• Title/Summary/Keyword: 문화예술콘텐츠

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Analysis of Breaking Research Trends in Korea (국내 브레이킹 연구동향 분석)

  • Yoo, Hyun-Mee
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.468-475
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    • 2022
  • The purpose of this study is to identify trends in domestic breaking research to derive characteristics and implications, and further suggest future research directions. To this end, literature analysis (the timing of paper publication, research method, research topic) and keyword analysis of 50 papers related to breaking published in academic journals registered with the Korea Research Foundation (KCI) were conducted. The research results are as follows. First, the trend by thesis publication period was first published in 2006, showed a slight increase in 2012, and then increased rapidly in 2021. Second, domestic braking-related research has been mainly focused on qualitative research (60%). Third, looking at the research topic, it is divided into three categories: identity establishment, culture and arts field, and sports field, of which studies related to identity establishment accounted for more than 60%. Finally, looking at the keywords frequently used in breaking papers, the most frequently appeared word was 'hip-hop', followed by 'culture'. Based on these results, implications were drawn to establishing the identity of braking through academic and theoretical approaches, practical approaches through the development of standardized textbooks and curriculum, strengthening the characteristics and capabilities of the field through integrated approaches, and changing to sports.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

Performance Activities and Social Role of the Theater in Ulsan during the Japanese Colonial Period (일제강점기 울산지역 극장의 공연활동과 사회적 역할)

  • Kim, Joung-Ho
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.107-146
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    • 2021
  • This article examined the current status of performance activities in the theaters in Ulsan during the Japanese colonial period, and examined the characteristics and social roles of performance culture at that time.,The cultural space during the Japanese colonial period can be divided into theater space and semi-theater space.,The theater spaces in Ulsan include Daejeonggwan, Sangbanggwan, and Ulsan Theater. The semi-theater spaces include Ulsan Youth Center, Ulsan Youth Alliance Hall, Barrack Youth Hall, Eonyang Youth Alliance Hall, Eonyang Christian Hall, Eonyang Christian Hall, Eonyang Inn, Eonyang Public Inn, Eonyang Public Normal School, Seosaeng School, Ulsan Public Aid Auditorium, Night school.,These spaces not only held events or performances for a specific purpose, but also played a role as public spaces producing local discourse. The theater was a complex cultural space where performances are performed along with movie performances, and artists and audiences meet.,Furthermore, the theater provided a special experience of producing and consuming various issues such as colonial modernization, modern city formation, and the emergence of new popular culture beyond the meaning of stage space.,The theaters in Ulsan also functioned as a space to represent the foreign culture acceptance, leisure activities, the performance and viewing of cultural contents, and the artistic skills of local artists in accordance with the purpose of establishing local theaters.,It was a base space for local discourse production and enjoyment activities by holding political rallies, meetings, lecture activities, and various conferences.,Political rallies were also concerts, enlightenment activities were also accompanied by film screenings, and music performances were associated with dance performances and charity gatherings.,In particular, Ulsan Theater, which is the first theater in Ulsan, and the role of the public hall, held a lecture, debate, and oratory for public enlightenment along with performances such as musical drama, children's song contest, fairy tale contest, small-sized play performance,, It was widely used as a large-scale rallying place, and served as a public hall, such as a place to visit outside theaters. Thus, the theater and semi-theater space in Ulsan during the Japanese colonial period improved the cultural level of the region, fulfilling the aesthetic needs of the local people and faithfully fulfilling the social role as a public sphere leading the public opinion and agenda.,And it was also positioned as an alternative public area of ​​modern society and also played a role as a public institution.

A Study Exploring the Relationship between Leisure Needs and Perception of Psycho-Social Aging among Older Adults (노인의 여가활동욕구와 심리사회적 노화인식)

  • Lim, Hyo Yeon;Lee, Soon Min
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.96-107
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    • 2016
  • This study examined the relationship between leisure needs and perception of psycho-social aging among 1307 older adults aged over 60 years utilizing social services of a social welfare center for senior citizens in Seoul, Korea. A convenience sample of this study was collected for three weeks in December 2012 among older adults via paper survey. Hierarchical multiple regression was utilized to analyze collected data. The present study demonstrated that age, years of education, perception of health status, and perception of economic status were significantly associated with perception of successful aging. However, years of education and perception of economic status were no longer significantly associated with perception of psycho-social aging, when leisure needs was included. Age, perception of health status, and hobbies/entertainment activities and employment/plan of later years activities among types of leisure needs were significantly associated with perception of psycho-social aging. This finding demonstrates that leisure needs influence perception of psycho-social aging. Implications and suggestions to improve perception of psycho-social aging among older adults are discussed.

Enhancing Workers' Job Tenure Using Directions Derived from Data Mining Techniques (데이터 마이닝 기법을 활용한 근로자의 고용유지 강화 방안 개발)

  • An, Minuk;Kim, Taeun;Yoo, Donghee
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.265-279
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    • 2018
  • This study conducted an experiment using data mining techniques to develop prediction models of worker job turnover. The experiment used data from the '2015 Graduate Occupational Mobility Survey' by the Korea Employment Information Service. We developed the prediction models using a decision tree, Bayes net, and artificial neural network. We found that the decision tree-based prediction model reported the best accuracy. We also found that the six influential factors affecting employees' turnover intention are type of working time, job status, full-time or not full-time, regular working hours per week, regular working days per week, and personal development opportunities. From the decision tree-based prediction model, we derived 12 rules of employee turnover for all job types. Using the derived rules, we proposed helpful directions for enhancing workers' job tenure. In addition, we analyzed the influential factors affecting employees' job turnover intention according to four job types and derived rules for each: office (ten rules), culture and art (nine rules), construction (four rules), and information technology (six rules). Using the derived rules, we proposed customized directions for improving the job tenure for each group.

Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.91-102
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    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

The Effect of Blood Nutrient Index on Depression (성인 여성의 혈액 영양소 지표가 우울지표에 미치는 영향)

  • Noh, Hyun Sun;Kim, Moon Ju
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.248-261
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    • 2021
  • The purpose of this study is that the blood nutrient indicator in adult women, is the depressive indicator. This study recruited 77 pre-menopausal women, and excluding missing values, 53 (mean age 44.2±6.5 years) blood indexes were statistically confirmed and then analyzed the effect of indexes on the Beck Depression Inventory. The Beck's Depression Inventory(BDI)'s average of the study subjects was 7.6±7.2, and most of the depression symptoms were within the normal range. Only two women were very serious and other two women were serious state. As a result of this study, 21 questions of BDI was classified into 5 sub-factors. Of these, 2 factors were considered physical depression, 1 factor was mood depression, 1 factor was cognitive depression, and 1 factor undecided. As a result of the correlation analysis, triglyceride, LDL(low density lipoprotein) cholesterol and potassium showed statistically significant positive relationship with depressive factors. On the other hand, HDL(high density lipoprotein) cholesterol, sodium and chloride ions showed negative relationship with depressive factors. When multiple regression analysis was performed. Considering the depression factors was dependent variable, and triglyceride, cholesterol, blood sugar, and ketone bodies was considered as independent variables. HDL(high density lipoprotein) cholesterol had a statistically significant negative effect on the depression factor 3. Considering the depression factors was dependent variable, and minerals were considered as independent variables. Potassium had a positive effect, and chloride ions had a negative effect on the depressive factor 3. This study was limited to 77 pre-menopausal women. In the future, post-menopausal women, men, and clinical neurological disorders group will be possible.

Research on the Influence of Interaction, Identification and Recommendation of Entertainment Communication Platform (커뮤니케이션 플랫폼의 상호작용이 동일시와 추천 의도에 미치는 영향)

  • Zhao, Yi-Dan;Choi, Myeong-gil
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.23-33
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    • 2021
  • Under the long-term influence of COVID-19, offline activities were interrupted and online communication became the main way. With the rapid development of Korean Wave and network information technology, there have been many entertainment communication platforms. Fans can communicate with stars and other fans and share information through entertainment and communication platforms. This can improve users' perception of the value of entertainment communication platforms, arouse emotional resonance and have a positive impact on users' platform recommendation intention. In this study, the influence of user interaction, identity and recommendation intention of entertainment communication platforms was investigated by questionnaire. The results are as follows: First, the interaction between fans and content has a positive effect on psychological and behavioral identity. Second, the interaction between fans does not affect their psychological and behavioral identity. Third, the interaction between fans and stars has a positive impact on psychological identity and behavior identity. Fourth, psychological identity and behavioral identity have a positive impact on community members' willingness to recommend. Behavioral identity plays a partial mediating role between psychological identity and recommendation intention. Based on the above analysis results, the present situation, limitations and future research directions of this study are put forward.

A Study of Korean Traditional Creative Music Groups: How They Are Performing in North America and How to Support Them (한국 전통창작음악단체 북미 진출현황과 활성화 방안 연구)

  • Won, Hye-Yeon;Kwon, Hyeog-In
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.180-190
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    • 2022
  • This study reviews the current status of Korean traditional creative music groups that have entered the North American World Music market. It also explores some success factors and strategies behind the artists' sustainable activities in the region as well as improvements needed for the Korean government's support. For the purpose of realistic suggestions, music groups that have entered the North American World Music market and experts in artists' global activities have been interviewed for analysis. The interview questionnaire consisted of the following items: 1. how the music groups reached the North American market, 2. what made them successful, 3. what strategies they used to perform in the region, 4. what challenges they faced, and 5. how the government support could be improved. The study found the following success factors: the groups' participation in Korean and international music markets, existence of a local agency, uniqueness and popularity of Korean music, and possibility to organize workshops. It also identified the following challenges: absence of lucrative touring plans, complicated visa issuance, and limitations of networking. It is hoped that this research will provide useful information for music groups planning to enter the North American World Music market and that it will make some meaningful policy suggestions to relevant organizations.

A Study on the Research Trends in the Fourth Industrial Revolution in Korea Using Topic Modeling (토픽모델링을 활용한 4차 산업혁명 분야의 국내 연구 동향 분석)

  • Gi Young Kim;Dong-Jo Noh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.4
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    • pp.207-234
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    • 2023
  • Since the advent of the Fourth Industrial Revolution, related studies have been conducted in various fields including industrial fields. In this study, to analyze domestic research trends on the Fourth Industrial Revolution, a keyword analysis and topic modeling analysis based on the LDA algorithm were conducted on 2,115 papers included in the KCI from January 2016 to August 2023. As a result of this study, first, the journals in which more than 30 academic papers related to the Fourth Industrial Revolution were published were digital convergence research, humanities society 21, e-business research, and learner-centered subject education research. Second, as a result of the topic modeling analysis, seven topics were selected: "human and artificial intelligence," "data and personal information management," "curriculum change and innovation," "corporate change and innovation," "education change and jobs," "culture and arts and content," and "information and corporate policies and responses." Third, common research topics related to the Fourth Industrial Revolution are "change in the curriculum," "human and artificial intelligence," and "culture arts and content," and common keywords include "company," "information," "protection," "smart," and "system." Fourth, in the first half of the research period (2016-2019), topics in the field of education appeared at the top, but in the second half (2020-2023), topics related to corporate, smart, digital, and service innovation appeared at the top. Fifth, research topics tended to become more specific or subdivided in the second half of the study. This trend is interpreted as a result of socioeconomic changes that occur as core technologies in the fourth industrial revolution are applied and utilized in various industrial fields after the corona pandemic. The results of this study are expected to provide useful information for identifying research trends in the field of the Fourth Industrial Revolution, establishing strategies, and subsequent research.