• Title/Summary/Keyword: 미디어 맥락

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Interrelationship in the Translations of the Works of P. A. Kropotkin in East Asian Countries (동아시아와 식민지 조선에서 크로포트킨 번역의 경로들과 상호참조 양상 고찰)

  • Kim, Mi Ji
    • Cross-Cultural Studies
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    • v.43
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    • pp.171-206
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    • 2016
  • Russian anarchist thinker P. A. Kropotkin had a significant impact on the school of thought, the literary field and the anarchist movement in East Asia in the early 20th century. This paper examines the history of the translation of Kropotkin in terms of the routes and paths of translation in colonial Korea in comparison with those in Japan and China. It is a known fact that the acceptance of Kropotkin in colonial Korea is owed to pioneering translation works in Japan, but it appears that there have been various transformations and magnetizations in the process of translating the texts into the Korean language. Despite a disturbing censorship, the works of Kropotkin, such as "I appeal to the youth ("Aux Jeunes Gens" in French)", were imported, translated and distributed by various routes throughout the 1920s and there were various versions of translated Korean texts. At this point, it is noteworthy that there are works which were translated from Chinese texts about Kropotkin, such as the works of Yu Seo (柳絮), and it can be said that there is a relationship between Korean translations and Chinese original texts. Since the 1930s, the phenomenon of the appropriation of Kropotkin as a litterateur and critic rather than an anarchist thinker is particularly apparent, and this allows us to understand that Kropotkin became a major pathway to interpret Russian literature in East Asia. In colonial Korea, translations of Kropotkin were generally via Japan and China, but the process of translation also showed the struggle to accept and adapt 'the foreign text' into the Korean language.

A Review on Disaster Response through Critical Discourse Analysis of Newspaper Articles - Focused on the November 2017 Pohang Earthquake (신문기사의 비판적 담론분석을 통한 재난대응에 대한 고찰 - 2017년 11월 '포항지진'을 중심으로)

  • Lee, Yeseul;Jeon, HyeSook;Lee, Kwonmin;Min, Baehyun;Choi, Yong-Sang
    • Journal of the Society of Disaster Information
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    • v.15 no.2
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    • pp.223-238
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    • 2019
  • Purpose: This study aims at exploring implications of discourse and social practice produced by various stakeholders in politics, economy and society to provide useful material for effective disaster response in South Korea. Method: Applying the Critical Discourse Analysis model of Fairclough, this study analyzes the newspaper articles of three domestic press companies mainly about the November 2017 Pohang earthquake. Results: As a result, first, the three media companies point out the low effectiveness of disaster response manuals and evacuation training. Second, strengthening shelter services and expanding support for the victims are important for recovery from the earthquake. Third, to prevent the future damages, they suggest the implementation efforts to improve the seismic design and short message service based disaster alert system. Conclusion: Based on the findings, this study suggests to improve the practicality and effectiveness of disaster prevention measures, establish an organic and integrated disaster response system, emphasize the roles and participation of citizens, check the responsibility of experts, and make the media to form sound discourse on disaster response.

Image Quality for TV Genre Depending on Viewers Experience (시청자 경험에 의한 TV장르별 화질)

  • Park, YungKyung
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.308-320
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    • 2021
  • Conventional image quality studies have been focused on 'naturalness' and has relied on memory color. Memory colors are mainly formed for familiar objects with prior experience, and the more faithfully these memories are reflected, the more naturalness of the reproduced image quality increases. In particular, the brightness and saturation of memory colors play an important role in increasing the preference of image quality as well as naturalness. Therefore, in the case of existing image quality studies, image quality characteristics were studied focusing on natural objects and people with memory. We extracted representative images of each genre (sports, documentaries, news, entertainment and music, and movies), adjusted the brightness, contrast, and saturation of each image, and conducted an experiment to evaluate perceived quality. Based on situational context, the results of this classification indicated that genres of television content can be divided into two categories: proximate and indirect experiences. Proximate experience best characterizes outdoor sports, dramas, and nature documentaries, where their image qualities have shown to have a strong correlation with brightness and contrast. On the other hand, indirect experience best characterizes news, music shows and SF/action movies. The image quality perception for indirect experiences was shown to be closely related to and optimized by contrast and saturation.

Intercultural Comparative Research on Korea-Turkey : Focused on Content Analysis of Turkish Remaking Film (한국 영화 <7번방의 선물> 리메이크를 통해 본 한국-터키 문화 비교 연구 - 터키판 <7번방의 기적>을 중심으로)

  • Lee, Eunbyul;Park, Soohyun
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.175-183
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    • 2022
  • This study comparatively analyzed the cultural codes of Korea and Turkey represented in the Turkish film remaking the Korean original film. Although both films follow the narrative of resisting the tyranny of public power based on fatherly love, similarities and differences were revealed depending on the socio-cultural contexts of Korea and Turkey. First of all, Korea and Turkey valued familialism under the influence of Confucianism and Islam respectively. This was represented as a fatherly love, willing to sacrifice himself for the sake of his daughter. Meanwhile, in the Turkish version, there was a difference in the interpretation of the Islamic identity that encompasses the lives of Turkish people and the consequent human sinfulness and death. In the film, the prisoners repented of their personal sinfulness under Islamic doctrine, and sought salvation by activating the muslim brotherhood. This contrasts with the original work, which uses religion as a humor element that highlights the genre characteristics of comedy films, along with the social atmosphere in Korea that allows for the coexistence of various religions. In addition, Turkish one draws on the realistic issues of the military dictatorship of Turkey in the 1980s and the abolition of the death penalty for EU membership, bringing out a film narrative as a drama genre.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

A Study on the ICT Policy Governance in Historical Context (역사적 맥락에서 본 정보통신정책 추진체계 연구)

  • Sung, Wookjoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.861-871
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    • 2017
  • There is a Korean proverb that learns old things and learns new things from it. This study analyzes the change of the policy governance system in the field of information and communication since 2008 and outlines the future directions. The launch of the Korea Communications Commission (KCC), which combines the Ministry of Information and Communication and the Korea Broadcasting Commission in 2008, and the separation of the Korea Communications Commission and Ministry of Science, ICT and Future Planning in 2013, were systematic responses to the policy environment. Recent changes in the ICT environment, such as the advent of the fourth industrial revolution and the intelligence information society, call for an organizational timely response. In the future, it will be very important to set the scope of ICT policy, the establishment of a dedicated organization, the strengthening of the regulatory system, and the role of the government and the market.

Auditory User Interface Guideline Development for Industrial Sound Design: focused on Function Preference and Sexual Difference (제조업 사운드 디자인을 위한 청각적 사용자 인터페이스 가이드라인 설계: 기능 선호도 및 성별 차이를 중심으로)

  • Yoo, Hoon Sik;Ju, Da Young
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.193-202
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    • 2017
  • With the growth of Chinese manufacturing industry and strengthening of manufacturing industry in advanced countries, the competitiveness of Korean manufacturing industry has become weak. Accordingly, it is time when energy for new growth is required very strongly. This research is the basic research to construct a cognitive and emotional information system to support sound design in manufacturing industry, and aims to develop AUI (Auditory User Interface) guideline. To fulfill research aims, this research conducted interviews to persons belonging to the manufacturing industry, and analyzed contexts and major characteristics related with AUI design. In addition, this research conducted survey on 269 persons on user preference on representative function of products. By analyzing survey data, this research examined the most suitable melody method for each sound, and difference in user preference between men and women. Based on beep sound, it performed analysis focusing on the number of sounds, melody types, and code. It also extracted AUI guidelines usable when users of the product into male and female. This research has significance in the sense that it built the basic guide data which can support AUI design in manufacturing industry.

Analysis of secondary curriculum and textbooks for cultural diversity education in China (중국의 문화다양성 교육을 위한 중등교육과정 및 교과서 분석)

  • Zang, Juanjuan;Jeong, Jiyeun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.833-840
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    • 2017
  • This study was attempted to explore in depth the education of cultural diversity in the curriculum and textbooks of middle school according to [1] As a result, the educational goals in the curriculum emphasized[2] the realization of the meaning and value of cultural diversity education reflecting the global citizen education in various time, space background and socio-cultural context. The purpose of the curriculum guidelines is specified, and the following is given: "To properly recognize the diversity of the world culture; To acquire knowledge on cultural diversity; To grasp important functions in the city life, and to have attitudes and qualities required as members of the world, and to develop a pluralistic literacy ability''. In the textbooks, the subjects of the cultural diversity education are mainly based on the curriculum standards, the education area of the 7th grade is the 'human community life', the education area of the 8th grade is the origin and development of the Chinese civilization, Suggesting the scope of the theme 'harmonious coexistence with the world'. In order to analyze cultural diversity education in response to the demands of the times, we analyzed three factors such as diversity, identity, and interrelationship.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

A Study on Aspects of Vital Capitalism Represented on Film Contents (영상 콘텐츠에 나타난 생명자본주의적 관점에 관한 연구)

  • Kang, Byoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.117-130
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    • 2019
  • After Marx, the issues regarding human labour have been the alienation towards production means and the distributive justice. Fourth industrial revolution and development of AI(Artificial Intelligence) opened the possibility of a independent production and economy system absolutely excluding against human nature and labour. Using robots and AI will deepen demarcation between living things and one not having life, separating the intelligence from the consciousness. At present, so called pre-stage of post human, seeking interests for life, new social relationship and new community will be increased as well. We can understand that interests for small community, self-sufficiency, dailiness, food and body in this context is increasing too. Representative trend towards this cultural phenomena is called as the 'Kinfolk culture.' Work-life balance, 'Aucalme', 'Hygge', 'So-Hwak-Haeng'(a small but reliable happiness) are the similar culture trends as. Vital capitalism, presented by O-Yong Lee, seeks focusing onto living things principles, e.g. 'topophilia', 'neophilia', and 'biophilia' as the dynamics looking for the history substructure, not class struggle and conflicts. He also argues the 'Vital Capitalism' be regarded as a new methodology to anticipate a social system after post human era. G. Deleuze said "arts is another expression method for existential philosophy. It gives a vitality onto philosophy and gives a role to letting abstract concept into definite image." We can find a lot cases arts' imagination overcomes critical point of scientific prediction power in the future prediction. This paper reviews ideas and issues of 'vital capitalism' in detail and explorers imaginating initial ideas of vital capitalism in the film 'Little Forest.'