• Title/Summary/Keyword: multi-cultural society

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Cultural Facility Design in Japan (일본의 문화시설 현황과 디자인 특징에 관한 연구 - 1990년대 신축시설을 중심으로 -)

  • 김선영
    • Archives of design research
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    • v.14 no.3
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    • pp.15-26
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    • 2001
  • The goal of this study is threefold. First, this study explores the historical origin and architectural characteristics of cultural facilities in Japan. For this purpose, I examine various cultural facilities in Japan such as theaters, multi-purpose halls, convertible spaces and cultural centers. Second, this study also sheds a new light on the meaning of the relationships between cultural activity and architecture design in Japan. For this, I primarily look at the various categories of cultural buildings in Japan and their main functions. Finally, I demonstrate how both traditional and modem design elements are embodied in Japanese cultural facilities.

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The Effect of a Convergence Multi-cultural Nursing Education Program on Cultural Competence and Empathy for Nursing Students (융복합 다문화 간호교육 프로그램이 간호대학생의 문화적 역량과 공감능력에 미치는 효과)

  • Lee, Grace Chang-keum;Park, Yeon-Suk;Lee, Hye-Kyung;Lee, Keum-Jae
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.337-346
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    • 2015
  • Purpose: The purpose of this study is to identify the effect of a convergence multicultural nursing education on cultural competence and empathy for nursing students. Method: This used a total of 85 samples with an experimental group and a control group and pre-and post-testing. The samples comprised of 85 third-year nursing students enrolled in the BSN program were divided into an experimental group (n=45) from college J and an control group (n=40) from college K. Results: The experimental group of students who attended a convergence multicultural nursing education program increased the level of cultural competence and empathy significantly. But the control group of students who did not receive multicultural nursing education program had no significant increase. Conclusion: The study proves that a convergence multicultural nursing education program has a positive impact on the improvement of cultural competence and empathy for nursing students.

Baby Food Knowledge, Attitudes and Practices of Multi-cultural Families in a Rural Area (일개 농촌지역 다문화가정의 이유식에 대한 지식, 태도 및 실천)

  • Kim, Min-Seo;Kim, Keon-Yeop;Kim, Kyeong-Na;Kim, Kwang-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.500-509
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    • 2017
  • This study was conducted from December 2015 to March 2016 to investigate the knowledge, attitude, and practice of baby foods in rural multi-cultural families. The survey included the general characteristics of households and infants, knowledge, attitude, and practice of baby food. The results indicated that the mean score of baby food knowledge was 3.79, 4.07 for attitudes, and the practice group was 25.0%. In the knowledge of baby food, the groups with a total number of two or more children, high educational background for both the father and mother, Chinese or Japanese nationality, high Korean language ability, and marriage for at least 6 or more years was higher (p<0.05). In the attitude of baby food, the groups with a total number of two or more children, a higher mother's Korean language, and the mother in charge of the baby food were higher (p<0.05). In the case of baby food practice, the groups the baby mother was from Japan and Cambodia, there was no occupation, and the mother was in charge of the baby food were higher (p<0.05). Knowledge and attitude according to the practice of baby food showed a higher knowledge (p <0.001) and attitude in the weaning practiced group than unpracticed. To produce baby food for infants in multi-cultural families, it is important to improve the Korean language ability of infant mothers who are in charge of baby food, and it is necessary to provide correct information related to infant formula utilizing the supporters of the neighboring mothers. In addition, it is necessary to provide customized education and support that is contingent upon the nationality of the native people while remaining mindful of the cultural implications of multi-cultural families.

An Economic Evaluation of Multi-Functionality of Rural Areas and Benefit Transfer (농촌 다원적 기능의 경제적 가치와 편익이전)

  • Shin, Yong-Kwang;Rhee, Sang-Young;Kim, Young
    • Journal of Korean Society of Rural Planning
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    • v.10 no.1 s.22
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    • pp.1-7
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    • 2004
  • There are recently many studies on evaluating the economic value of multi-functionality of rural areas. However, the regional difference of economic value leads a problem of different evaluation on its economic value for each region in its application to government policy. This problem causes an increase in cost because it creates restriction in policy decisions which put their importance on the time of their execution. This study investigates the propriety of value transfer using Meta Analysis after evaluating the social and cultural value of rural areas among their functions based on CVM model. It finds that the regional difference in the willingness to pay is 0.13% to 31.42%.

Psychometric properties of an instrument 2: structural validity, internal consistency, and cross-cultural validity/measurement invariance (측정도구의 심리계량적 속성 2: 구조타당도, 내적일관성 및 교차문화타당도/측정동일성)

  • Lee, Eun-Hyun
    • Women's Health Nursing
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    • v.27 no.2
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    • pp.69-74
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    • 2021
  • Structural validity, internal consistency, and cross-cultural validity/measurement invariance are psychometric properties of the internal structure of an instrument. In psychometric studies published in Korean nursing journals, structural validity has mainly been assessed using confirmatory factor analysis. Cross-cultural validity/measurement invariance has rarely been evaluated. It is recommended for Korean nursing researchers to evaluate the internal structure of instruments using a greater variety of methods, such as item response theory, Rasch analysis, multi-group confirmatory factor analysis, and differential item functioning.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Generational malling culture in multi-complex shopping malls - Entertainment experiences - (복합쇼핑몰에서의 세대별 몰링문화에 관한 연구 - 엔터테인먼트 경험을 중심으로 -)

  • Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.21 no.5
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    • pp.726-741
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    • 2013
  • Malling culture, which refers to the enjoyment of shopping in multi-complex malls with shopping, cultural, and leisure facilities, has emerged as a major trend in society. However, few studies have researched malling culture in depth. This study classified people who go to multi-complex shopping malls as belonging to the baby-boom generation, X-generation, or Y-generation to investigate consumer culture in malls, with an emphasis on user satisfaction and entertainment experiences. Consumers who had shopped in a multi-complex shopping mall during the last 6 months were surveyed. Data were collected through a research company, and responses from 417 subjects were used in the analysis. Among the 417 subjects, 130 were baby-boomers, 136 were from the X-generation, and 151 were from the Y-generation. Investigating the components of multi-complex shopping malls that stimulate entertainment experiences, this study found that exploratory, emotional, and leisure experiences were enhanced when users were more satisfied with the image, atmosphere, and events of shopping malls. In addition, mall image and atmosphere contributed to the improvement of social experiences. With regard to generation, baby-boomers and subjects from the X-generation were generally more satisfied with mall atmosphere, image, and events and had more exploratory and leisure experiences. This study holds significance in that it examined malling culture from a wider perspective than simply the younger generation and presented scholarly and marketing implications based on insights into generational malling culture.

A Study on Educational Needs in Married Immigrant Women Perceived by Their Home Visiting Educator (방문교육지도사가 인지하는 여성 결혼이민자의 교육요구)

  • Kim, Mi-Jong;Kim, Tae-Im;Kwon, Yun-Jung
    • Korean Parent-Child Health Journal
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    • v.13 no.1
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    • pp.44-53
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    • 2010
  • Purpose: This study was conducted to identify the educational needs of married immigrant women perceived by their home visiting educator. Methods: Data were collected using in-depth interviews and structured questionnaires during July 1st to 28th, 2009. 5 HVEs participated in focus group interview, and 27 HVEs in the questionnaire survey. Data were analyzed by content analysis and descriptive statistics using SPSS/WIN program. Results: Educational needs of Married Immigrant Women were conjugal and family relationship, child rearing and child health care, health management, sex education, and self-identification. There is no proper teaching materials about child rearing for HVEs. The educational needs of HVEs were physical and cognitive characteristics of child development, developmental screening skill and play according to the each developmental stages of the multi-cultural families. Conclusion: Family relationship, child rearing and child health care, must be stressed in educational program for Married Immigrant Women. To maximize the effectiveness of support for multi-cultural families, it must be developed a systematic educational program and teaching materials according to family developmental stages.

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The influence of Chinese multi-polarization strategy on the security of Korean peninsula (중국의 다극화 전략이 한반도 안보에 미치는 영향)

  • Choe, Gyeong-Sik
    • Journal of National Security and Military Science
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    • s.4
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    • pp.241-287
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    • 2006
  • 16th CPC National Party Congress established multi-polarization strategy as an external strategy, and 'The Great Reinvigoration of Chinese Nation' as the aim of The Great Strategy of China. It is required to maintain stabilized and peaceful surrounding circumstance in order to make it possible. The ideal surrounding circumstance that China is aiming for is to achieve multi-polarization of international society while maintaining strategic deterrence. Multi-polarization now in 'One super Multi powers' is that 'Multi powers' deter 'One super' to prevent predominance of USA and to decentralize the power. China wishes to realign international order as it accomplishes multi-polarization. China who wants 'Peace and Stabilization' emphasizes autonomy, peace and unification of Korean peninsula. Autonomy means the restraint intervention of foreign power, that is, American influence in Korean peninsula. Multi-polarization strategy of China will be used in Korean peninsula to solve nuclear issue of North Korea, to support neutral unification and to keep balance of power with USA, Japan and Russia as it renders economic advantages to South Korea and security engagement to North Korea, based on special geographical, cultural and historical relationship with two Koreas. The nuclear issue of North Korea will be a stage to test multi-polarization of China. When it deduces positive solution of nuclear issue due to successful six-party talks, and advances to security talks of Northeast Asia, it will contribute a lot to power and elevation of national stature of China in international society. Thus, the Chinese strategy will be an accommodative condition for the security of South Korea, and it requires wise decision of South Korea to make hay while the sun shine.

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A Study on the Meaning of Trace in Sugimoto Takashi's Design (스기모토 타카시의 디자인에 나타나는 흔적의 의미에 관한 연구)

  • Suh, Jeong Yeon
    • Journal of the Korea Furniture Society
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    • v.26 no.1
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    • pp.51-60
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    • 2015
  • Interior designer Sugimoto Takashi uses salvaged material and natural thing for aesthetical purpose. These material performs not just as fun stuff but as design tool in order to set up cultural meaning which modern society always lacks for. The method of communicating the meaning is the multi-layered trace on them. There are three types of trace. They are harsh texture of surface, untrimmed outline, and gathering & arrangement. Through these formation methods of trace, Sugimoto can suggest various curtural meanings such as vanishing value of old-fashioned lifestyle, primitive energy of nature, and sincere touch of somebody. As a result, the trace in Sugimoto's design is an endeavor to exist tradition(the long ago) and nature(the far away) in here-and-now interior space.