• 제목/요약/키워드: multi-culture

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보육교사의 다문화 수용도와 다문화 교수효능감이 다문화가정 유아-교사 관계에 미치는 영향: 다문화 교육태도의 매개효과를 중심으로 (Multi-Culture Acceptability, Multi-Culture Teaching Efficacy on Young Child-Teacher Relationships in Childcare Centers: Mediation Effect of Attitude towards Multi-Culture Education)

  • 김혜금;임양미
    • Human Ecology Research
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    • 제53권5호
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    • pp.557-566
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    • 2015
  • This study investigated the effects of multi-culture acceptability and multi-culture teaching efficacy on young child-teacher relationships. The teachers' attitude towards multi-culture education was included in the analysis as a mediator between multi-culture acceptability and multi-culture teaching efficacy. Participants were 295 teachers and 295 young children between 3 and 5 years in childcare centers located in Seoul, Incheon, Ulsan, Gyeonggi, and North Gyeongsang Province. Teachers completed questionnaires regarding multi-culture acceptability, multi-culture teaching efficacy, and attitude towards multi-culture education. Collected data were analyzed by descriptive statistics, Pearson's correlation, Structural Equation Model, and Sobel test with SPSS ver. 18.0 and AMOS ver. 21.0. The results were as follows. First, the subscale of multi-culture acceptability and multi-culture teaching efficacy generally showed a positive correlation with closeness and conflict in the subscale of young child-teacher relationships. Second, teacher's multi-culture acceptability directly influenced the young child-teacher relationship. In addition, the impact of multi-culture teaching efficacy on young child-teacher relationship was mediated perfectly by the multi-culture education attitude. The results suggest that the multi-culture teaching efficacy promote early childhood multicultural education attitudes and that can be changed to positive teacher relationships.

다문화가정의 가정생활문화 통합의 지향성 (Directivity of Integration of Multi-Cultural Family's Family Life Culture)

  • 차성란
    • 가족자원경영과 정책
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    • 제13권3호
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    • pp.85-101
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    • 2009
  • The Multi-cultural Family Support Center provides various educational programs and services for multi-cultural families. However, there are controversies regarding integration and assimilation, ethnic identity and ethnocentrism, and state-sponsored multi-culturalism. From the home economist's perspective, it was necessary to explore the direction of integration of family life culture in the multi-cultural society. This study concluded that there is a necessity to accept foreign culture and create a new culture while still maintaining their and our own cultural identity respectively. For this purpose, integration and assimilation must progress side by side to maintain the cultural identity and stability of multi-cultural families. But, women migrants are to adapt in their everyday life, they need to attend a Korean-language course and take part in a traditional Korean culture program such as having an assimilational characteristics. Also for the happiness of multi-cultural families ultimately not for the confronted problems, it requires sometimes education of changing migrants' own traditional customs and life culture partly. In this sense, educational and cultural programs held by Multi-Cultural Family Support Center are meaningful and their importance in adapting into everyday life must be recognised by all of us.

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국제비즈니스에서 비교문화 연구의 재검토 (Cross-cultural Studies Revisited in International Business)

  • 조호현
    • 이베로아메리카
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    • 제12권1호
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    • pp.407-439
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    • 2010
  • Growth of researches addressing cross-culture in international business is exponential. This article reviews the extant researches around the national culture and describes the various conceptualization of culture through discussion of some of popular models of national culture. This article presented some of the most important issues in international business surrounding globalization, especially convergence and divergence of cultures and cultural changes. Global rapid changes in international business environment request the reconsideration of the assumption of cultural stability and the simple view of culture, which tends to examine the static influence of a few cultural factors in isolation form other cultural factors and contextual elements. This paper identifies a valid cultural grouping and proposes the following typology of the possible methodologies in international business; Ethnological description, Use of proxies, Direct values inference, and Indirect values inference. Rather than selecting a single methodology, it appears to be more appropriate to use multi-method in the cross-cultural international business research. It has been shown that cultural change is intertwined with socioeconomic-institutional variables, and that these variables may also add to determine culture contemporarily. This paper also explained the dynamics of culture as multi-level, multi-layer constructs. According to this model, we may understand how the dynamic nature of culture conveys the top-down-bottom-up processes where one cultural level affects changes in other level of culture.

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

  • 박민정
    • 복식문화연구
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    • 제21권5호
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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 multi-cultural family wives adapting to Korean cuisine and dietary patterns

  • Park, Young-Il;Jeong, Hee-Sun;Joo, Na-Mi
    • Nutrition Research and Practice
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    • 제4권5호
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    • pp.405-413
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    • 2010
  • With the increase in multi-cultural families, Korea is seeing a rapid increase in immigrated housewives, who are closely related to food culture. However, studies for the diet of multi-cultural families, which is most closely related to our lives have not been sufficiently researched. With this background, this study conducted research for immigrated women nationwide about food cultures to provide the possibility which Korean food culture would be developed harmoniously with various foreign food cultures. In this study, the immigrated women seemed to have adapted to Korean food culture quickly, but they showed differences according to some conditions like countries they are from and the time they have been in Korea. To achieve this, we need to conduct consistent and in depth studies for food cultures in multi-cultural families so that we can make healthy development in food culture, harmonious with traditional Korean culture.

남성 패션에 표현된 다중 문화 (Multi-Culture in Men's Fashion)

  • 이민선
    • 복식
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    • 제51권7호
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    • pp.21-33
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    • 2001
  • The purpose of this study is to Investigate the value of multi-culture and to examine how multi-culture has been reflected in men's fashion. As for the research methodology, literary research was under taken to study psychoanalytical and socioeconomic contexts in which multi-culture in men's fashion has been formed. In addition, demonstrative studies on styles were undertaken through the analysis of pictures and photos. The historical range of this study is from the 19th century when western and modern original form of men's dress were visualized, to the year 2001 when the elements of multi-culture are expressed in men's fashion. Westerners in 19th century respected Greek fine arts and the desire for realistic restoration of the body of Greek hero is well reflected in men's suits. Other races were forced to believe such realistic depiction of the Greek body as a symbol of modernization. With the advent of the Information Society In the late 20th century, absolute power had been decentralized, and people in the third world have revealed the racial contradictions by realizing the concept of splitted subject existing In unconscious. In the post-colonial world in the late 20th century, the value of diverse cultures is admitted. Models come from various races in fine art or photographic work Fashion trends are no longer limited to dominant mode, and designers express multi-culture by adopting and renewing folk elements from all over the world.

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패션 복합문화 스토어의 체험마케팅 요소가 중국 소비자의 쇼핑몰입, 스토어 만족과 구매 의도에 미치는 영향 - 상하이를 중심으로 - (Impacts of Experiential Marketing Components in Fashion Multi-tasking Culture Stores on Shopping Flow, Store Satisfaction, and Purchase Intention in China - Focusing on Shanghai -)

  • 유정영;정혜정;오경화
    • 한국의류산업학회지
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    • 제23권1호
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    • pp.57-69
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    • 2021
  • This study investigated the influences of experiential marketing components on shopping flow, store satisfaction, and purchase intention in fashion complex culture stores. The mediating effects of shopping flow and store satisfaction were also explored in the relationship between experiential marketing components of fashion multi-tasking culture stores and purchase intention. An online survey was conducted with male and female shoppers between the ages of 20 and 30 in Shanghai, China who visited fashion multi-tasking culture stores. Data from 165 participants were analyzed employing SPSS 24.0 and AMOS 24.0. There were several meaningful results of this study. First, the analysis of the subdimension of experiential marketing components (Sense, Feel, Think, and Act-Relate) clearly showed a factorial construct. Second, the components of experiential marketing showed significantly positive effects on shopping flow and store satisfaction in the fashion multi-tasking culture store. Third, the shopping flow and store satisfaction played important medicating roles in the relationship between experiential marketing components (Act-Relate on shopping flow, Sense and Act-Relate on store satisfaction) and purchase intention. The results suggest that experiential marketing components with shopping flow and store satisfaction should be promoted among Chinese consumers to enhance purchase intentions in fashion multi-tasking culture stores.

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

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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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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알팔파(Medicago sativa L.)의 원형질체로부터 다경 유도와 식물체의 구분화 (Induction of Multi Shoots and Plant Regeneration From Protoplasts of Alfalfa(Medicago sativa L.))

  • 김동명
    • Journal of Plant Biology
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    • 제32권4호
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    • pp.313-322
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    • 1989
  • A system was established for induction of multi-shoots and plant regeneration from mesophyll protoplasts of alfalfa, Medicago sativa L. cv. Vernal. Different hormonal effects were tested at each step of protoplast culture, i.e. cell division in modified Kao's liquid medium (K566-7). calli formation on SH semi solid medium, and multi-shoot regeneration from calli on SHa and SHb solid media. Frequency of multi-shoots and plant regeneration was affected by various combinations of phytohormones in final step. The evaluation of multi-shoots induction systems via protoplast culture was discused.

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Implementation of new gestures on the Multi-touch table

  • Park, Sang Bong;Kim, Beom jin
    • International Journal of Advanced Culture Technology
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    • 제1권1호
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    • pp.15-18
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    • 2013
  • This paper describes new gestures on the Multi-touch table. The 2 new gestures with 3 fingers are used for minimizing of all windows that is already open and converting Aero mode. We also implement a FTIR (Frustrated Total Internal Reflection) Multi-touch table that consists of sheet of acrylic, infrared LEDs, camera and rear projector. The operation of proposed gestures is verified on the implemented Multi-touch table.

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