• Title/Summary/Keyword: ethnography study

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An Ethnographic Study on Middle aged Women's Hwa-Byung with Upper Limb Arthropathy (중년여성의 화병과 상지관절동통에 관한 문화기술지)

  • Kim, Mee-Young
    • Journal of East-West Nursing Research
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    • v.13 no.2
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    • pp.160-169
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    • 2007
  • Background: Hwa-Byung is known as a specific Korean cultural syndrome which corresponds to DSM-IV(MMPI). Some Korean women who have experienced heart aching anger(Hwa-Byung) complain physical pains as well as psychological problems. As for these physical pains, upper limb arthropathy(e.g. golf elbow pains, tennis elbow pains, or shoulder-joint pains) have not been paid attentions. In spite of not having done her excessive physical endeavor or exercise, some Korean middle aged women complain those arthropathy pains. And they go round orthopedics, pain clinics, and oriental medicine clinics. Purpose: This study was practiced in Severance Oriental Medicine Clinic. The oriental medicine doctor had a question about the major origin of upper limb pains which were not caused by excessive physical endeavor. To answer the question, this study has been practiced. In the process of interview with some those women, the major cause of those syndromes has been revealed as Hwa-Byung. The purpose of this study is to discover the meanings of the women's life who have been experienced Hwa-Byung with upper limb arthropathy. Results: These upper limb arthropathy can be explained by meridian theory. Shoulder-joint pain and golf elbow with Hwabyung can be explained by Heart meridian of hand-shoyin and the points of these pains are in the flow of this meridian. Tennis elbow with Hwabyung can be explained by Small intestine meridian of hand-taiyang and this point is in the flow of this meridian. The results of interview with 9 middle aged women was analyzed and interpreted according to Spradley's method of ethnography. The analysis revealed three core cultural themes : 1) There are certainly external cause to provoke Hwa-Byung. A patricentric family system, husband's playing around with another woman, cruel treatment by husband's family, or financial failure may be present anteriorly. 2) The chief existing condition is the discord between husband and wife. The stoppage of mutual communication, lacking in understanding, unfeeling, heartless, or unsympathetic is an major phenomenon of married life. So the important factor is not the sexual relations or problems but the discords of communication. 3) The feeling of anger, the sense of nihility, the desire to escape, and the effort to forgiveness coexist together. At a glance, they seemed to be a process. For example, anger seemed to present at first, then nihility seemed at second, then escape seemed at third, and then forgiveness seemed at last. But at point of visiting clinic to be treated, they are mixed up together as if in a jumble.

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Work Experience of Irregular Clinical Research Nurses (비정규직 임상연구 간호사의 근무경험)

  • Kim, Hae-Ok
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.623-634
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    • 2015
  • This research aims to perform an in-depth investigation about meanings and essence of working as clinical research nurses in local general hospitals. In order to interpret and reveal the meanings of role experience, data were collected from objects of 7 participants for 3 months. Data were analyzed by ethnographic research tools of Spradley. Themes conducted from this study were 'new experience about social learning process' and 'joys and sorrows through study participants ', 'lack of specialized learning course in nursing curriculums' and 'roles of general research planner', 'one's own work space' and 'proactive work environment that is relaxing and filled with consideration for others', 'hardship of being temporary employees. Clinical research nurses have experienced expansion of roles through new social learning processes. Conclusively, this study will provide useful basic data to develop new curriculum about clinical research nursing for nursing students and to improve working conditions for clinical research nurses.e purpose of this study is to design and implement a sign language dictionary for the deaf to understand information communication terminologies. When the deafs who have difficulties in communication use the internet, they can get help from this dictionary in accessing various types of information and expressing their intension. In order for the deaf to utilize the internet as efficiently as ordinary people, they must understand information communication terminologies first.

Case Study on Free Market in front of Hongik University: Store Based on New Experiential Value (경험적 가치기반의 매장에 관한 Ethnography: 홍대 앞 프리마켓(free market)을 중심으로)

  • Yoo, Chang-Jo;Kim, Min-A
    • Journal of Distribution Research
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    • v.12 no.3
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    • pp.1-21
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    • 2007
  • This study introduces 'Free Market' that was recently developed in front of Hongik university. 'Free market', as a place for transactions for art products produced by artists or prospective artists, is held regularly every Saturday in front of Hongik university. This study collected data through in-depth interviews with participants and participant observations at the market to analyze the success factors of 'Free Market'. We described development process, unique characteristics of 'Free Market' and new experiential values that the market provide to the participants. This free market was introduced as roadside stand in the middle of 1990s when some artists started selling their works. It passed through the growth stage after it staged the event that had mixed characteristics of 'flee market' and 'art market' at local festivals in 2001. In 2002 Sin-Chon culture forum directedculture-oriented market and the market has been developed as a current 'Free Market'. Recently 'Free Market' is comprised of steps, artists, and customers who voluntarily participated in the market. The market is held regularly every Saturday and provide various types of programs for the participants. Major characteristics of this free market were summarized as 'complex space' and 'role transition', and these characteristics provided the participants new experiential values such as 'freedom', 'emergent experiences', 'social interaction' and 'hero of festivals' through the participant role. We interpret that 'Free Market' has been successfully settled down as a new type of retail store based on these new experiential values. Therefore, this case provides very useful implications that unique experiential values that a store provides to the customers can be major sources of store competitive advantages.

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A Study on the Effects of Companion Animals on Humans: Based on the Tale of a Righteous Dog in Hongseong (반려동물이 인간에 미치는 영향에 관한 연구: 홍성 의견(義犬) 설화를 중심으로)

  • Kim, Seok-Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.659-670
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    • 2020
  • This study analyzes the effects of companion animals on humans based on folk tales of righteous dogs in Hongseong. By targeting the theses and Hongseong righteous dog tales for this purpose, analyses of Ethnography and FGI(Focus Group Interview) were used among Qualitative Research Methods. According to research analysis, the impact of companion animals on humans was analyzed as emotional, economic, and cultural and environmental effects. In the case of emotional impact, the effect of companion animals on social sentiment is analyzed to have a positive effect in various classes, ranging from children and adolescents to the elderly and the socially vulnerable. On the economic aspect, SWOT analysis was attempted in connection with the rapid expansion of the companion animals industry, as represented by the Petconomy market, and analysis was attempted by focusing on cultural campaigns and tales that appeared in various cultural and environmental influences. The results of these studies suggest that this study is one that adds depth to the fact that it is the first attempt to analyze the culture and technology of companion animals, that it triggers the contribution of community development by analyzing the symbiotic relationship between companion animals and humans through the specific region, and that pets will have an emotional positive impact on human life in the era of the Fourth Industrial Revolution, when individualism will be maximized.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

The Research of User Experiences of Participants of Public Comics Festival - In the center of Cosplay Sector of Bucheon International Comics Festival (공공 만화축제 참여자의 사용자경험에 대한 연구 - 부천국제만화축제의 코스프레 부문을 중심으로)

  • Chang, Jun-Do;Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.263-291
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    • 2016
  • Recently, by growing of Korean comics/animation markets and number of consumers, the more people have been reproducing culture contents into derived contents. However, user experience of active users who enjoy these cultures have not been accepted well like other local culture festivals in South Korea, though there are high potentials of vitalization comics/animation festivals using the active users. In this study, the experiences of participants of BICOF (Bucheon International Comics Festival) from 2013 to 2014 researched using the method of ethnography, especially using (group) interviews and participant observations. The result from the research indicates that cosplayers have limited range of participation inside of festival. And they have negative experiences during their participation into festivals. Therefore, this study suggests necessity of methodology of continuous reflecting of the user experiences of active users into festival, for the solution of the successful festival, who was objectified in the festival.

A Study of the Heating Systems used by Korean Compatriot in Russia - Focusing on Yunhaeju, Kazakhstan and Uzbekistan- (러시아에 거주하는 고려인의 난방 방식에 관한 연구 -연해주, 카자흐스탄, 우즈베키스탄을 중심으로-)

  • Lee YoungShim;Cho JaeSoon;Lee SangHae;Joung JaeKook
    • Journal of the Korean Home Economics Association
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    • v.43 no.1 s.203
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    • pp.145-165
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    • 2005
  • In 1937, most Korean compatriot who lived in Yunhaeju moved to Kazakhstan and Uzbekistan in Central Asia following the deportation policy of Russia. Korean compatriot have kept their traditional life style for 140 years, without a deep relationship with Korea. This study examined the heating systems of Korean compatriot in Yunhaeju, Kazakhstan and Uzbekistan, Russia. A literature review and field research, based on Ethnography as a research method, was employed. The results of the research were as following: 1) Korean compatriot in Yunhaeju use a Pechika, which is a radiator that uses hot water, and a Gudul as the main heating systems, but the use of a Pechika was most common. A Pechika functions for cooking as well as for warming the house. The room with the Gudul was connected to the kitchen, so this space was used as a place for cooking and eating, for family members to meet. Many kinds of fuel, like gas and electricity, were used to power the heating systems. 2) Korean compatriot in Kazakhstan use radiators, with hot water as the main heating system, with ratio using Gudul used in this region being the highest of all the three areas. The most common fuels used for a Gudul were wood and coal, and gas was also used in cooking. The room with the Gudul was planned to be located beside the fireplace, without any walls. The people using a Gudul use that place for eating and meeting, as well as for family members to sleep. 3) The main heating system of Korean compatriot in Uzbekistan was a radiator using hot water, and those with pipes containing hot water buried under the floor were very common. The function is very similar to that of a Gudul, so most people using this type of radiator would sleep on the floor. Those people with a traditional Gudul not using them were mostly in Uzbekistan. The reason for this was that the family members had diminished, so it was hard work for elderly parents to manage an extra building containing a Gudul. Gas was the fuel generally used for heating and cooking in Uzbekistan. 4) Guduls were used in the Korean compatriot's houses in all three areas, even though they have changed in structure to adapt to the Russian life style. However, Guduls have still been functioning to maintain a traditional life style in Korean compatriot's houses for the gathering of family members.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

Paradox, Impossibility or Superabundance - Theories of Gift of Mauss, Derrida and Ricœur (역설, 불가능성 혹은 넘침 - 모스, 데리다, 리쾨르의 선물론 -)

  • Byun, Kwang-bai
    • Cross-Cultural Studies
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    • v.52
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    • pp.1-29
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    • 2018
  • The notion of 'gift' is one of the effective and fruitful codes for understanding Western civilization. In this study, we will shed light on several meanings, especially by comparing among the three French philosophers that expressed interest in this notion: they are Mauss, Derrida and $Ric{\oe}ur$. Called "father of French ethnography", Mauss claims, in his famous article "Essay on the Gift", that the gift is paradoxically a kind of economic exchange dominated by three obligations: to give, receive, and return. But he strives to establish a moral theory based on the obligation to give. Under the influence of Mauss, Derrida deconstructs the theory of Mauss by devoting attention to 'time', one of the determining elements in studies on the gift. Derrida observes that the gift is established just at the extremely short moment of emergence of the act of giving and that this act is transformed into an economic exchange with passing of time. From it, the impossibility of the gift is derived despite its concrete and real emergence and existence. Under the influence of Mauss, $Ric{\oe}ur$, for his part, is interested in the notion of giving as part of the dialectic between 'love' and 'justice'. According to him, whereas justice is dominated by the economy of gift, namely the logic of equivalence, love, by the logic of 'superabundance'. He focuses on establishing 'Supra-ethics' by considering the fact that the gift is at the core of his religious and philosophical vision. Finally, let us point out that in $Ric{\oe}ur$, this notion of gift ('don') is closely linked to forgiveness ('pardon'), that holds in it the secret of understanding regarding the 'fallible' and 'capable' man.

A Proposal of Jeungsan Pilgrimage Way (증산 순례길 제언)

  • Kim, Jin-young
    • Journal of the Daesoon Academy of Sciences
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    • v.31
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    • pp.131-163
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    • 2018
  • The concept of pilgrimage is a phenomenon that appears in almost every major religion. It is traditionally defined as religious travel to a sacred external place for spiritual purposes and introspection. However, there are many different relationships between pilgrimages and religious customs, including excursions through abstract dimensions and regular journeys such as annual holidays. Because modern pilgrimages are taken for a variety of reasons, they are not limited to faith-based historical locations. Thus, many scholars also perceive pilgrimages as an increasing part of the general industry of tourism. These journeys are now studied in a diverse range of fields (e.g., ethnography and tourism). In this way, pilgrimages have created a new market from an industrial perspective. This economic analysis has resulted in secular interest. Pilgrimages can now be taken by gil (walkways), which have gained tremendous popularity. Thus, religiosity and humanity as they are embraced through pilgrimages are now receiving outside influences. This study therefore is aimed at generating suggestions for developing the pilgrimage routes related to Kang Jeungsan (i.e., the Supreme God of Daesoon Jinrihoe). These proposed Jeungsan routes are not simply restricted to religious activities or nostalgia, nor are they exclusively concerned with encountering holiness. To realize this idea, it is necessary to reconsider the concept of a sacred space.