• Title/Summary/Keyword: social and cultural context

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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An Study of Pedestrian Efficiency in Apartment Complexes - Focused on Pedestrian Path in Apartment Complexes - (아파트 단지의 보행효율성에 관한 연구 - 단지 내 보행로를 중심으로 -)

  • Yang, Dongwoo;Yu, Sang-Gyun
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.11
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    • pp.85-94
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    • 2018
  • This study aims to investigate how easy pedestrians get around within/through the "Apartment Complexes (AC), " a common style of high-rise multi-family housing in Korea. Over the past six decades, the AC has been the most conventional way to provide standardized housing efficiently to address the problems of the shortage of housing and the substandard housing, due to the explosion of urban population with the rapid industrialization. The AC is a huge chunk of homeogenous multi-family housing, mostly condos with decent infrastructure, including parks, pedestrian passages, schools, ect. Both in the new town development and urban renewal programs have utilized the advantages of the AC. Since the design principals of AC tend to adopt the "protective design" to prevent cars and pedestrians coming outside from passing it, it has been criticised for dissecting the continuity of socioeconomic context in neighborhoods. The neo-traditional planning urbanists, including Jane Jacobs, emphasize that smaller blocks and grid road newtworks are the key in improving social, cultural, and economic vitality of the neighborhoods, because these design concepts allow more pedestrians and different types of people to be mixed in a neighborhood. In this study, we first adopted objective measures for pedestrian accessibility and pedestrian efficiency. These measures were used to calculate the lengths of shortest paths from residential buildings to the edges of AC. We tested the difference in shortest paths between the current pedestrian networks of AC and hypothetical grid networks on the AC, and the relative difference is considered as the pedestrian efficiency, using the network analysis function of Geographic Information Systems (GIS) and Python programming. We found from the randomly selected 30 ACs that the existing non-grid road networks in ACs are worse than the hypothesized grid networks, in terms of pedestrian efficiency. In average, pedestrians in AC with the conventional road networks have to walk than 25%, 26%, and 27% longer than the networks of $125{\times}45m$, $100{\times}45m$, and $75{\times}45m$, respectively. With the t-test analysis, we found the pedestrian efficiency of AC with the conventional network is lower than grid-networks. Many new urbanists stress, easiness of walking is one of the most import elements for community building and social bonds. With the findings from the objective measures of pedestrian accessibility and efficiency, the AC would have limitations to attract people outside into the AC itself, which would increase dis-connectivity with adjacent areas.

A Study on Aspects of Vital Capitalism Represented on Film Contents (영상 콘텐츠에 나타난 생명자본주의적 관점에 관한 연구)

  • Kang, Byoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.117-130
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    • 2019
  • After Marx, the issues regarding human labour have been the alienation towards production means and the distributive justice. Fourth industrial revolution and development of AI(Artificial Intelligence) opened the possibility of a independent production and economy system absolutely excluding against human nature and labour. Using robots and AI will deepen demarcation between living things and one not having life, separating the intelligence from the consciousness. At present, so called pre-stage of post human, seeking interests for life, new social relationship and new community will be increased as well. We can understand that interests for small community, self-sufficiency, dailiness, food and body in this context is increasing too. Representative trend towards this cultural phenomena is called as the 'Kinfolk culture.' Work-life balance, 'Aucalme', 'Hygge', 'So-Hwak-Haeng'(a small but reliable happiness) are the similar culture trends as. Vital capitalism, presented by O-Yong Lee, seeks focusing onto living things principles, e.g. 'topophilia', 'neophilia', and 'biophilia' as the dynamics looking for the history substructure, not class struggle and conflicts. He also argues the 'Vital Capitalism' be regarded as a new methodology to anticipate a social system after post human era. G. Deleuze said "arts is another expression method for existential philosophy. It gives a vitality onto philosophy and gives a role to letting abstract concept into definite image." We can find a lot cases arts' imagination overcomes critical point of scientific prediction power in the future prediction. This paper reviews ideas and issues of 'vital capitalism' in detail and explorers imaginating initial ideas of vital capitalism in the film 'Little Forest.'

Reactive and Proactive Aggression, the Validation of the Reactive-Proactive Questionnaire (RPQ): Focusing on ESEM and Rasch (반응적 공격성과 주도적 공격성, Reactive-Proactive Questionnaire(RPQ) 타당화 연구: ESEM과 Rasch를 중심으로)

  • Seonyoung Park;Jonghan Sea
    • Korean Journal of Culture and Social Issue
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    • v.30 no.2
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    • pp.159-192
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    • 2024
  • The purpose of this study is to validate the Reactive-Proactive Aggression Questionnaire (RPQ), a tool for measuring reactive-proactive aggression, in the context of South Korea. A thorough translation was conducted in collaboration with the original author. An exploratory factor analysis (EFA), exploratory structural equation modeling (ESEM), rating scale model (Rasch), differential item functioning (DIF), and convergent validity were performed on a sample of 510 South Korean individuals. The results revealed a two-factor structure of reactive and proactive aggression after removing one item showing dual loading. Rating scale analysis based on the Rasch model indicated the appropriateness of the 3-point Likert scale, with all items meeting fit criteria. Although the separation index and separation reliability of proactive aggression was marginally lower, the overall discrimination between participants and items was satisfactory. Examination of participant-item distribution indicated a suitable alignment between reactive aggression and participant ability levels, whereas proactive aggression exhibited slightly elevated item difficulty. Furthermore, three items were found to function differently based on gender. A moderate but statistically significant positive correlation was found between the Barratt Impulsiveness Scale-11-R (Korean version) and RPQ from the results of the convergent validity evaluation. Overall, this study employed rigorous statistical methods to validate the suitability of the RPQ for use in Korea, taking cultural nuances into account, and introduced the concepts of reactive and proactive aggression to the Korean general population.

A Study on the Interactions between the Actors of the 3D Broadcasting Standardization Process (3DTV방송기술 표준화과정의 참여자간 상호작용 : 행위자 네트워크 이론기반 사례연구)

  • Song, Kyung Hee;Kwak, Kyu Tae;Park, Soo Kyung;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.109-127
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    • 2014
  • This study is devised out of the recognition that the existing standardization-related research has not sufficiently examined the overall social environment where a standard is actually made and diffused and the roles of the actors and the changes in them in the complex social system where multiple stakeholders exist. Against this backdrop, this study purports to reconstruct the dynamic process of developing and standardizing an innovative technology through a socio-technical approach involved by multiple stakeholders with different interests in the context of a socio-technical institutional environment. The specific goals to achieve the purpose include first, inspecting the characteristics of the interactions between the human actors and between the human and non-human actors in the socio-technical network surrounding a standardization process. Second, the study aimed to observe the activities of the focal actor who led the standardization process and its changing role. To that end, it analyzed the dynamic features of the process of standardizing a HD 3DTV broadcasting technology that took place in South Korea based on the actor network theory. As for the analysis method, the researchers personally took part in the actor network involving the new technology to analyze the dynamic characteristics of the network, applying the qualitative research method of survey and in-depth interviews and exploring the overall dynamics of environment, behavior and technology observed over the course of the entire standardization process.

New Regional Geography in Korea : (1) Context of Development, Research Trend and Prospect (한국의 신지역지리학: (1) 발달 배경, 연구 동향과 전망)

  • Choi, Byung-Doo
    • Journal of the Korean association of regional geographers
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    • v.20 no.4
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    • pp.357-378
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    • 2014
  • The concern on new regional geography in Korea has emerged in the 1990s under the influence of paradigm shift of Western geography, that is, the withering of positivist geography and the introduction of grand social theories into geography. New regional geography in Korea also seems to have developed in the rapidly changing process of glocalization of capitalism which has accompanied with the transformation toward post-Fordism with high-tech innovation, development of transportation and communication technology with time-space compression, and increasing social and cultural mobility with change of identity. But it can be pointed out that discussion on methodology for regional geography in Korea has been shrunken since the mid 2000s, and there has been relatively little empirical research with synthetic approach to region. But more concern on methodology in terms of place, territory, network, scale, etc. rather than the concept of region itself has increased, and empirical researches on regions in specific fields of human geography have been promoted. It is argued that the traditional distinction between synthetic and analytic approaches seems no longer significant. But geographers need to extend the concept of region in relation to other diverse spatial concepts, and to purse simultaneously structural analysis on glocalization process and practical strategies responding positively to the process.

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Cultural and psychological adjustment and stress coping strategies: North Korean refugees in South Korean cultures (이(異)문화권내 적응과 스트레스 대처양식: 북한이탈주민 남한문화 적응의 관점에서)

  • Hangwoo Shin ;Jonghan Yi ;Seongyeul Han;Taekyun Hur ;Jungmin Chae
    • Korean Journal of Culture and Social Issue
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    • v.10 no.1
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    • pp.147-163
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    • 2004
  • The present research investigated and compared stress coping strategies of North Korean refugees with those of South Koreans in the purpose to predict and prepare psychological conflicts expected to occur during the Korean reunification. Adapted from Han, Hur, Chae, and Kim(2001), North Korean refugees recorded their coping strategies that they would employ in stressful situations varying in term of three aspects of stress causes - 2(locus: internal/external) × 2(stability: temporal/enduring) × 2(context: individual/interpersonal) - and the responses were classified in terms of three dimensions(active/passive, approach/avoidance, cognitive/affective/behavioral). In the temporal stress situations, adaptive North Korean refugees preferred active over passive, approaching over avoiding, and behavioral over cognitive/affective stress coping strategies more than maladaptive North Korean refugees did. Also, in the stressful situations caused by external causes, they were more likely to take active rather than passive, approaching rather than avoiding copying. Although active copying strategies were preferred to passive ones by adaptive North Korean refugees in individual stressful situations, approaching copying strategies were preferred to avoiding ones by them in interpersonal stressful situations. These findings were found to be different from the pattern of South Korean's stress coping strategies in the same situations. In conclusion, the differences were discussed in the view of psychological integration during Korean reunification.

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A Study on the Learning of Polite Expressions Using M-learning (M-러닝을 활용한 공손 영어 표현 학습에 대한 연구)

  • Kim, Hye Jeong
    • Cross-Cultural Studies
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    • v.42
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    • pp.261-283
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    • 2016
  • The aim of this study is to consider the possibility of learning polite expressions of English using the mobile application Naver Band. To improve communicative competence, students need to develop sociolinguistic competence as well as grammatical and discourse competence. To be accordant to social context, the roles of the participants, and the purpose of the interaction, students have to make an appropriate utterance. When a hearer has a higher social status and is older than a speaker, or have low levels of familiarity, Korean native speaker tends to use polite expressions. Students need to learn polite expressions of English because English has a different honorific system from Korean. To realize the characteristics and function of polite language is one thing, but to learn it in a real classroom is another. This study attempts to apply the use of a mobile application, which is considered a user-friendly tool for students, into learning polite language using the UK historical drama, Downton Abbey. Two tests were administered to an experimental group that used the mobile application and a control group that used group work. The results of the two tests show that the use of the mobile application has a positive effect on learning polite expressions and is effective as an after-school activity. In an open-ended questionnaire, students tend to identify polite expressions as superior or high-level language forms and separate these forms from practical expressions. It should be noted as well that teachers need to consider instructing in modern English when using a historical drama in the teaching and learning of polite expressions.

Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.623-636
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    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

A case study on active aging policies and programs of middle-aged and elderly people at The Seoul50Plus Foundation (중장년층의 활동적 노화 정책 및 사업 연구: 서울특별시50플러스 사례를 중심으로)

  • Joo, Yong-kook;Shin, Min-ju
    • 한국노년학
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    • v.40 no.2
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    • pp.269-289
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    • 2020
  • The purpose of this study was to analyze the policy and programs of the Seoul50Plus Foundation and to propose policies and programs to promote active aging of middle-aged and elderly people. A single case study was utilized as a research method. The analysis framework of case was approached with four frameworks: the context of policy and program, ideology-goal analysis of policy and program, supplier and customer analysis of policy and program, and process and domain analysis of policy and program. The analysis data included the homepage content of the Seoul50Plus Foundation, related 50+ policy and program data, active aging research papers at home and abroad, and presentation and meeting materials. The results of the research showed that the policy and program background and environment were essential elements for responding to environmental changes in the aging society. In terms of the philosophy-goal, job creation, social participation, and approach to life design were systematically carried out for the ideology of 'creating a new life vision' and promoting active aging. In terms of subject-target, the subject of policy implementation is systematically composed of three stages: 50+ foundation, 50+ campus, and 50+ center. The target was limited to 50+ generations(age 50~64) and had a problem that is limited to applicants. In the process-area analysis, programs such as educational support, work and entrepreneurship support, counseling information, and new-age cultural creation activities were designed to increase added value according to the characteristics of the middle-aged people. In conclusion, the future Seoul50Plus Foundation's policy and lifelong learning programs need to be systematically promoted through cooperation with businesses and universities, expanding the target audience, matching the characteristics of the middle-aged and elderly, and linkage among programs.