• Title/Summary/Keyword: 문화커뮤니케이션

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The Empirical Study on Relationship between CT R&D Subsidy Program and R&D Performance in S.korea (문화기술(CT)개발지원정책이 기업 R&D성과에 미치는 영향에 관한 연구)

  • Seo, You-Hwa;Yang, Dong-Woo
    • Journal of Technology Innovation
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    • v.19 no.2
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    • pp.53-76
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    • 2011
  • This study analysed empirically the relationship between the CT R&D subsidy program and R&D performance of received company. According to the result, the CT R&D subsidy program is a significant factor to encourage R&D performance. Especially, the CT R&D subsidy program based on validity and reasonable system affects significantly the progress of R&D performance. Otherwise, the reasonable CT R&D subsidy program has a important role to play on company growing from a step of R&D to a step of the commercialisation performance. Thus, government should make an effort on researching data on market demand before implementing policy and communicating with company continually.

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Content Analysis of Anti-Smoking TV advertisements: Different Adaptation of Health Communication Theories between Korea and the U.S.A. (금연 TV광고의 내용분석 연구 -한국과 미국의 차이에 기반한 건강 커뮤니케이션 이론의 적용-)

  • Hong, Eunhee;Lee, Cheolhan
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.76-87
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    • 2012
  • This study examined Korean and the U.S.A..'s television anti-smoking advertisements that were coined to discourage adults and teens smoking. A content analysis of 71 television advertisements listed in the "Smoking Guidance Program" operated by Korea Health Promotion Foundation. This study evaluated to detect whether the advertising content reflected core health communication theories such as health belief model, theory of reasoned action, and social cognitive theory used in the designing of anti-smoking ad message to change behavior and attitudes toward smoking unfavorably. The results showed that Korean anti-smoking ads mostly relied on social norm messages, followed by smoking attitude. The message of modeling and self-efficacy was least used; while, the U.S.A. ads focused more on modeling and self efficacy. This difference comes from the cultural difference. Namely, Korea focused more on collectivism rather than individualism. The anti-smoking ads of Korea and the U.S.A. most frequently adopted horror and humor rather than sadness, no appeal, and angry. The ads targeted more on adults rather than teens. The research identifies the types of advertisements that are most likely to utilized and underutilize in the Korea and U.S.A. anti-smoking ads and contribute to further understandings of anti-smoking ads theoretically.

Compliance to Feedback on Uncivil Comments in a Virtual Online News Portal: The Role of Avatar Presence (가상 온라인 기사 포털에서 아바타의 존재와 반시민적 댓글 피드백에 대한 행동 순응)

  • YounJung Park;HeeJo Keum;SeYoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.419-425
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    • 2024
  • As digital communication gains prominence, there is an increasing trend in uncivil behaviors like rude or hateful comments and the empathetic actions towards them, highlighting the need for social efforts to address these issues. As part of these endeavors, we investigated how avatar feedback in a virtual news portal affects users' empathy towards uncivil comments. We defined both posting and empathizing with uncivil comments as antisocial actions. To this end, we posted socially controversial news in a virtual space and provided feedback in two forms when participants selected uncivil comments: text-only feedback and feedback accompanied by an avatar. We then assessed the impact of this feedback on behavioral conformity, guilt, and self-image concern through surveys. Our results showed that avatar-provided feedback significantly influenced participants' social responses more than text-based feedback. Interaction with avatars notably increased participants' behavioral conformity, guilt, and self-image concern. We concluded that avatar-based interactions can positively influence users' social behaviors and attitudes, suggesting their potential in fostering a more civil and responsible digital communication culture.

A Study on the Development of the Traditional Design Content in health and longevity based on the Lucky Signs (길상(吉祥)을 상징하는 수복(壽福) 중심의 전통적인 디자인 콘텐츠 개발에 대한 방향성 연구 - 문화상품디자인 중심으로 -)

  • Jung, Su-yeon;Hong, Dong-sik
    • Journal of Communication Design
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    • v.66
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    • pp.90-101
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    • 2019
  • South Korea had a hard time creating its own image of a nation that formed its identity due to 6.25, Japanese-style rule, division of South and North Korea, and military dictatorship. Recently, Korea has been searching and spreading its identity by creating a Korean wave such as various events and K-POPs. However, since there are still no images and cultural products representing Korea's identity, it is necessary to develop design contents related to native culture and professional cultural product design. Design powers such as France and Japan focus on design projects that can add value to their national design policy projects. Traditional Korean contents also need to be specialized and continuous in image design and research. In this study, five lucky-SubokGangnYeon(long life, happiness and peace), a representative of Korean culture, studied with the most interest in the old and the modern, namely, "Living healthy long." Through the development of cultural product design and the use of design content, I would look forward to presenting the diversity and direction in producing Korea's own design products and images that fit the trend of modern 'age of 100.' Based on images based on special exhibitions related to longevity of the National Folk Museum of Korea, the museum discovers key used features and meanings, studies patterns and patterns, and analyzes design cases applied to modern cultural product design. We also want to look at the direction available through design content, which is a symbol of llong life happiness and peace. First, cultural products have limitations that lack the development of design products, lack of public relations and sales outlets, and lack of awareness of traditional culture, which should precede policy support and awareness reform at the national level. Second, we need to streamline prices that meet the needs of the market. Third, cultural product design and contents related to tradition can be settled and disseminated more easily when traditional design is utilized and distributed mainly on practical stationery and household goods. Fourth, it is necessary to develop contents of various Korean images based on research on Korean cultural history and aesthetic consciousness. Research on the Korean culture of designers should be conducted, not just in the form of figurative images. Fifth, traditional manufacturing methods and materials should be respected by modern times, but modern production products should be developed with economy and durability.

The Study on the patient safety culture convergence research topics through text mining and CONCOR analysis (텍스트마이닝 및 CONCOR 분석을 활용한 환자안전문화 융복합 연구주제 분석)

  • Baek, Su Mi;Moon, Inn Oh
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.359-367
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    • 2021
  • The purpose of this study is to analyze domestic patient safety culture research topics using text mining and CONCOR analysis. The research method was conducted in the stages of data collection, data preprocessing, text mining and social network analysis, and CONCOR analysis. A total of 136 articles were analyzed excluding papers that were not published. Data analysis was performed using Textom and UCINET programs. As a result of this study, TF (frequency) of patient safety culture-related studies showed that patient safety was the highest, and TF-IDF (importance in documents) was highest in nursing. As a result of the CONCOR analysis, a total of seven clusters were derived: knowledge and attitude, communication, medical service, team, work environment, structure, organization and management that constitute the patient safety culture. In the future, it is necessary to conduct research on the relationship between the establishment of a patient safety culture and patient outcomes.

Research on Tourist Needs Based on Food Docent-Guided Tour -focused Guangzhou Xiguan (미식 도슨트 가이드 투어를 통한 관광객 수요 분석 -광저우 시관을 중심으로)

  • Chen, Ding-Ding;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.79-87
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    • 2020
  • Under the background of regional cultural development and cities' diversity, various tourist destinations attract tourists' attention and visit by mining their unique folk culture. As a part of sustainable tourism, gastronomy tourism can provide residents and tourists services only by improving the residents' facilities without damaging the environment. However, the existing gastronomy tourism only makes tourists in the folk scene, and tourists can not overstep the cultural differences caused by intersubjectivity to experience the core of folk culture. This paper attempts to use the observation method, cross-subject study, and case study to study the role of food docent-guided tours in understanding folk culture. Moreover, the docent-guided tour studies how the docent can help tourists go deep into the core of folk culture better to realize the sustainable development goal of gastronomy tourism.

The Study For a New Positioning Strategy For the Performance Arts (공연예술 수요개발 촉진을 위한 포지셔닝(Positioning) 전략 제안)

  • Park, Joon Hyoung
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.87-114
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    • 2017
  • The Supply side of performance arts has been pretty much developed since the establishment of ARCO. The development level of the demand side, however, was much lower than that of supply side. This unbalance make it difficult to achieve the goal and to complete the mission of ARCO's assistant to the performance arts. Unlike the existing research for solving this problem, this study suggests the positioning strategy of a new value of performance arts for solving this problem. This positioning is, instead of meeting the experiential and symbolic needs, targeting the functional needs to solve the life problems to be faced with aging, for example, the problems from education, human relationship and health. The new positioning will make the demand for the performance arts belong to the top priority group in the expenditure list of consumers because the perceived concept of performance arts will be changed from the "Wants" consumption to "Should be" consumption like a expenditure of private education for children and that of health problems. Therefore, this new positioning is surely expected that the development of new demand from the new position is pretty much higher than that of present positioning. This study also suggests practical strategies, PR and cross functional management system for the implementation of this new positioning.

(Types of metonymy applied to emoticons and their salience attributes - Focusing on the comparison of high-context and low-context emoticons -) (이모티콘에 적용된 환유 유형과 현저성 속성 - 고 맥락과 저 맥락 이모티콘의 비교를 중심으로 -)

  • Kim, Chan Hee;You, Si Cheon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.91-101
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    • 2021
  • Visual communication based on socio-cultural context, such as emoticons on social media, is increasing. Therefore, it is necessary to study the visual expression of metonymy as a means to correctly understand the communication method in the age of visual culture. The purpose of this study is to explore how metonymy is visualized within a cultural context. Specifically, , a typical underlying phenomenon of metonymy expression, and the expression principles of various reproduced through it are identified by pairing them with the cultural context. Based on context theory, which is a representative discourse in the social science field, emoticons from in high context and emoticons in in low context were selected and compared as case study subjects. The major findings are: First, a visual application model of metonymy was proposed regarding the process through which metonymy is reproduced as a visual result. Second, the types of metonymy and their salience attribute applied to the emoticon expression method was identified in detail. Third, based on the contextual theory, how the characteristics of high-context visual metonymy differ from that of low-context visual metonymy were presented. In the future, the results of this study can be used as a criterion for judging the local acceptability and local suitability of design results in the design development process that requires the use of localization strategies.

How do game fan translators translate? - Through A case of localization of 'Dragon Age Inquisition' - (게임 팬 번역가들은 어떻게 번역하는가? - '드래곤 에이지 인퀴지션(Dragon Age: Inquisition)'의 현지화 사례를 통해 -)

  • Park, Su-Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.115-132
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    • 2021
  • This study seeks to examine the aspects of the translation and translation activities of game fan translators through the localization case of 'Dragon Age Inquision'. The interaction and experience of the game are game fan translation, giving various motivations and generating translation kinetics. The study confirmed the motivation by observing the process of game fan translation, which shows the characteristics of producers and recipients at the same time, and interviewing game fan translators. The translation of the game fan will reveal the productive aspect of the game fandom, and then I suggest a point where the game culture should discuss the fan translation.

The Impact of Metaverse Presence on Immersion and Intention to Continuous Use (메타버스 이용자의 프레즌스 경험이 몰입과 지속이용의도에 미치는 영향)

  • Mideum Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.581-588
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    • 2024
  • Metaverse technology, heralded as the fourth major innovation in computing following personal computers, the internet, and mobile devices, has realized a three-dimensional virtual world where communication with others as well as social, cultural, and economic activities of the real world can take place. While platforms like Zepeto, launched in 2018, and Animal Crossing: New Horizons, released in 2020, initially became popular among younger generations, concerns about declining investment and usage rates of the metaverse have become apparent since 2023. This study examines the impact of metaverse users' sense of presence on their immersion and intention to continue using these platforms.