• Title/Summary/Keyword: 사회적 예술활동

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A study on Great Actor in Korea - Sung Hee Beak Female, Actor, Artist (한국의 배우 - 백성희 연구 여자, 배우, 예술가)

  • Park, Myung-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.93-102
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    • 2012
  • This study started from the project that make the record of legendary actor's heritage in Korea. This research was focused on Sung Hee Beck's artistic footprint which was almost same steps as the Korean modern play of the centennial theater history by reviewing her; domestic royal actor; acting techniques which learn from real acting field by herself and her career. Her life shows constant resistance for the social negative reputation of the acting field, and her frantic effort to Korean play and actor's phase. Above all, this passionate actor's life contributes to society, and improve the Korean theater through 70 year's her experiences with countless roles in around 400 performances and her own valuable acting techniques. To look up legendary actress of our time, Sung Hee Beak's life gives us a chance to reflect art of acting which emphasizes its fundamental.

Policy-making Process of Artists Welfare Law: Based on Kingdon's Policy Streams Model (예술인복지법 정책결정과정 연구: Kingdon의 정책흐름모형을 중심으로)

  • Choi, Jeong Min;Bae, Kwanpyo;Choi, Seong-Rak
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.243-252
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    • 2013
  • This study analyzes the policy-making process to promote the artists' welfare. In the problems stream, the artists have been found to suffer without any governmental support. In the policy stream, there have been various alternatives but they were not actualized. Meanwhile, a writer died of illness and famine in 2011. In the political stream, the public opinion to require the promotion of the artists' welfare, was strengthened. It made the policy-window open and resulted in the legislation of the Artists Welfare Law. Based upon these analyses, this article concludes that Kingdon's model is applicable to this case. Especially, this study shows that this policy was made with accidental events and the roles of informal participants such as netizen were more critical. However, it should be noted that the content of this Law was modified and trimmed because there was no policy entrepreneur to persuade the dissenters. It could made the policy-making process of this Law distinguished from others.

A Study on Policy Model for Improving Market Performance of Korean Performing Arts in International Cultural Exchanges (국제문화교류에서 전통공연예술의 시장성과 제고를 위한 정책 모형 연구)

  • Goo, Moon-mo
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.61-85
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    • 2017
  • It is recognized universally that international cultural exchanges have the potential to weaken ethnic rivalries and conflicts and promote cultural diversity rather than commercial interests. However, there are often cases in which these exchanges are transformed into private businesses with a great success in markets due to changes in cultural consumption patterns. This research aims to analyze the performance of international cultural exchanges and to develop a policy model that can guide the overseas market performance for Korean traditional performing arts. This study analyzes domestic and foreign cases for comparison. The domestic case is drawn from the research report published by Korea Arts Management Service and the foreign case is Ireland's Riverdance. The results of this study indicate that the policy political model in which a traditional culture may be translated globally with innovative performing activities has the potential to raise market performance overseas.

Leisure Lifestyle and Culture and Art Consumption: Cases of Art Gallery Visitors (여가 라이프 스타일과 문화 예술 소비에 관한 연구: 미술관 관람객을 중심으로)

  • Lee, Guiohk;Park, Jowon
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.3-28
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    • 2016
  • The present study attempted the segmentation of the art gallery visitors on the basis of leisure lifestyles. For this purpose, leisure lifestyle surveys were administered at Korea's three representative art galleries, the National Museum of Modern and Contemporary Art, Seoul Museum of Art, and Seoul Art Center's Hangaram Art Museum. A total of 314 questionnaires were analyzed to identify leisure lifestyle factors. On the basis of the lifestyle factors, a cluster analysis was performed, and then the differences of demographics, museum visiting behaviors, and general cultural consumption among the clusters were examined. The cluster analysis revealed four groups of lifestyles, 'culture and art lovers', 'active homebodies', 'low leisure spenders', and 'omnivorous culture and sports participants'. The four groups revealed the differences in terms of demographics, museum visiting behaviors, and general cultural consumption. On the basis of the findings, the marketing strategies targeting the segmented art gallery markets were discussed.

The Influence of Humor Effects for the Corporate Image (유머효과가 기업이미지에 미치는 영향에 관한 연구 - 광고에서의 유머효과를 중심으로 -)

  • 박영원
    • Archives of design research
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    • v.11 no.3
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    • pp.101-110
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    • 1998
  • It is impossible that the corporation can make up good corporate images with sales promoting and pursuing profits only. To form impressive oorporate images, the corporation should acquire efficient marketing images and social oonfidences with the investment for the culture, the art, the preservation of public health, educations and social welfare programs. The oorporate image is indined to be formed by audiences subjectively even though the corporation makes great efforts to have its unique images. The audience has a tendency to have their subjective opinions about the corporate image based on several informations communicated by the corporation and various sources. The sensitive approach and emotional persuation can be efficient for making good corporate images because corporate images of audiences arise from emotional and sensitive factors rather than rational ones. There are many previous studies verifying that the humor effect should be one of powerful means for inducing concentrations, memorizations and persuations. The majority of popular advertisings are humor touched one and the questionaire proves that almost all university students participating sample test, prefer humorous advertisings to serious advertisings. The questionaire verifies that it is a most efficient method is using humor effects at product advertising to improve the corporate image indirectly. And there are very possitive reactions about applying humor effects for the corporate image advertising and the other advertisement types such as pamphlets and catalogues. The humor effect motivates the persuation with spiritual pleasures and intimacy, and it minimize the negative aspects of advertising for the formation of the corporate image. The humor effect is valuable not only for the formation of the corporate image reflecting the entity of the oorporation itself but also for the ideation of advertising communications. The study on the humor effect related with the corporate image is significant because the humor is a different version of the humanism based on deep oontemplation and oomprehension of human life rather than simple means to motivate laughers.

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Arts-based research as a valid method for mathematics education research: Fiction writing applied to an activity of designing educative curriculum materials (교육적 지도서 개발 사례에 적용한 소설적 글쓰기 기법으로 살펴 본 예술기반 연구의 수학교육연구 활용 가능성 논의)

  • Suh, Heejoo
    • The Mathematical Education
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    • v.61 no.4
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    • pp.539-557
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    • 2022
  • A research field develops by experiencing several turns of paradigms. Mathematics education research have experienced those turns as well. Still, the dominant perspective is that mathematics education research should be scientific and objective. In this article, I suggest that this need not to be the prime rule to follow and that the mathematics education field will fertile by discussing extraordinary cases which may seem controversal to be recognized as valid research work. To this end, I first briefly describe the necessity of open discussions among researchers for a field to develop. Then, I introduce fiction writing, a resesarch method derived from arts-based research, as an extraordinary case for open discussions. The benefit of Arts-based research is on that it takes an holistic approach to how we know by embracing emotion and emphathy as means for knowing. Because of this trait, arts-based research holds a powerful potential for influencing a wide range of people, both inside and outside of the resesarch field. Following this, I present a fiction about a prospective teacher who participated in an activity for designing educative curriculum materials. By doing so, I sought to provoke discussions among mathematics education researchers about what to include as a valid research work, possible standards for reviewing arts-based resesarch.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Exploring Student's Ability to Improve Debate Based on Mathematics Competencies (수학교과역량에 기반한 학습자의 토론 능력 향상 방안 탐색)

  • Kim, Soocheol
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.12
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    • pp.1-10
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    • 2018
  • The purpose of this study is to analyze the mathematics competencies required in middle school Korean language class to find out ways to improve student's debate ability. The results of the analysis showed that creativity and information processing ability in research activities; problem solving ability, creativity, information processing ability in planning activities; reasoning and creativity, information processing ability in rebutting activities; problem solving and reasoning in summary activities. In cross-inquiry activities, problem solving and reasoning, information processing, and creativity are required; creativity in final focus; problem solving and reasoning ability in judgment and general review; preparation time activities require problem solving, reasoning, and information processing ability. Therefore, in order to improve the debate ability of the students, it is required that the mathematics competencies such as problem solving, reasoning, information processing, and creativity are increased.

How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

우리나라 네트워크 마케팅에 대한 기독교적 평가와 참여

  • Kim, Hong-Seop
    • Proceedings of the Korean DIstribution Association Conference
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    • 2006.05a
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    • pp.207-226
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    • 2006
  • 우리 사회는 정보화와 다원화로 빠르게 변화하고 있다. 경제현상도 변화하고 마케팅의 기법도 다기해지고 있다. 네트워크마케팅(NWM)이란 다단계마케팅(MLM)과 통용되는 개념으로 직접마케팅(Direct Marketing) 기법 중의 하나로 비교적 새로운 유통방법이다. 피라미드와 혼동되어 한 때 비판의 대상이었던 네트워크 마케팅이 실정법에 근거한 새로운 경제활동의 하나로 국민경제에 기능하게 되었다. 올바른 네트워크 마케팅과 실정법에 대한 이해가 필요하며 경제활동의 하나인 이 분야에도 하나님의 주권과 방법이 실현될 필요가 있다. 이 사업에 참여한 성도들은 주님의 피로 사신 교회의 목적에 충실한 행동과 성숙한 신앙인의 자세와 태도로 임할 필요가 있다. 무엇보다도 자신의 재정적 능력범위에서 사업에 참여하는 것이 바람직하다. 일확천금이나 일시에 거금을 번다는 사실과 다른 선전에 현혹되지 말고 자기 자금이나 적정수준의 자본금으로 사업에 참여하는 것이 요구된다. 현행 방문판매법은 교사나 공무원 등의 우월적 지위를 이용하여 상대방에게 다단계 판매를 강요하는 것을 금지하고 있다. 교회에서도 교회 본래의 목적인 복음 전파와 예배 등의 활동과 상치되거나 방해해서는 곤란할 것이다. 자기의 구원과 삶이 바로 서고 이웃을 돌아보아 사랑을 실천하며 복음을 전파하고, 살아서 하나님의 나라를 이 땅에 구현하고 죽어 천국에서 주님과 함께하는 성숙한 신앙생활에 근거해야 할 것이다. 교회도 네트워크마케팅에 대한 바른 이해가 필요하며, 관련 교리에 대한 정확한 이해와 적용이 요구된다고 할 수 있다. 네트워크마케팅에 대한 실정법이 제정되어 있고 현실에 맞게 수차례 개정되어 오고 있으므로 이에 대한 바른 이해가 요청된다. 또한 과학의 발전에 중세의 교회가 이해를 새롭게 한 것처럼, 경제 현상의 변화에 대해서도 통전적인 이해가 요구된다. 이 세상은 근본적으로 하나님이 창조한 세상이기 때문에 이 세상 자체를 악하다고 볼 수 없고 더구나 구원을 이 세상에서의 이탈로 볼 수 없다. 진정한 구원이란 원래 하나님이 보시기에 아름다웠던 그 세상으로의 회복을 포함한다. 이런 면에서 하나님 주권 신앙 하에서 구원이란 전 인격적인 구원, 전 우주적인 구원이 된다. 그렇기 때문에 성도는 세상의 삶과 학문, 예술, 정치, 경제, 사회를 포함한 모든 분야를 하나님의 뜻 가운데서 그 원래의 목적에 부합할 수 있도록 회복시키는 일에 적극 참여해야 한다.

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