• Title/Summary/Keyword: 문화커뮤니케이션

Search Result 485, Processing Time 0.022 seconds

Characteristics of Hanfu Street Snaps on TikTok (틱톡에 나타난 한푸 스트리트 스냅의 특성)

  • Zhang, Luyue;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
    • /
    • v.24 no.5
    • /
    • pp.519-529
    • /
    • 2022
  • This research analyzed the characteristics of Hanfu street snaps in the Chinese version of TikTok to determine the development and meaning of Hanfu. Based on grounded theory, this study selected 102 representative cases by sorting Hanfu street snaps on TikTok according to popularity. Subsequently, through open coding, the cases were organized and summarized into five main categories. The findings are as follows: 1) The national cultural pride has enabled a greater number of Hanfu fans and groups to upload short videos promoting the Hanfu movement on TikTok to expand the influence of the activities and popularize cultural knowledge. 2) The users attempted cross-cultural communication by participating in cultural festivals in Western countries wearing Hanfu. 3) The 'See now buy now' function of TikTok enables numerous Hanfu merchants to upload short videos about Hanfu products to promote their products and boost sales. 4) As 'gamification' affects everyday life, computer game enthusiasts among them wear Hanfu in the form of role-playing. 5)As a unique "meme" phenomenon on TikTok, wearing Hanfu to make interesting videos has also become a form of entertainment. Thus, although the characteristics of Hanfu street snaps on TikTok originated from the transmission of Hanfu culture, the culture has now been transformed through social media into symbolic consumption and play culture.

Food Purchasing Platform using Metabus-based Multinational Student Community (메타버스 기반 다국가 유학생 커뮤니티를 이용한 음식 구매 플랫폼)

  • Kim, Sea Woo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.259-264
    • /
    • 2022
  • The food purchase platform using the metaverse-based multinational student community is a metaverse purchase platform using the multinational food preference community. Through the use of this platform, it is expected to establish a community of multinational international students, a community of international student sellers, and foster a new industry of metaverse purchase platforms. The metaverse platform guarantees anonymity, is space-time-free, and can freely communicate with avatars to create a second business communication. In addition, by selling many kinds of favorite foods in small quantities, it customizes scarcity while reducing the burden of providing services and making it easier for international students to participate.This platform can enhance to more business opportunities using community manpower.

Machine Learning Approach for Prediction of VOD Usage (머신러닝을 활용한 VOD 이용건수 예측)

  • Jeon, Jong Seok;Jang, Ha Eun;Oh, Joo Hee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.507-513
    • /
    • 2022
  • This study developed a model for predicting the number of VOD uses of IPTV, an online market in the film industry. A machine learning-based prediction model was established using the VOD usage data collected by the Korean Film Council from 2017 to 2021. Through literature research and cluster analysis, the difference between the offline market and the online market is revealed, and a new category of VOD usage is proposed. The purpose is to help IPTV companies establish marketing strategies as well as support decision-making by developing a machine learning-based VOD usage prediction model.

Effects of External Activities, Online Activities, Media Use, Media Information Evaluation and Household Economic Changes on Corona Blue (외부활동, 온라인활동, 미디어이용, 미디어정보평가, 가계경제변화가 코로나블루에 미친 영향)

  • Oh Dayyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.2
    • /
    • pp.399-405
    • /
    • 2023
  • This study analyzed the cause of Corona Blue and tried to find out ways to improve the mental health of our society. The external activities decreased and the household economy got worse after COVID-19, so Corona Blue increased. The media use and the negative media information problems increased Corona Blue. The online activities had no effects. In order to relieve Corona Blue, it was suggested to increase the external activities personally, to make the social and economic conditions of women and the economic weaker better, to improve the quality of media disaster information, and for the media consumer to use the media properly.

A Case Study of Public Contents in Out-Of-Home Advertising: Focused on Visual Characteristics (옥외광고를 활용한 공공 콘텐츠 사례연구: 시각적 특성을 중심으로)

  • Kim, Woon-Han;Jeong, Hyeon-Ju
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.453-459
    • /
    • 2023
  • This study analyzed the creative properties of public service advertisements and public content in outdoor advertising. The results of a case analysis focusing on outdoor advertisements for fundraising are as follows. First, government ministries were mainly found as advertisers. Second, most of the advertising messages were about policy promotion by the government and public institutions, with few public content or public interest messages. Third, in terms of expression, text took up more weight than visual elements, and illustrations were the main visual expression element. This proves that the public content of domestic outdoor advertisements mainly has a strong purpose of conveying direct information.

A Study on Brand Identity of TV Programs in the Digital Culture - Focusing on the comparative research of current issue programs, and development - (디지털 문화에서 TV 방송의 브랜드 아이덴티티 연구 -시사 교양 프로그램의 사례비교 및 개발을 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.53-64
    • /
    • 2005
  • The emergence of new communication media, digital, is something of a wonder, as well as a cultural tension. The industrial technologies that dramatically expand human abilities are being developed much faster than the speed of adaptation by humans. Without an exception, it creates new contents and form of the culture by shaking the very foundation of the notion about human beings. Korean broadcasting environment has stepped into the era of multi-media, multi-channel as the digital technology separated the media into network, cable, satellite and internet. In this digital culture, broadcasting, as a medium of information delivering and communication, has bigger influence than ever. Such changes in broadcasting environment turned the TV viewers into new consumers who participate and play the main role in active communication by choosing and using the media. This study is trying to systemize the question about the core identity of broadcasting through brand as the consumers stand in the center of broadcasting with the power to select channel. The story schema theory can be applied as a cognitive psychological tool to approach the active consumers in order to explain the cognitive processes that are related to information processing. It is a design with stories, which comes up as a case of a brand's story telling. The range of this study covers the current issue and educational programs in network TV during the period of May and August of year 2005. The cases of Korean and foreign programs were compared by the station each program is broadcasted. This study concludes that it is important to take the channel identity into the consideration in the brand strategy of each program. Especially, the leading programs of a station must not be treated as a separate program that has nothing to do with the station's identity. They must be treated to include the contents and form that builds the identity of the channel. Also, this study reconfirmed that building a brand of the anchor person can play as an important factor in the identity of the program's brand.

  • PDF

Reserch on Adverse Anthropomorphic Characters that Observed in Short Animation "The Employment" (단편 애니메이션 "The Employment 고용" 에서 관찰되는 역의인화 캐릭터에 관한 연구)

  • Lee, Se-Jung;Park, Young-Won
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.58-66
    • /
    • 2014
  • It is one of the representation technique very common to be used, such as visual communication, a variety of cultural content, anthropomorphic, is dependent on the anthropomorphic approach most content for children in particular. In addition, personification can see a variety of cases in the field of culture and art of many other operations, including literature and poetry. By analyzing the case of reverse personification and anthropomorphic when transmitting content and image of the language that was meant, of anthropomorphic elements, which can be reverse action and an equal effect between those non-human and human it is possible to confirm that. Therefore, in this paper, we redefine the concept and elements of anthropomorphic, it defines the concept of anthropomorphic station on the basis of this, and were analyzed for the case. In addition, among the cases of good quality that communicate with anthropomorphic approach the station, the character analysis short animation of "The Employment employment", be used as academic materials of anthropomorphic approach the station of visual culture content areas of future possible.

A Critical Review on the use of Media Platform in Dance: Focused on popularization strategy (무용의 미디어 플랫폼 활용에 대한 비판적 고찰: 대중화 전략을 중심으로)

  • YIM, Sujin
    • Trans-
    • /
    • v.5
    • /
    • pp.29-48
    • /
    • 2018
  • This study examines the popularization strategy of domestic dance field through media platform and examines it based on the interaction of cultural participants. What does popularization of dance ultimately mean? What are the characteristics of media-based popularization strategies? Can all of these attempts be understood as popularization strategy with same attributes? The purpose of this study is to examine the characteristics of broadcasting media, which are used as the main medium of dance popularization strategy, and the online platform that recently attracts attention, and to focus on the communication process of cultural participants related to each media. Through this approach, media based activities turns out to be Mass Culture, controlled by businessman, capital, making it impossible for the creator to communicate directly with the audience, and producing the cultural products planned by the businessman. On the other hand, an online community platform is classified as Popular Culture since it allows creator to communicate and interact with audience without the direct involvement of the businessman and guarantees the rights of creation. Thereby it function as appropriate media platform and expand the discourse on popularization of dance in Korea.

  • PDF

인터넷의 한국사회의 변화와 건전한 정보이용 환경조성의 과제

  • Jang, Gyeong-Chae;Jeon, Sang-Gyun
    • Management & Information Systems Review
    • /
    • v.17
    • /
    • pp.83-105
    • /
    • 2005
  • 인터넷은 한국사회 전반에 많은 변화를 초래하였다. 인터넷이 빠르게 확산되어 2004년 말에 인터넷 이용자 3,000만 명 시대를 열었고 이동전화, 초고속 인터넷 등 새로운 정보기술이 보편적으로 활용되는 단계에 이르렀다. 그에 따라 개인 홈페이지가 커뮤니케이션의 새로운 수단으로 자리 잡았고, 이에 따른 새로운 네티즌 문화를 탄생시켰다. 사회문화적 측면에서 그동안 정보화가 창출한 가장 큰 변화는 조직사회의 변화, 교육환경의 변화, 문화생활의 변화를 들 수 있다. 인터넷이 조직사회에 미친 영향은 전통적인 연공서열식 피라미드형 조직구조가 새로운 네트워크형 조직으로 발전하였으며, 노동시장도 장소에 구애받지 않고 이동원격근무(mobile Office)로 발전하는 추세이다. 그리고 교육환경은 가상공간을 통한 다양한 교육정보 접근기회를 확대하고 있으며, 사람들의 사고방식, 생활양식, 가치관의 변화도 수반하고 있다. 반면에 인터넷 사회는 한국사회 전반의 변화와 함께 정보화의 역기능 현상도 다양하고 광범위하게 확산되고 있다. 인터넷이라는 온라인상에서 다양한 주제로 서로 만나고 정보를 교환하는 사이버 공동체(Cyber Community)는 온라인 공간에 한정되는 것이 아니라 현실공간으로 확장되어 나타나고 있으며, 인터넷 중독문제는 개인뿐만 아니라 가정과 사회에도 부정적 영향을 끼치고 있을 뿐만 아니라 안티사이트도 진정한 대안문화로 자리 잡지 못하고 인터넷의 익명성을 이용해 무차별적인 비방과 욕설이 난무한 과도기적 현상을 보이고 있다. 이제 인터넷은 한국사회의 모든 것과 깊은 관련을 맺는 매우 중요한 일부분이 된 것이다. 인터넷은 20세기 공학기술이 성취한 위대한 업적 중의 하나이다. 인터넷은 단순히 정보화 사회를 실현하는 것이 아니라 인간의 삶의 가치, 생활의 편익 등을 증대한다는 믿음 때문이다. 한편 현실은 여러 가지 역기능이 함께 나타나고 있다. '네티즌 윤리강령'까지 선포했지만, 진정한 네티즌 윤리는 강령을 선포했다고 저절로 확립되는 것이 아니다. 네티즌 각자의 실천의지가 있어야 한다. 인류가 새로운 이상향이라고 추구하는 가상사회는 윤리적인 사고와 행동으로 질서를 유지하지 못하면 인류의 밝은 미래는 보장할 길이 없다. 21세기 정보화 사회, 인터넷 사회를 맞이한 우리는 이 세상을 참으로 살기 좋은 세상으로 만들어야 할 고귀한 책무를 안고 있다. 아무리 험한 길, 어려운 과제라 할지라도 그 목표를 잃어서는 안 되며, 그 해답을 얻는 노력을 결코 게을리 해서는 안 된다.

  • PDF

The Effect of Hospital Organizational Culture, Organizational Silence and Job Embeddedness on Turnover Intention of General Hospital Nurses (병원조직문화, 조직침묵과 직무 배태성이 종합병원 간호사의 이직의도에 미치는 영향에 대한 융복합 연구)

  • Woo, Chung-Hee;Lee, Min-Jeong
    • Journal of Digital Convergence
    • /
    • v.16 no.3
    • /
    • pp.385-394
    • /
    • 2018
  • The purpose of this study was to examine the effects of hospital organizational culture, organizational silence and job complexity on turnover intention in nurses working in general hospitals. The subjects were 152 nurses working at general hospitals. Data were collected from April 19, 2017 to April 30, 2017, and statistical analysis was analyzed by hierarchical multiple regression analysis using the SPSS/WIN 22.0 program. As a result of the research, turnover intention showed a positive correlation with resignation and defensive silence, whereas there was negative correlation between consensual organizational culture, sacrifice, suitability and connection of job inclination. The factors affecting the turnover intention were the present work experience, defensive silence, sacrifice, and the explanatory power of turnover intention was 47%. Therefore, in order to lower the turnover intention, it will be necessary to provide various programs to change the communication pattern in the nursing organization, and to provide differentiated welfare system.