• Title/Summary/Keyword: popularization

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Possibility of Gugak Fusion Bands as Shin-Hallyu Content (신한류 콘텐츠로서 국악퓨전밴드의 가능성 모색)

  • Lee, You-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.323-331
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    • 2020
  • In order to prolong the Shin-Hallyu and make a significant leap forward, we analyzed the characteristics of Jambinai, Singsing Band, and Ackdan Gwangchil, bands that are recognized globally for their musicality and popularity. First, the socio-cultural background behind the world's attention on korean traditional music lies in the racial and cultural diversity that embraces the non-mainstream identity. In particular, the success of Korean traditional music fusion bands in non-Asian countries can satisfy their public seeking to enjoy an exotic culture that is different from Western culture. it is necessary to recognize cultural, social and musical differences depending on the country or ethnicity and to approach them accordingly. Second, in the same Asian region, Korean traditional music is not given a sense of homogeneity, but in the West, the Eastern heterogeneity seems to have become a stronger ompetitive edge. With the expansion of the new Korean Wave to various regions, it is necessary to try to form a regional repertoire. Third, we found the validity of the convergence with the new Korean Wave through the characteristics of Gugak musicians as the main body to build a world of traditional music and enable popularization and globalization. It is necessary to highlight korea's traditional cultural value through analytical research on the effects of tone, composition and directing techniques reflected in korean traditional music or musical elements. The uniqueness and Korean values provided by Gugak will serve as homogeneity in Asia and heterogeneity in Europe and the United States, presenting the possibility of New Hallyu content and contributing to the prolonged Korean Wave.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

Post-evaluation of the Seoul Garden Show through a Survey (설문조사를 통한 서울정원박람회의 사후평가)

  • LEE, Hyukjae;Hong, Seunghun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.741-747
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    • 2022
  • The purpose of this study is to analyze the success and failure factors of the Seoul Garden show to redefine the purpose and goal of the Seoul Garden show in the future, and to create a foundation for the Seoul Metropolitan Government to contribute to the popularization and spread of garden culture and improvement of emotional life. In order to achieve the above purpose, a survey was conducted on two groups of the general public and exhibition participants. The contents of the survey include identifying satisfaction factors and problems with the Seoul Garden show, and establishing the direction of the Seoul Garden show. As for the factors of success, the number of writers was the highest, and the improvements were overall for each element of the Seoul Garden show, but mainly for industrial exhibitions, rest areas, and publicity. In addition, the Seoul Garden show should be held in the old park with the aim of spreading, popularizing, and living the garden culture, and many gardens should be created around the artist's garden. The Seoul Garden show is contributing to society in many ways, and there are some improvements, but considering the high willingness to revisit the Seoul Garden show, it can be said that the Seoul Garden show so far is valuable enough.

Sinjungsin Mask Play Study (신중신탈놀이 연구)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.163-192
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    • 2020
  • Sinjungsin Mask Play, one of Ttangseolbeop, is related to Seongjusin's life story. Sinjungsin Mask Play is a reconstruction of the story of the folk gods Seongjusin met while returning home. Seongjusin's life story proceeds in the form of Mask Play, and the monk who leads the sermon plays narration and main roles. Many believers play various roles and musicians. Sinjungsin Mask Play introduces many folk beliefs, sounds for intrigue, and talks. Sinjungsin Mask Play uses the same method of enumeration and repetition as the existing Mask Play. The repetition of a sentence or phrase plays a role in foreseeing the meaning of the context or foretelling the development of the plot to the audience. This repetition is intended to emphasize the situation of the scene and to create rhythm. Since Mask Play was exclusively for the common people, Mask Play actors use the repeating method commonly used in folk songs to form lines. This gives the audience a familiarity, effectively communicating the lines and responding to their tastes. Sinjungsin Mask Play borrowed people's way of playing for the public's mission. It inherits the dramatic forms of traditional traditional plays such as repetition of words or sentences or phrases, codification of words or sentences, borrowing of existing songs, and formal expression units. In addition, through repeated performances, believers can easily and easily learn and understand. This is the dramatic form and characteristics of Sinjungsin Mask Play. Sinjungsin Mask Play was handed down from Faith Communities and was used as a means of folk cultivation to spread illegality. Buddhism externalizes the process of accepting folk beliefs through Mask Play, and in the case of Shinto who participated directly or indirectly, they naturally acquire the belief system of Hwaeom Kyung through play. Sinjungsin Mask Play, one of Ttangseolbeop, can be said to have great value as an ICH, as well as popularization and mission.

The Construction and Mechanism of the 'Byeongmat' Discourse ('병맛' 담론의 형성과 담론의 작동방식)

  • Park, Jae-Yeon
    • Journal of Popular Narrative
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    • v.25 no.3
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    • pp.143-180
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    • 2019
  • This article aims to examine the manner in which the 'Byeongmat' discourse was constructed, and the mechanism of the 'Byeongmat' discourse. I claim that the constructed discourse excludes disabled persons and women. When the 'Byeongmat' first appeared in the mainstream, it was understood as being presented only by webtoons. Furthermore 'Byeongmat' and webtoons were understood as almost synonymous. In this sense, it is no exaggeration to say that the way in which the 'Byeongmat' discourse was constructed is the way in which 'Byeongmat webtoons' were interpreted. In this article, to find out how the 'Byeongmat' discourse was constructed, I examine two things. First, the reception of media of 'Byeongmat'. 'Byeongmat' was at first understood as 'kitsch' by the media, but soon after generational meaning was added. Second, the interpretation of 'Byeongmat' in academia. In academia, the 'Byeongmat' discourse is advanced as a refined generationalism. Regardless of the 'Byeongmat webtoon' itself, 'Byeongmat webtoon' is interpreted as a text which is destructing narrative and filled with parodies. Furthermore this characteristic of the 'Byeongmat webtoon' is interpreted as a resistance culture of the younger generation. However, this interpretation serves as a mechanism which excludes the disabled and women. Currently, Korean society faces the popularization of the 'Byeongmat' code, the decline of the 'Byeongmat webtoons' and the crack of the younger generation discourse. The current situation allows the 'Byeongmat' discourse to be criticized without losing its social context while securing a distance of critcism. I expect that this article can contribute to further diversifying interpretations of 'Byeongmat' and 'Byeongmat webtoons', and accelerating the crack on the younger generation discourse.

The Study of the Correlation between Media Art Creative City and Local festival - with Lyon, Sapporo, Linz as the central figure - (미디어아트 창의도시와 지역축제의 연관성 연구 - 리옹, 삿포로, 린츠를 중심으로 -)

  • Jeong, Hye Young;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.399-409
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    • 2016
  • This study's purpose is to research the correlation between property and the major festivals with media art of exemplary 3 cities among 8 Unesco Media Art Creative Cities. As a result, it is drawn a conclusion that the below strategies are necessary to achieve success for Unesco Media Art Creative City. First, from the Creative City's point of view, on the basis of the maximization of various merits such as history, natural surroundings, and human resources of the city, it is necessary to reconcile a vision of the city and an identity of Media Art Creative City, and to seek for continuous growth of the city by consistency and durability of control tower within the local government. Second, from the local festival's point of view, it is necessary to provide a differentiated service in the existing media art festivals, to attract the fusion of media art and festivals, and the diversification and the popularization of media art programs. And, it needs to lead to involvement of young people with the fusion of on-line and off-line festivals, the fusion of analogue and digital festivals. In the conclusion, for the successful constructing of Media Art Creative City, it is necessary to maximize the merits of the city's own, to enhance the image for Media Art Creative City with the correlation between the merits and media art, and to differentiate the city's own various festivals, ant the same time, to converge them with media art technology. With these strategies, the local festival can make a new leap for global festival when it constitutes a whole with Media Art Creative City.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

A Study on the characteristic of the tableware pottery and the Food Culture for Genre Painting in the 18th Chosun Period -Focused on the works of Dan-won Kim Hong-do- (풍속화(風俗畵)에 나타난 18세기(世紀) 조선시대(朝鮮時代) 식기(食器)와 음식문화(飮食文化) 연구 - 단원(檀園) 김홍도(金弘道)의 작품을 중심으로 -)

  • Kim, Mi-Hye;Chung, Hae-Kyung
    • Journal of the Korean Society of Food Culture
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    • v.22 no.6
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    • pp.653-664
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    • 2007
  • This study intends to consider about the food culture during the latterly Chosun Dynasty through the genre paintings which are depicted realistically about the total food life figures for example not only the foods, but also that people who eat and drink the food and eating implements, eating methods. There are 9 pieces of works Kim hong-do's which are the best appraisal on the incorporated Korean emotion and on the real life of general public. Those are selected for this study's characteristics through the literature consideration. The characteristics of the tableware pottery and food culture are following things. The first is a white porcelain's development and popularization. In the latterly Chosun Dynasty period, the development of the agriculture and commerce made been connected to the affluent food cultures, these made increase the porcelain's use of upper classes and these made been connected to the development of the porcelain's cultures. The second is the development of various pottery with a dark brown glaze manufactures. The development of agriculture and economy power made bring the development of the kinds of sauces and Kimchi culture with an inflow of foreign crops and these made making the large an earthenware pot or jar which could store something during the long time. The third is the development of the small dining table on the eating the bread of idleness. In the Chosun dynasty period, the food style was been unified to he eating the bread of idleness and been lowered. These made developed of various small dining table through the underfloor heating system's generalization. The fourth is the development of the spoon with the soup culture. It is the East Asia called that the spoon culture boundary, this show the characteristic that we use the spoon mainly compare with another countries. Finally, it is universal use of the fixed quantitative implements. They could live quantitative life with the scales which are jar of soy sauce, liquor jug, jar, scoop leading a set of tableware.

Text Mining Analysis of Media Coverage of Maritime Sports: Perceptions of Yachting, Rowing, and Canoeing (텍스트마이닝을 활용한 해양스포츠에 대한 언론 보도기사 분석: 요트, 조정, 카누를 중심으로)

  • Ji-Hyeon Kim;Bo-Kyeong Kim
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.6
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    • pp.609-619
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    • 2023
  • This study aimed to investigate the formation of the social perception of domestic maritime sports using text mining analysis of keywords and topics from domestic media coverage over the past 10 years related to representative maritime sports, including yachting, rowing, and canoeing. The results are as follows: First, term frequency (TF) and word cloud analyses identified the top keywords: "maritime," "competition," "experience," "tourism," "world," "yachting," "canoeing," "leisure," and "participation." Second, semantic network analysis revealed that yachting was correlated with terms like "maritime," "industry," "competition," "leisure," "tourism," "boat," "facilities," and "business"; rowing with terms like "competition" and "Chungju"; and canoeing with terms like "maritime," "competition," "experience," "leisure," and "tourism." Third, topic modeling analysis indicated that yachting, rowing, and canoeing are perceived as elite sports and maritime leisure sports. However, the perception of these sports has been demonstrated to have little impact on society, public opinion, and social transformation. In summary, when considering these results comprehensively, it can be concluded that yachting and canoeing have gradually shifted from being perceived as elite sports to essential elements of the maritime leisure industry. Contrariwise, rowing remains primarily associated with elite sports, and its popularization as a maritime leisure sport appears limited at this time.

Leveraging LLMs for Corporate Data Analysis: Employee Turnover Prediction with ChatGPT (대형 언어 모델을 활용한 기업데이터 분석: ChatGPT를 활용한 직원 이직 예측)

  • Sungmin Kim;Jee Yong Chung
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.19-47
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    • 2024
  • Organizational ability to analyze and utilize data plays an important role in knowledge management and decision-making. This study aims to investigate the potential application of large language models in corporate data analysis. Focusing on the field of human resources, the research examines the data analysis capabilities of these models. Using the widely studied IBM HR dataset, the study reproduces machine learning-based employee turnover prediction analyses from previous research through ChatGPT and compares its predictive performance. Unlike past research methods that required advanced programming skills, ChatGPT-based machine learning data analysis, conducted through the analyst's natural language requests, offers the advantages of being much easier and faster. Moreover, its prediction accuracy was found to be competitive compared to previous studies. This suggests that large language models could serve as effective and practical alternatives in the field of corporate data analysis, which has traditionally demanded advanced programming capabilities. Furthermore, this approach is expected to contribute to the popularization of data analysis and the spread of data-driven decision-making (DDDM). The prompts used during the data analysis process and the program code generated by ChatGPT are also included in the appendix for verification, providing a foundation for future data analysis research using large language models.