• Title/Summary/Keyword: 예술체험

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The Effectiveness of Global Start-up Education Program Experience (글로벌 Start-up 교육 프로그램 체험의 효과성 분석)

  • Rhee, Esther
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.164-174
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    • 2019
  • This study aimed to analyze the effectiveness of the experiences of the global start-up education program. With 10 study subjects selected from 'Eklya Global Entrepreneurship Camp' among global education programs in K University, pre- and post-survey and FGI were conducted. The collected surveys were analyzed by SPSS (24.0) and FGI. The results of this study are as follows: First, According to a comparison of the average score of the global start-up education program experience pre-post, 3.1 points showed that the program affected students' start-ups. Second, in the interviews conducted after the program participation, it was shown that detailed planning for their global start-ups, systematic education on finance, improved self-confidence for start-ups, and discussion-based education influenced their start-ups. Finally, this study expects that the comparative analysis of the college students participating in entrepreneurship education would lay the basis for more effective global entrepreneurship education in the future.

The Effects of Tourism Storytelling using Local Cultural Assets on Behavior Intention: focusing on Namwon (지역문화자산을 활용한 관광스토리텔링이 행동의도에 미치는 영향: 남원을 중심으로)

  • Park, Ju-Yeon;Kwon, Hyeg-In
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.89-107
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    • 2021
  • This study began with the problem of establishing the identity of the region through tourism storytelling and the need for economic and cultural recovery. Thus, we analyze the attributes of tourist-aware tourism storytelling, authenticity through experience in tourist attractions, and structural and causal relationships between behaviors. Studies have shown that the attributes of tourism storytelling's sensibility, educationality, ease of understanding, interest and theme have a significant impact on tourists' authenticity experiences. And it was confirmed that the authenticity experience of tourists has a positive impact on tourists' intentions of visiting and oral intentions. This study is of high academic significance in that it applied the attributes of storytelling, which had been studied in the existing linguistics and humanities, to Namwon, a representative cultural tourist destination in Korea. In addition, in order for Namwon to grow into a global cultural tourist destination, it is necessary to develop tourism storytelling using unique storytelling attributes and local resources, and furthermore, it is meaningful to suggest that various contents and services should be developed.

A Study on the Inflection Point from the Stanislavsky's System to the American Acting Method - Focusing on "Experiencing" and Actor's "Double consciousness" - (스타니슬랍스키 시스템에서 아메리칸 액팅 메소드로의 변곡점에 관한 연구 -체험(Experiencing)과 배우의 이중 의식(Double consciousness)을 중심으로-)

  • Bae, Minhee
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.828-841
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    • 2021
  • This study attempts to investigate why Stanislavsky's System, which has been the basis of modern acting, and the American Acting Method, which is the American succession of the System, were forced to become acting theories with a completely different nature. First, this study tracks the publishing and translating process of Stanislavsky's books related to System targeting the major countries of System succession, Russia, the United States, and South Korea, so it confirms that the System has been understood completely differently in each country. Based on this, this study aims to clarify the difference and cause of it in the two acting theories by discussing how the "Experiencing" and the actor's "Double Consciousness", which keep the ground of System, were accepted in the Method. To recognize Stanislavsky's publication, translation, and understanding of the System, which is an inflection point from the System to the Method, will be an attempt to fully understand both acting theories. It is hoped that this study that fundamentally seeks to comprehend System and Method will serve as the foundation for discussion from various perspectives on both acting theories in the future.

Study on Development of Perception Arts Action Group Counseling Program Focused on Popcorn Brain Phenomenon (팝콘브레인 현상에 대한 지각예술작용 집단상담 프로그램 개발에 관한 연구)

  • Jang, Seung-Young;Jeong, Hyang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.4
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    • pp.517-526
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    • 2013
  • This thesis revolves around dual sensory therapy techniques using perception arts group counseling program focused on Popcorn Brain phenomenon. The program emphasizes intrinsic motivations for changes by activating the brain's dual sensory such as a sense of smell, tactile sensation and vision to deal with brain issues caused by digital devices addiction. Perception arts group counseling program is based on voluntary satisfaction of relationship desires, which can lead to a sense of accomplishment and belonging. Expression methods using dual sensory were presented as an alternative to resolving digital devices addiction by blending cognitive-behavioral counseling technique and group art therapy technique. The blending method offers an environment that can maintain a change to a senseless and lackluster brian due to excessive uses of digital devices, the main cause of Popcorn Brain, by emphasizing "thoughts${\rightarrow}$emotions${\rightarrow}$behavior" with a structural expression approach. If perception arts group counseling program is established in more systematic fashion and used strategically to offer such environment, it may be used as a treatment for brain issues described above. In addition, the program can be used a basis for encouraging voluntary treatment to satisfy relationship desires.

Effects in Response to Nature of Selection on Performance Type and Quality of Service Affects to Post Behavior -Focusing on Jeon-ju, Sori Arts Center's Event Program- (공연예술 선택 특성과 서비스 품질이 사후 행동에 미치는 영향 -전주, 한국소리문화의전당 이벤트 체험을 중심으로-)

  • Kim, Beom Seok;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.106-120
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    • 2015
  • Along with economic growth which affects to the overall increase in income level within society, more permissible leisure time, and change in values of the life style directly affected to the more demand of performance arts. The theaters where the performance contents are actually accomplished have been built with various objectives and now there are 232 of performing art theaters are in operation at various locations over the country. The purpose of this research is to identify behavioral factors regarding how the preferable choice were made from the various type of the performance arts, study for the correlation on post behavior customer based on the survey conducted at Sori Art Center. As a result of this research, there were strong correlation were identified between how the preferable choice were made among the various type of performance and Customer's intend of returning visit /perceivd value. In addition to the aforementioned result, the survey result shows that the excellence of the facility, hospitality level of the staffs, and additional customer services were the meaningful positive factors and user convenience/subsidiary facilities were negative factors to the overall service quality control activities. The research reveals meaningful correlations between quality of the customer service factors and how the preferable choice were made by customer that lead to strategic plan which will increase competitiveness of the Sori Art Center. Extensive research for the Sori Art Center which represents cultural power of the local community would be exemplary case not only for the art centers in metropolitan area but also other local areas within the country.

A Study on Public Design using Fractal-Interactive Art (Fractal-Interactive Art를 활용한 공공디자인에 관한 연구)

  • Joo, Haejeong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.629-632
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    • 2009
  • The interactive art and design can be interpreted as an intelligent system in the aspect of engineering. Because this information is treated and analyzed in real time and then such results is expressed in various media such as image, graphic, sound and etc. after these information are input through the sensor, camera and etc., for the efficient communication between human and production, namely, to communicate the interactive reaction, The image utilizing such interactive is being gradually developed as it widens its region in various art design fields. This research is purposed to make the system, which lets the citizens contact the information naturally by mixing the information for the environment with the interactive art of the arty type, and which lets the citizens feel the surrounding environment directly. This research will construct the live mood in the space itself and is utilized for the public art that can be directly experienced. It can provide the experience in the participation type that acquires the information being harmonized with the human naturally in the more developed type than the concept of the existing static installation. Therefore, it is sincerely required to research the interactive art in utilizing the public design.

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A Study on the Influence of Omni-Channel Brand Experience on Omni-Channel Brand Relationship Formation and Achievements (옴니채널 브랜드체험이 옴니채널 브랜드 관계형성 및 성과에 미치는 영향)

  • Ock, Jungwon;Yun, Daehong;Kang, Yeolwoo
    • Journal of Service Research and Studies
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    • v.8 no.3
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    • pp.97-114
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    • 2018
  • This study was intended to empirically examine the influence that the omni-channel brand experience would have on omni-channel brand relationship formation and achievements. All hypotheses were adopted, except for 1 hypothesis(Hypothesis 5), among 12 hypotheses. Specific results were as below: First, omni-channel brand experience had a positive(+) influence on brand trust(Hypothesis 1), brand identification(Hypothesis 2), and consumer-brand relationship(Hypothesis 3) as a whole. The brand trust had a positive(+) influence on brand identification(Hypothesis 4), but did not have statistically significant influence on consumer-brand relationship(Hypothesis 5). Meanwhile, brand identification had a positive(+) influence on consumer-brand relationship(Hypothesis 6). Second, consumer-brand relationship had a positive(+) influence on re-purchase intention(Hypothesis 7), word-of-mouth intention(Hypothesis 8), and brand extension acceptability(Hypothesis 9) as a whole. Finally, omni-channel brand showed the following relationship with and achievements. re-purchase intention had a positive(+) influence on both word-of-mouth intention(Hypothesis 10) and brand extension acceptability(Hypothesis 11) while word-of-mouth intention had a positive(+) influence on brand extension acceptability. The results of this study may provide theoretical and practical implications for marketing managers' understanding and strategy planning in connection with consumer experience and relationship formation promoted recently by omni-channel brands of distribution companies.

Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.29-65
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    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.

Establishing a Business Model for Social Enterprises in the Fields of Culture, Performance, and the Arts Associated with the Tourism Industry: Gwangju Metropolitan City (관광분야와 연계된 문화·공연·예술 사회적기업 비즈니스모델 구축: 광주광역시를 중심으로)

  • Kim, Chang-Beom;Byeon, Jang-Seop;Na, Ju-Mong
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.236-246
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    • 2016
  • Social enterprise is an organization which use business activities as a means to achieve of social purposes. It has grown sharply since 2007 in Korea. However, now it is time had to pursue qualitative growth through the development of specialized business model. This study aims to identify business components using the Analytic Hierarchy Process (AHP) with experts and to develop a tailored business model for social enterprises in the fields of culture, performance, and the arts associated with the tourism based on regional demand within Gwangju. The analysis shows that job creation should be set as the main objectives to create value, and programs that offer hands-on experience with that fields can be the core competency. Cooperation among private corporations, local governments and agencies related to that fields is essential, as are programs provided through on- and off-line platforms. To develop a value proposition, customers must be segmented among a variety of the market participants.

Design of Custom Services Platform for Tourists based on Cloud (클라우드 기반의 관광객 맞춤형 서비스 플랫폼 설계)

  • Lee, Yun-Ju;Jung, Jong-Jin;Lim, Tae-Beom
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.387-388
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    • 2013
  • 최근 상황인지 기반을 통해 사용자에 대한 모든 정보를 정확하게 파악하여, 현재 가장 필요한 데이터들만 추출하여 실시간으로 빠르게 지능적으로 제공하는 새로운 스마트 클라우드 컴퓨팅 모델의 연구가 필수적으로 요구되고 있다. 이에 본 논문은 관광객이 전시관이나 관광지에서 공연, 예술, 문화재 등을 감상할 때 클라우드 서버에 실시간으로 접속하여 개인 정보와 환경, TPO에 맞게 전시물의 설명이나 체험 서비스를 받을 수 있는 관광객 맞춤형 문화서비스 플랫폼을 연구 및 설계하였다.

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