long-term support from the government, and an alternative in the future. Main challenges include the expansion of opportunities to enjoy cartoon cultures, the independence of cartoon infrastructure, and the settlement of regionally specialized cartoon cultures. It means that, in order to enable the cartoon ecosystem to settle down in local areas, it is vital to utilize and link basic infrastructures. Furthermore, it is necessary to consider independence and autonomy beyond the limited support by the government. Finally, webtoon should be designated as a culture, which can be a new direction of the development of local webtoon. Furthermore, desirable models should be continuously researched and studied, which are suitable for each region and connect them with regional tourism, culture and art industry. It will allow the webtoon industry to soft land in the industry. Local webtoon, which is a growth engine of regions and main contents of the fourth industrial revolution, is expected to be a momentum for the decentralization of power and reindustrialization of regions.