• Title/Summary/Keyword: 문화의 차별성

Search Result 284, Processing Time 0.023 seconds

The Third-Person Effects of Online Hate Comments (혐오성 댓글의 제3자 효과 댓글의 속성과 이용자의 성향을 중심으로)

  • Cho, Yoon Yong;Im, Yung Ho;Heo, Yun Cheol
    • Korean journal of communication and information
    • /
    • v.79
    • /
    • pp.165-195
    • /
    • 2016
  • This paper aims to examine the third-person effect(TPE) of hate comments on online news, and analyze how the issue-relevant audience factors as well as the characteristics of the online message have influence on the TPE. More specifically, based on the distinction between hateful and logical comments regarding the issue of illegal immigration, the authors have conducted an online experiment that compares how the message-related features, i.e., ways of expressing the ideas, lead to the difference in TPE. Analysis was also conducted with regards to how political orientation and discriminatory predisposition to immigrants among the audiences, have different impacts on the TPE. The 479 participants in the experiments were randomly assigned to experimental group(exposed to hate comments) or control group(exposed to logical comments). The results reveal that the TPE of hate comments is higher than that of logical message. The same message proved to be more effective for news users with liberal orientation and discriminatory predisposition. The significance of this paper lies in that it has examined the effect of online hate comments in a rigorous experimental setting. Also the research further elaborated on the audience-related variables, for which the previous studies tended to focus those on the general psychological level rather than relate them more specifically to the issues.

  • PDF

A Study on the policy of activate Baekje Cultural goods -focus on Gongju-Buyeo national museum- (백제문화상품 활성화 정책에 관한 연구 -공주.부여 국립박물관 중심으로-)

  • Shin, Dae-Teak;Park, Seung-Chul
    • Journal of Digital Convergence
    • /
    • v.10 no.5
    • /
    • pp.333-338
    • /
    • 2012
  • Cultural goods is carrying nature and value above-mentioned a commodity to what a cultural element was commercialized. And it produced for the purpose of manufacture for popular sales and supply, and holding commercial character. Specially, cultural goods of a museum keeps a good memory to a sightseer, and broaden an educational experience, and the source of profit becomes it to a seller a producer. This cultural goods as they all include the artistic historical figurative background that they are displayed directly and got twisted up to collection have background which became a motive. Cultural goods can acquire cultural difference in globalization and have to be based on the soil of cultural heritage, starting around various cultural materials through practical value to a modern life. Internationally, cultural goods using a culture material development have competitiveness of nation as in it. Therefore, Baekje cultural goods need national and positive aid from the government with the customer satisfaction index considering the modern design, an age group, an internal and external commodity as the difficulty of various commodity development and managing museum shop. Furthermore, like overseas museum shop, if we are practically using on-off line, continuous promoting our commodity, and marketing strategy such as a membership system when buy our cultural goods, a special discount event etc., we can contribute to activate local economy as a museum shop when we have responsibility of the function and the part.

The aspect and meaning of the digital world view in the anime based on myth (신화를 소재로 한 애니메이션 <고스트 메신저>에 나타난 디지털 세계관의 양상과 의미)

  • Kim, Jin-Chul
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.299-323
    • /
    • 2017
  • Interests to cultural prototype as a material of cultural contents are getting more increasing nowadays. One of them is myth. The important thing when you are dealing with the myth as the material that how to convert prototype narratives. Today, digital culture is becoming one of the essential elements of mankind, that is a new sociocultural phenomenon and distinguishing differentiation from the past analogue era. In this regard, the combination of mythology and digital culture is effective strategies for transforming storytelling that can resonate with people who are not familiar with myths. puts the view both of this world and underworld, mythical characters, and various elements of the Grim Reaper into the story. And combines them with digital elements. sets the world that the transcendental soul exists as physically transferred data form. and reinterprets the traditional mythology world into the digitally operated world. Soul-Phone from this anime reflects the digital culture such as storage and transmission, and helps enjoying audiences accept the unfamiliar world of myth. And also It symbolically shows dystopian viewpoints through side effects can caused by digital technology development, such as the instrumentalization of human being, the risk of communication through digital media, and ego-loss caused by duplication, etc. In conclusion, forms a consensus with the audience through the transformation strategy of storytelling that converts the world of myth into the digital world. And it reflects the dystopian view and shows a differentiated world view from the narrative of myth.

A Foreign Visitors Recognition with Respect to Koreaness of 'Seoul Garden' in Berlin, Germany (베를린 서울정원 이용객의 한국성 인지 양상)

  • Yun, Young-Jo
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.36 no.1
    • /
    • pp.67-77
    • /
    • 2018
  • This study investigated the recognition of Koreanesss, preference factors and the difference of recognition from adjacent Chinese and Japanese gardens for foreign visitors of Seoul gardens, a Korean traditional garden located within the Marzahn garden in Berlin, Germany. Overall, the Chinese garden and the Japanese garden were better known to most visitors than the Seoul garden due to their earlier construction. The awareness of the specialty to the Korean garden was at an average level indicating most visitors did not recognize the difference among the traditional gardens constructed from other countries. These less awareness on the Korean garden was because the traditional gardens of the three countries are located adjacent to the park in a continuous landscape with similar plant species created through natural planting techniques. This means the Korean garden is required for considering diversity and representativeness of planting species, uniqueness in space composition and recognition of Korean oriental garden culture in an initial design project stage. Visitors without prior information has better understanding on Korean garden and higher revisit intention resulting in increasing publicity and understanding of Korean traditional garden. Among the preference factors representing Koreaness of the Seoul gardens, the waterfall, stream, pavilion and natural stone within the water landscape were visitors favorite interests due to design concept with a representative Korean stream scenery of Dokrack-dang and Byeolseo garden resulting in differences from the landscape displaying technique for other oriental gardens. These stylistic differences in the dominant landscaping of garden architecture from surrounding the physical environments, the garden displaying technique derived from Korean natural landscape can be recognized as an unique garden element for foreign visitors.

The context of concentration and polarization of Korean film industry (한국 영화산업의 집중성과 불균형의 맥락들)

  • KIM, Meehyun
    • Review of Culture and Economy
    • /
    • v.21 no.1
    • /
    • pp.3-20
    • /
    • 2018
  • This study investigates a comprehensive context between the vertical integration and concentration of Korean film market. The concentration of distribution and screening markets are result of industrial strategy to defend demand uncertainty and to pursue economies of scale. Major distributors are increasingly inclined to defend industrial risk by concentrating resources on blockbusters and bargaining power of the multiplex is getting strengthened by distribution competition to secure as many screens as possible. Vertically integrated multiplexes operate discriminatory preferential treatment to their affiliates, however, there is a difference in degree of discrimination between vertically integrated groups. Furthermore, it is difficult to exclude each other from the distribution competition in which the largest screen number has to be secured. It is difficult for multiplex only to pursue the interests of affiliates and make negative choices in screening performance. As the number of screening screens increases, the seat occupancy also increases. As a result, the polarization of the distribution and screening markets, including the screen monopoly, is a phenomenon that occurs commercial films centered markets and the unfair behavior of the vertically affiliated multiplex has a limited effect on the movie market.

Special Theme_ICT 접근성 향상 - ICT 접근성 향상

  • Choe, Du-Jin
    • TTA Journal
    • /
    • s.137
    • /
    • pp.22-27
    • /
    • 2011
  • 정보통신기술(ICT)은 우리 일상생활에 너무나 깊숙이 스며들어 이제 정보통신기술 없이는 행정서비스, 경제활동, 사회참여, 문화활동 등을 향유하는데 많은 제약이 따르는 시대로 접어들었다. 정보통신기술에 접근하고 이용할 수 있는 사람과 그렇지 못한 사람들의 정보격차 (Digital Divide)가 경제격차와 사회문화적 격차를 유발하여 사회 불평등을 심화시키고 궁극적으로 사회통합을 저해할 가능성이 크다. 정보통신 접근성(ICT Accessibility)은 신체적, 인지적 제약으로 정보통신기기나 서비스에 접근하는데 어려움이 있는 장애인이나 고령자가 일반인과 차별 없이 정보통신의 유용성을 향유할 수 있도록 정보통신기기나 서비스에 대한 접근을 보장해 주는 것을 의미한다. 우리나라는 미국이나 유럽 등 선진국들에 비해 정보통신 접근성을 위한 법 제도적인 출발이 늦었지만, 최근 수년간 관련 법률의 제정, 정보통신 접근성 보장을 위한 지침 및 표준의 제정 등 다각적인 노력을 경주하여 빠른 속도로 선진국 수준을 향해 나아가고 있다. 지금까지 '한국형 웹 콘텐츠 접근성 지침 2.0', '금융자동화기기 접근성 지침' 등 12개에 이르는 표준을 제정한 바 있으며, 정보통신 보조기기의 개발 보급, 관련 전문인력 양성 및 교육 홍보 등을 통해 정보통신 접근성 수준 향상을 위한 노력을 지속해 왔다. 앞으로도 모바일 시대, 디지털 융합의 스마트 시대에 대응하여 다양한 정보통신기기 및 서비스에 대한 접근성 표준 제정, 관련 기술의 연구 등을 지속적으로 추진하여 모든 사람이 정보화의 혜택을 누리는 디지털 통합 (Digital Inclusion) 시대를 열어나가야 할 것이다.

  • PDF

A Study on the Countermeasures for China's Territory Expanding (중국 영토공정에 관한 대응방안 연구)

  • Shin, Yong-Woo;Oh, Won-Kyu
    • Journal of Cadastre & Land InformatiX
    • /
    • v.44 no.1
    • /
    • pp.37-59
    • /
    • 2014
  • China has been tried to make our former territory named "Guryubuel" as their territory and history using the "Northeast Expanding Project" and other territory expanding projects. This study aimed to make a correspond measure to the cause, purpose and statues on the Northeast Expanding Project of China, to help restoration of Korean territory. For this purpose, it was reviewed the detail about Territory Projects of China. This study included not only the "Northeast Expanding Project" but also the Dandae Project, Tamwon Project and the theory of 'Yoha Civilization' to reveal the project's cause, purpose and detail to analysis the issues and to make a countermeasure. China has been distorted our cture and history on purpose for the territory expanding project. Hence, this study has distinction from the previous approach on the China's territory projects since it has been focused on dilemma of cultural and historical distortion by some Chinese. This study pointed out the distortion of the history and culture of China, as well as Korean mistakes to interpret the China's claim into our own way. It is emphasized that progressive response of Korean government is very important to protect our territory against the Chinese territory expanding projects.

A Research on Development of Social Program for Migrant Women: considering EU experiences (유럽연합의 경험을 통한 이주여성 사회프로그램 개발 방안에 대한 연구)

  • Han, Jeong-Won
    • Journal of Digital Convergence
    • /
    • v.13 no.12
    • /
    • pp.41-46
    • /
    • 2015
  • In spite of increasing women migrants, proper social programs based on human rights are hardly found. In this paper, with the implication of 'diaspora', the essential term of multi-culturalism from the perspective of migrant women is briefly discussed. Also, social programs for migrant women are suggested through looking into the experiences of EU. EU policies and social programs are reorganized through data analysis and policy contents analysis. EU has longer history of immigration, and has provided the proper and long-term programs to accept migrant women as the qualified social member. EU social programs are based on the principles of non-discrimination, full employment, human rights and citizenship. Social programs should imply long-term inclusive policy for migrants, and help migrants to experience empowerment in the society. By looking into some examples of social programs of employment, education and general knowledge, useful social programs are to be suggested.

Problems with the Application of the Concept of "Original Form" to Natural Heritage (자연문화재에 있어 원형개념 적용의 문제점)

  • Lee, Won Ho
    • Korean Journal of Heritage: History & Science
    • /
    • v.49 no.1
    • /
    • pp.166-177
    • /
    • 2016
  • This essay explores the problems with applying the concept of "original form" to natural heritage when it is based on originality and diachronic, historical period. It also suggests an alternative perception that the concept of "original form" can be considered based upon "integrity". First, the conceptual framework for applying the concept of "original form" falls into three types: one that centers on the time point at which heritage originated; another that respects the diachronic characteristics of the concept of "original form"; and the last that bases original form on a particular time after the heritage originated. Second, the national policy for the conservation of natural monuments and scenic sites stayed at the level of consulting the Decree on the Preservation of Treasures, Historical Remains, Scenic Sites, and Natural Monuments of Joseon, under Japanese colonial rule. And after the legal framework was established through enacting and proclaiming of the Cultural Heritage Protection Act in 1962, 564 cases have been designated as natural monuments. Third, the natural conservation movement, the first national policy for natural heritage, was initiated from the heritage field, but the Environment Ministry subsumed all nature-related policies and ever since the heritage agency (Cultural Heritage Administration) has implemented only heritage policies regarding "cultural" heritage. The present state of the coexisting policies about the natural heritage by the Environment Ministry and the Cultural Heritage Administration resulted in leading the public confused about official terms and main policy agency of natural heritage. Fourth, the difficulty of applying the concept of "original form" to natural heritage stems from the fact that natural heritage is inherently distinct from cultural heritage, which is placed at the center of the heritage policies implemented by the heritage agency. In addition, natural heritage, similarly distinct from the overall natural environment, has evolved in a way that incorporates human culture and thus diversely includes characteristics of originality, diachrony, and historical period. Under these circumstances, an incorporative, professional approach is required rather than independent approaches for each type of natural heritage. In conclusion, this essay suggests that issues related to the restoration of original conditions of natural heritage should be resolved through the application of the "integrity" concept by restoring "the characteristics of an object or a place that imbue it with meaning and value," with consideration given to efforts for alleviating logical contradictions within the concept of "original form" through the preparation of standards and guidelines for the restoration of original condition.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.365-391
    • /
    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.