• Title/Summary/Keyword: Participatory Culture

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A Study of Learner-Centered Participatory Activities and Learner Satisfaction Using a 4-Cut Cartoon Creation in College Liberal Arts English Classes

  • HyeJeong Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.106-112
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    • 2023
  • This study proposes learner participatory activities for learner-centered college liberal arts classes. In addition, it analyzes learners' perceptions of and satisfaction with learner-centered classes and identifies the issues that must be considered when planning learner-centered activities for college liberal arts classes. The study used a learner-centered participatory activity in which participants created a 4-cut cartoon addressing a specific theme. An open-ended questionnaire was administered to identify learners' attitudes about and satisfaction with the learner-centered classes. It showed that most learners (87.5%) were highly satisfied with the 4-cut cartoon creation activities in the learner-centered participatory class. Learners identified the burden- free nature of the class activities, the fact that they improved their understanding of class content, and that they were fun (not boring) as the main reasons they found the class activities satisfying. In liberal arts English classes, more diverse participatory class activities should be developed to arouse interest and motivation of learners and encourage learners' participation.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

The Effect of Police Officers' Participatory Decision-making, Supervisory Quality and Attitude and Organizational Justice on Job Satisfaction: Focused on Mediating Effect of Work-Life Conflict

  • Jang, Cheolyeung
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.68-75
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    • 2020
  • The purpose of this study was to investigate the effect of police officers' participatory decision-making, supervisory quality and attitude, organizational justice on job satisfaction focused on mediating effect of work-life conflict. As a result of analysis of 185 police officers, the results were as follows. The causal relationships between participatory decision-making, organizational justice and work-life conflict, the ones between supervisory qualities and attitude, organizational justice, work-life conflict and job satisfaction, all of them reached the significance levels, not the causal relationship between supervisory qualityand attitude work-life conflict. Thus, the results for the interaction have shown, participatory decision-making and organizational justice and work-life conflict have negative influences on work-life conflict respectively, and supervisory qualities and attitude conflict, organizational justice conflict, work-life conflict have effect on job satisfaction with positive and negative effect. The Sobel-test showed that the Sobel-test statistic of the mediating effect of work-life conflict on causal relationships between organizational justice and job satisfaction is significant, but not in the mediating effect of work-life conflict on causal relationships between supervisory qualities and attitude and job satisfaction. According to the analytical results, work-life conflict is an important factor that can improve police officers' job satisfaction in the public organizational context with an open-oriented- system and culture for employees' participation in the process of decision making and equality and fairness for organizational management. It is also noted that work-life harmony for employees may be incompatible with the supervisor's perception of the work-oriented or prioritized-way in hierarchical organizations like police agencies.

Effects of Participatory Design on the Development of Space Concept in Young Children

  • Kang, Tae-Sun;Cho, Sung-Min
    • International Journal of Advanced Culture Technology
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    • v.9 no.2
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    • pp.64-71
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    • 2021
  • The purpose of this study is to analyze the impact of participatory design workshops conducted to design forest play spaces that reflect young children's needs and demands on the development of spatial concepts in young children. As a research method for this purpose, we used the participatory design workshop (6 times) and Landscape Montage Techniques (LMT). We conducted this study at the "Songsan-mulbit Forest Experience Center for children (FECC)" located in Gwangsan-gu, Gwangju Metropolitan City, from the second week of May to third week of June 2018 for preschoolers in K-kindergarten (six and seven-year-old integrated classes; 41 preschoolers in total). We conducted the LMT evaluation on the same preschoolers before and after the workshop, and the drawings of 39 preschoolers drawn for LMT evaluation before and after the workshop were subject to the final evaluation. As a result of the study, the cognitive levels for the spatial concept after the workshop are higher than those for the spatial concept before the workshop, especially showed the result of comparing the LMT values of 6 age and 7 age, there were significant differences on pre and post workshop in p<0.01.

The Walkable Street Design for 'Gaeksa-gil' of Jeonju City - Community Participatory Street Design - (전주시 객사길 보행자 중심 걷고 싶은 거리 설계 - 주민참여형 가로설계 -)

  • Kim Sung-Kyun;Jeong Tae-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.33 no.3 s.110
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    • pp.94-104
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    • 2005
  • This paper presents a streetscape design for the 'Gaeksa-gil', located in Gosa-dong and Jungang-dong, Jeonju City, which length is about 830m and width is about $8\sim10m$. The goals of the design are to make a street on which people want to walk and rest both safely and pleasantly. To achieve these goals; concepts of identity, history, placeness, commercial vitality, environmentally-friendliness, safety, amenity , and democracy have been developed. For the pedestrian safety; shared street concepts, such as crank, salalom, fort, mini-rotary etc. are adopted. For design method, community participatory design is adapted. For the design theme; the axes of Time and Space are developed and streets are divided into 3 thematic spaces, such as 'History Street,' 'Nature Street,' and 'Culture Street.' The History Street, which belongs to Time axis, is a space for experiencing past, present, and future history of Jeonju city. Nature Street, which belongs to Space axis, is a space for feeling and loaming the nature of the city. The Culture Street, which also belongs to Space axis, is a space for experiencing the culture of the city. The community participated in the whole design process through the workshop, the internet website, the street events, etc.

Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.111-117
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    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

Community Participatory Neighborhood Park Design -In the Case of Yangi Park in Sadang-dong, Seoul- (주민참여에 의한 마을마당설계 -서울 동작구 사당동 양지공원-)

  • 김성균
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.3
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    • pp.61-69
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    • 2001
  • This paper presents a case of community participatory neighborhood park design. The site, Yangji park, is located in Sandang-dong, Dongjak-gu, Seoul and the area is about 1,870m. Neighborhood park is defined as an outdoor space which is close to people´s home and is considered to be their own, because of the residents´ collective responsibility, family association, and frequent shared use. It is a place for pleasant rest area for community, sharing a sense of nature and retaining a sense of tradition and culture which is disappearing in a city. It is related to the daily life of the people near the site and becomes a place to let the community increase dialogue and understanding between people. On the other hand, participatory design is a design in which people participate in the design process. Thus people can understand the project well, present their opinions better, and reconcile conflicts between the different interests of people. This design applied a community participatory design method to design a neighborhood park. The major strategies for participatory design were ´workshop´, ´card game´, ´walking site´, ´interview´, and ´questionnaire´. Eight workshops were performed for the participation design. The major spaces and facilities elected by participants were the ´main entrance plaza´, ´entrance symbol space´, ´children´s ´playground´, ´multipurpose sport ground´, ´grass land´, ´foot-pressure area´, ´spaces symbolizing a rock mountain and an old well´, ´space for youth´, ´a pavilion´, etc. From this selection, design concept alternatives were generated by participants. The aster plan was developed from these design alternatives with the help of landscape architects. It was revised by ist visits and community discussions. People were also involved in the construction process and left their own works, such as hand prints, on the site. After construction, residents continued to maintain the park by themselves. As a result, It was found that participatory design was very effective for people´s satisfaction and sustainable park management. By involving people more in the process they developed a sense of community, a sense of ownership, and attachment to the place. In conclusion, it is suggested that we need to develop an effective people´s participation method to Korean society.

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The Stakeholder Interview of Participatory Digital Archives for Social Memory (사회적 기억을 위한 참여형 디지털 아카이브 이해관계자 면담 연구)

  • Park, Jinkyung;Kim, You-seung
    • The Korean Journal of Archival Studies
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    • no.54
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    • pp.249-287
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    • 2017
  • This study discusses the theoretical analysis of the concept of social memory and participatory digital archives, and argues the various problems of participatory digital archives based on the analysis of individual experiences and perceptions through interviews with stakeholders including users and operators. As a theoretical study, it analyzes related precedent studies and explores the complementary concepts of social memory and participatory digital archives. Based on the discussion, the study understands social memory as a defined and generated memory through the interaction of the social environment encompassing politics, socio-culture and the internal relations of the community. Furthermore, it understands the participatory digital archive as a digital space in which the community, the voluntary participation of users, and the support of professional groups intertwine. The memories and records of this interaction are then stored, preserved, shared, spread, and reproduced. Through stakeholder interviews, the study analyzes the perceptions of users and operators regarding participation, policy, and service, and identified the various problems with participatory digital archives.

Research on Storytelling Elements in Augmented Reality Cinema through the Process of Image Abstraction: A Case Study of 'AR Campus Diary'

  • Tae-Eun, Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.262-269
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    • 2024
  • The "AR Campus Diary" project innovates in the realm of art through integrating augmented reality (AR) with interactive storytelling, fostering personal and interpersonal development through artistic expression. This artistic endeavor metaphorically represents the growth and fruition of individual stories, facilitated by a series of progressive art activities that emphasize continual interaction between self and others. Set against the backdrop of a university campus, the project employs AR markers designed to unfold stories in phases through a dedicated application, allowing participants to experience and influence the narrative uniquely. Diverging from traditional film editing techniques, "AR Diary" offers viewers the autonomy to navigate through story segments of their choosing, marking a departure from conventional cinematic storytelling by leveraging marker-based plot progression. This project not only showcases the fusion of technology and art but also pioneers a participatory form of art education based on engagement and play.

Development and Application of Participatory Ecological Restoration Program for BaigDooDaeGahn (백두대간 생태 복원을 위한 시민참여 프로그램 개발과 적용)

  • Kim, Chan-Kook;Ahn, Tong-Mahn;Kim, In-Ho;Lee, Jae-Young;Kim, Sung-Jin;Chae, Hye-Sung;Lee, Young;Lee, Jae-Won;Kim, Min-Woo;Shin, Min-Jong;Park, Hyo-In;Cho, Kyung-Jun
    • Hwankyungkyoyuk
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    • v.23 no.2
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    • pp.1-15
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    • 2010
  • Ecological restoration aims to reverse the degradation of ecosystems that occurred as humans have affected landscapes. This study was conducted in part of a larger project to develop participatory ecological restoration procedures for disturbed areas in Baigdoodaegahn which is a major mountain range in the Korean Peninsula. The case of alpine farmland at Kangwon-do was selected to apply the theoretical framework of participatory restoration since the nutrient contents in alpine solid under vegetable cultivation degrade water quality in the watershed while farmers in the region are economically struggling due to imports of vegetables from China. The reciprocal model of restoration was applied to cope with interactions between human and ecosystem needs in ecological restoration. A series of environmental education and eco-tourism programs were developed and incorporated into the participatory restoration project to rebuild social-cultural aspects of the community as well as to restore the biophysically disturbed area while meeting both ecological needs and human needs. This study suggests that participatory projects will be more successful when experts support the local residents and citizens in restoration process, when leadership are developed through social learning, and when ecological, financial and social factors of restoration are integratedly considered.

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