• Title/Summary/Keyword: 문화예술적 경험

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A Study on Cultural Consumption of Korean Adults of the early 21st Century (21세기 초 한국 성인들의 예술문화소비에 관한 연구)

  • Park, Eun-Hee;Choi, Hye-Kyong
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.433-443
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    • 2014
  • The purpose of this research is to study characteristics of Korean adults in the cultural consumption in the first decade of the early 21st century based on . The whole course of the cultural consumption of Korean adult from 2000 to 2010 has been steadily on the upswing. For Korean adults, the first decade of the early 21st century is the time when mass culture had been generalized in their cultural consumption, regardless of any generations. Besides, the twenties have been proved to be the core generation of the cultural consumption in Korean society.

A Study on the integrated art & culture education using short animations of Korea (한국단편애니메이션을 활용한 주제중심 통합교육 모형 연구)

  • Kim, Jae-Woong;Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.15-29
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    • 2010
  • Art & Culture Education for improving quality of life and cultural empowerment through the enjoyment of culture and the arts has spread as a variety of programs. However, Art & Culture Education in school has problems in the aspect of functional and superficial contents and ways of class. To achieve the ultimate purpose of Art & Culture Education and to take place as a effective education, quantitative growth in addition to qualitative depth should be considered. The purpose of this study is to develop the integrated Art & Culture Education model in elementary school curriculum using short animations of Korea, for improving the quality and vitalization of Art & Culture Education. For the interdisciplinary education short animation can be an effective asthetical teaching material, which transmits the world view, personality, social and historical reflection of the director. (2003) is a modern interpretation of a myth, which is Woncheongang Bonfuri from Cheju, and folkore paintings. This film can be such a stuff for the interdisciplinary class Korean and Ethics that language intellect and reflection intellect can be motivated. Moreover the thoughts and feelings about the film can be formulated in text, toon, painting that students can extend their language intellect and space intellect. communicates typically korean emotion and nature with its rural atmosphere and boy figure. With this film we can deliver a interdisciplinary class of science and art.

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Literary Significance and Cultural Character of 'Personal Narrative' ('체험이야기'의 문학적 의의와 문화적 성격)

  • Kyung-Seop Kim;Jeong-Lae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.133-140
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    • 2023
  • The origin of texts we refer to as literary or artistic may be imagination, but many are based on experiences. In fact, experiences can be the source of artistic imagination since imagination often builds upon experiences. Therefore, the act of verbalizing human experiences using them as raw material can become a great form of art. Transforming past experiences into stories and infusing them with vitality inevitably requires a creative process of reconstruction, which is essentially a literary process. As such, 'Personal Narrative' holds significance as a literary process that weaves facts into stories and shapes them into forms. Individual experiences are stored as personal memories, and these 'personal memories' continuously generate stories. Collections of individual stories are stored as multiple memories, which gradually form 'collective memories' with distinct social and cultural inclinations through the passage of time and invisible yet potent societal and cultural censorship. The problem lies in the fact that individuals may tend to align their own memories with the inclinations of collective memory rather than simply recalling what they personally experienced. In the context of actual history, personal memories and collective memories communicate with each other, producing non-fictional content close to reality and sometimes manifesting as fiction content enriched with imagination. 'Personal Narrative' holds a significant genre as one genre of non-fiction content within our culture.

A Study on Companion People Experiencing Companion Culture During Their Pet's Life (반려동물 생애 동안 반려문화를 경험하는 반려인에 관한 연구)

  • ji-Eon Park;Jeong-Min Ko
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.37-48
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    • 2024
  • The purpose of this study was to investigate how companion people who raise companion animals experience companion culture from this adoption throughout their lives. So far, studies have focused on viewing pets as pets or for their utility or looking at the positive emotions that companion animals provide to humans. Accordingly, this study attempted to investigate the overall culture that companion animals and their family consistently experience together throughout the animal's life. Using Giorgi's phenomenological research method, in-depth interviews were conducted with 10 people with experience of raising companion animals. Six categories and 23 subcategories were found. The results are as follows. First, companion people who adopted pets for various reasons tried to improve their pets' social skills, took an interest in their nutrition, and experienced visits to pet culture spaces. Second, at the same time, they had a communal experience of raising a pet by using the SNS function, and they were able to study in depth by sharing the pet's diet. Third, with attention to social phenomena, they carried out large-scale protest activities aimed at relevant organizations when animals were placed in poor environments, and when the animals were transferred to shelters, etc., they did not give up their attention and continued to provide help such as follow-up donations and showed a sense of responsibility. Through this study, we were able to understand structurally the experiences of companion people who experience companion culture throughout their pet's life. It was concluded that it is necessary to improve related systems and laws, cultivate personal order and consciousness, and increase elements of companion culture in life overall.

A Study on the Effect of Online Exhibitions in Art Museums on the Aesthetic Experience and Offline Viewing Intentions of Visitors (미술관 온라인 전시가 관람객의 미적 경험과 오프라인 관람의도에 미치는 영향)

  • Park, So Ra;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.60
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    • pp.121-153
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    • 2021
  • The purpose of this study is to empirically clarify the relationship between the aesthetic experience of visitors and the effect of online exhibitions at museums on the degree of viewing an offline exhibition. For this reason, the attributes of online exhibitions are composed of accessibility, interaction, informativeness, playfulness, etc., and the aesthetic experience is composed of four factors: emotional, communicative, cognitive, and perceptual areas. A survey was conducted to analyze the effect on viewing intention. The results of multiple regression analysis of the questionnaire results revealed that first, the online exhibition service had a partially significant positive(+) effect on the aesthetic experience. It was analyzed that informativity had the greatest effect on the emotional domain of aesthetic experience, playfulness had the greatest impact on the communication and perceptual domains, and access had the greatest impact on the cognitive domain. Second, it was found that online exhibitions had a partially significant positive (+) effect on offline exhibition viewing intention in the order of playfulness, interactivity, and informativity. Third, it was found that aesthetic experiences had a significant positive (+) effect on offline exhibition viewing intention in the order of cognitive, emotional, communication, and perception. In addition, it was confirmed that the aesthetic experience partially mediated the intention to view online and offline exhibitions. We hope that this study will serve as an opportunity to spark academic discussion along with practical implications for inducing online exhibition users to offline exhibitions.

A Study on Satisfaction with Music Creative City through PCSI Model (PCSI모델을 통한 지역문화예술 발전방향에 관한 만족도 연구 - 대구 음악 창의도시를 중심으로)

  • Mooon, Jay-Young;Lee, Chi-Woo;Lee, Sae-Bom
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.431-432
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    • 2021
  • 유네스코 창의 도시 네트워크는 문화예술 분야에서 국제 수준의 경험이나 지식, 전문기술을 가진 창의도시 간 네트워크를 의미한다. 우리나라 7개 분야에서 총 8개의 창의도시가 존재하며, 대구의 경우에는 음악 창의도시로 선정되었다. 본 연구는 음악 창의도시 대구 관련 전문가들을 대상으로 PCSI 모델을 기반으로 한만족도 설문조사를 실시하였다. PCSI 2.0 모델을 기반으로 서비스 내용 품질, 서비스 전달 품질, 서비스 환경 품질, 사회적 책임, 불일치, 성과 그리고 만족도라는 변수를 설정하였다. 따라서 본 연구는 세 가지 품질과 사회적 책임 및 불일치가 만족도에 영향을 미치고 만족도는 성과에 영향을 미친다는 것을 검증하고자 하였다. 대구가 창의도시로서 역할 정립을 새롭게 하고 발전방안을 수립할 수 있는 기틀을 마련하고자 한다.

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User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.

Art Therapeutic Analysis of Gunung-geori of Hwanghaedo-gut (황해도굿 군웅거리의 예술치료적 분석)

  • Lee, Ji-Hong
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.5-30
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    • 2019
  • Gut, Korean shamanist performance, is the archetype of Korean art therapy. It is because gut has the archetype of Korean mind and expresses the archetype in an artistic and therapeutic way. This paper compares and analyzes Gunung-geori of Hwanhaedo-gut and art therapy theories from two perspectives: the range of therapy and the therapeutic principles of performing ways. Gunung-geori aims to solve prolonged conflicts within a family, linking individual problems to family relationship. Such a therapeutic effect of Gunung-geori is well explained through the theory of Bowen's Family Therapy. Also the therapeutic principles that Gunung-geori's performing way are closely related to "transference" of Freud and "putting in the role" in drama therapy.

A Study on Actual Conditions and Curriculum Analysis of the Preschool Private Education Program of Cultural Centers (영유아 문화센터 프로그램 실태와 교육내용 분석)

  • Lee, Young Joo;Gil, Hyo Jeong
    • Korean Journal of Childcare and Education
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    • v.9 no.3
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    • pp.273-289
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    • 2013
  • The goal of this study was to analyze the demands of parents of an after-school program. In order to do this, we looked at cultural centers and their curriculums. Cultural centers are one of the most popular private education centers for preschoolers, and are used for the operation of special activities. The research was conducted on preschool curriculums of 300 cultural centers, including cultural centers of department stores and supermarkets. The curriculum analysis was conducted for 400 preschool curriculums of three cultural centers, which had the most programs of all. The scope of the curriculum analysis was based on the 3rd Childcare Standard Curriculum for infants and Nuri Curriculum for preschoolers. As a result of the analysis, there were 12,286 programs for infants. The most popular topics for programs were comprehensive activity, physical activity, and music activity. There were 15,310 programs for preschoolers. Physical activity was the most popular topic among them. It was followed by drawing activity and number and operating activity. Analyzing the contents of these programs, we found that 'participating in physical activity' of physical exercise, and 'expressing artistically' of artistic experience were the most popular contents of infants. 'Expressing artistically' of artistic experience and 'control of body and basic exercise' of physical exercise were most popular contents for preschoolers. The results show that parents demand physical activity programs for infants and artistic activity programs for preschoolers. The results of the research should be considered when childcare centers try to make a special after-school program.

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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