• Title/Summary/Keyword: e-문화

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A Study on the Objectives of Cultural Property Education for establish of the U.V.E.C.(Understand, Value, Enjoy, Create) Cultural Property Education (U.V.E.C.(Understand, Value, Enjoy, Create) 문화재교육 정립을 위한 문화재교육 목표 연구)

  • PARK Sanghye
    • Korean Journal of Heritage: History & Science
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    • v.55 no.4
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    • pp.278-294
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    • 2022
  • To date, cultural property education has seen rapid quantitative growth due to national and personal needs. However, qualitative growth is lacking. The objectives of cultural property education have not been established, and therefore, even its identity is not clear. The most pressing issue at present in cultural property education is to first set objectives. This study aimed to analyze the objectives of current cultural property education, identify the problems, and set new objectives to meet significant national and personal needs in terms of education. The problems with the objectives of current cultural property education are that the persons interested in the education do not understand the concept of the education objectives clearly and that the objectives do not contain much actual content of the education. Also, the objectives of the education do not take into account the dynamic competencies and interests of the learners and do not satisfy the changes of the times. To solve these problems, new cultural property education, called 'U.V.E.C.,' was offerred. U.V.E.C. education is aimed at understanding cultural properties, recognizing their value, and enjoying them, and at creating culture. The objectives of U.V.E.C. cultural property education were set such that they can be modified flexibly in a learner-centric way with clear and practical format and contents. Based on this direction, stepwise objectives were set including overall objectives, detailed objectives, and practice objectives, and objective cases of each step were proposed. Considering the generality of the education and the distinct characteristics of the cultural properties, the U.V.E.C. education objectives took into account the diversity of behavioral objectives, clearness in statements, the objectives of problem solving, the initiative of learners and openness for expression outcomes. The U.V.E.C. objectives are clear and specific so that teachers can enhance their pedagogical efficiency and learners are able to develop interesting and diversified competencies. In addition, it is expected that the U.V.E.C. objectives will significantly affect objective setting for education on cultural properties which have not been studied widely. Further systemic and specific studies on the contents and methods of the U.V.E.C. education would help to change the overall education on cultural properties and position the field as a new academic area.

A Method of Using Digital Map to Improve Multicultural Education Efficiency: A Design of 'e-Atlas of Society and Culture' for Marriage Immigrant Women to Overcome Contextual Limitations (다문화교육 효율성 제고를 위한 전자지도의 활용방안 -결혼이주여성의 맥락적 한계 극복을 위한 'e-사회문화지도'설계-)

  • Jung, Young-Ae;Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.13-21
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    • 2014
  • In this paper, we study on an 'e-Atlas of Society & Culture(e-ASC)', to develop and implement educational courseware for marriage immigrant women, to adapt Korean society. The 'e-ASC' can help cultural adaptation, such as the understanding of Korean people's common values and behaviors and can likewise provide opportunities to contribute to Korean society, for marriage immigrant women living in Korea. E-cultural map is a useful tool for providing educational experiences and sharing a sociocultural homogeneity, using three dimensional space, for both immigrants and residents. The 'e-Atlas of Society & Culture', suggested in this paper, using the notion of an E-cultural map, has a strong point. That is to say, the immigrants have contextual limitations about Korea and Korean culture, caused by some particular events in their motherland. This atlas provides an opportunity to overcome this contextual limitations and to help understand and adapt to Korean society for these immigrants. This 'e-Atlas of Society & Culture' can be an efficient educational tool for immigrants and can help marriage immigrant women understand and adapt Korean social and cultural phenomena. They might have contextual limitations about these phenomena in their motherland.

Recognition of cultural relativity through Yoruba culture in the ancient city of Ilé-Ifé, Nigeria (나이지리아 일레이페(Ilé-Ifé) 지역의 요루바 문화를 통해서 본 문화 상대성 재인식 - 조각상과 창조신화를 중심으로 -)

  • Cho, Ji-Sook
    • Cross-Cultural Studies
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    • v.49
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    • pp.303-330
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    • 2017
  • This paper examines the origin of the current Nigerian Yoruba artistic and cultural tradition through ancient artifacts and creation myths centered on $Il{\acute{e}}-If{\acute{e}}$ (or $If{\acute{e}}$) located in the southwestern part of Nigeria and recognition of cultural relativity. In the oral tradition, kingdoms of Ijebu, Oyo, and Benin all have their origins in the ancient city of $Il{\acute{e}}-If{\acute{e}}$, the cradle of Yoruba culture. Their founders were sons of Oduduwa, the god of Yoruba. In this way, kingdoms built around $Il{\acute{e}}-Ife$ were closely connected with culture, religion, and society. In order to understand the Yoruba culture, research on $Il{\acute{e}}-Ife$, the source of their artistic and cultural traditions, is very important. The Yoruba are deeply rooted in $Il{\acute{e}}-Ife$. They have been steadily preserving their artistry since the beginning. They have been using it in their lives to this day for centuries. Their evidences are mythology and Ifa divination system. They are cultural heritages that represent the art of Yoruba and the spiritual culture. Ifa devination system is one of Yoruba traditions associated with Yoruba gods 'Eshu' and 'Ifa'. It has been conducted among the Yoruba until now. If the culture and civilization of Africa, including these Yoruba traditional customs, are deemed illogical and superstitious, it would mislead their efforts to preserve the origin in its original form. If so, one should understand the relativity of other cultures and civilizations and the need for diversity and flexibility of value standards to judge their cultures and civilizations.

Cao-e's story and Its Case Study on the culture archetype contents (조아(曹娥)설화와 문화원형콘텐츠 사례연구)

  • Jo, Jeong-rae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.439-461
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    • 2017
  • The filial piety culture represented by Cao-e was regarded as moral rule mechanism in order to maintain patriarchal system and property relations in ancient China as an agricultural society. Exactly, In the process of Cao-e's story spreading, oral inheritance and literature processing have a relation of learning and penetration each other in order to beautify, deify, systematic stories. This is expression of human being's thought method of pursuing perfection. For instance, The traditional piety culture is increasingly weakened, that is why it is important to recognize the fundamental connotation behind the cultural identity in the modern society, to create the social foundation of Cao-e' filial piety cultural contents root, and to explore the core values of piety culture contains. Looking Cao-e' filial piety Culture and culture archetypes as study object, this article analyzes the spreading of Cao-e's story texts for understand the connection between literature processing and image formation from aspect of Cao-e deification.

Some Discussions about Internet Anonymity on Electronic Commerce (인터넷 익명성과 전자상거래)

  • Park, Moon-Suh
    • International Commerce and Information Review
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    • v.4 no.2
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    • pp.201-222
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    • 2002
  • e-문화가 급격히 확산되고 있음에도 인터넷 익명성의 문제를 전자상거래와 결부하여 접근하는 데에는 다소 소홀한 편이다. 본 논문은 e-문화 측면의 현상들을 익명성 문제에 초점을 맞추어 배경 및 쟁점 등을 점검하고 e-문화의 핵심적 요소라 할 수 있는 익명성 문제가 전자상거래와 관련하여 어떠한 의미가 있는지를 분석하였다. 연구 결과 인터넷 익명성 문제는 긍정적 부정적 효과를 동시에 안고 있고, 익명과 설명에 대한 네티즌들의 선호도 역시 팽팽한 상태로 유지되고 있어 기업의 전자상거래 과정에서 특별히 관심을 기울일 필요가 있다. 또한 기업은 익명성 수준을 효과적으로 조정하여 쇼핑몰 운영 등 전자상거래에 반영할 필요가 있으며, 장기적으로는 현실 세계에서의 '자기PR 시대'의 추이가 가상 세계에 반영되는 흐름을 잘 읽고 실명 사용을 확대하여 불특정 다수의 네티즌을 충성스런 고객으로 확보해나가는 전략을 실천해 나간다.

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A study on the Revitalization of e-Sports by Analyzing e-Sports Events (e스포츠 종목 분석을 통한 e스포츠 활성화 방안에 관한 연구)

  • Lee, Jae-Woo;Lee, Jong-Won;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.53-55
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    • 2021
  • 2020년은 COVID-19 바이러스로 인해 e스포츠는 새로운 가능성을 보여주고 있다. 전통적인 스포츠의 경기 진행 및 현장 관람이 어려워 고전하고 있는 반면에 대부분의 e스포츠 경기가 온라인 중계로 정상적인 일정을 진행하였다. 그러나 국내 e스포츠의 종목은 LOL을 비롯하여 극히 일부 게임만 성공적으로 운영되고 있다는 문제가 있다. 본 논문에서는 e스포츠로 성공한 게임을 분석하여 e스포츠 활성화를 위한 제안을 한다.

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A Comparative analysis of cultural power as a soft power among national power (국력요소 중, 소프트파워로서의 문화경쟁력 비교분석 연구)

  • Choi, Chang-Hyun;Park, Jeong-Bae;Kim, Jong-Geun
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.55-68
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    • 2014
  • In this study, we performed an empirical research on how cultural power affects soft power as one of the elements of National Power. To fully exert the force of cultural power, appropriate level of "resources for power" need to be disseminated into cultural elements. Utilization of these resources need to appropriately developed and produced in quality and quantity when needed. This activity should be ensured with "composite support competence"; which is the combination of support organizations and their potentials. Indicators of cultural power includes society favorability rating, cultural favorability rating, E&D industry competitiveness index, and T&T competitiveness index. According to analysis of cultural power by each country, cultural industry (E&D) competitiveness index and travel and tourism (T&T) competitiveness index shows relatively high correlation. This research aims to analyze the "cultural power as soft power" of South Korea, China and US, and how they are different and how their resources of power are represented in their E&D and T&T competitiveness.

콘텐츠라인 / 서울 e스포츠 패스티벌

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.1 s.140
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    • pp.98-99
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    • 2005
  • ‘제 1회 서울 e스포츠 페스티벌’이 지난 12월 18일 서울대학교 종합체육관에서 열렸다. 서울디지털대학교가 주최한 이번 행사는 21세기의 대표적인 문화콘텐츠로 자리잡은 e스포츠를 이해하고 즐길 수 있는 문화적 행사로 마련됐다. 이번 행사는 e스포츠의 꽃인 스타크래프르, 속타 등 총 4개의 게임으로 진행됐으며, 2,500여명의 경기 참가자와 3,000여명의 관람객이 참여해 성황리에 이뤄졌다.

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eWOM효과에 영향을 미치는 요인에 관한 비교문화적 실증연구 -한국과 미국을 중심으로-

  • Park, Cheol
    • Proceedings of the Korean DIstribution Association Conference
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    • 2005.05a
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    • pp.41-58
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    • 2005
  • 본 연구는 eWOM(온라인 구전) 효과에 영향을 미치는 요인을 문화권(국가), 소비자특성(소비자 수용성), 그리고 온라인 경험 (인터넷 사용기간, 이용시간, 온라인 쇼핑횟수)로 나누어 살펴보았다. 문헌연구들을 통해 연구문제를 도출하고 이를 비교 문화적으로 실증하기 위해 총 1,176(한국 615명, 미국 561명)명의 온라인 리뷰 사용자를 대상으로 설문조사를 실시하였다. 그 결과 개인주의적인 미국보다는 집단주의적인 한국에서 eWOM의 효과는 더 큰 것으로 나타나 문화적 영향은 유의한 것으로 나타났다. 또한 소비자 수용성이라는 소비자 특성도 eWOM 효과(온라인 리뷰의 구매 직접영향정도)에 유의한 영향을 미치는 것으로 나타났다. 그리고 온라인 경험도 유의한 영향을 미쳤는데, 인터넷 사용기간 보다는 현재의 인터넷 이용시간이나 보다 관련이 있는 온라인 쇼핑횟수와 같은 변수가 eWOM 효과에 유의한 영향을 미치는 것으로 나타났다.

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