• Title/Summary/Keyword: 차문화

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문화탐방-맛과 멋의 대명사 '전통차'

  • Korean Printers Association
    • 프린팅코리아
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    • s.5
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    • pp.198-203
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    • 2002
  • 차는 그 탁월한 색향미와 효능으로 인해 이미 오래전부터 세계인의 음료로 사랑받고 있다. 유럽에 차가 전해진 것은 16세기의 일이지만 동양에서는 BC3,000경부터 차를 마셔왔으며, 차생활을 중심으로 동양 특유의 문화가 피어났다. 따라서 동양문화는 차를 이해하지 못하면 제대로 접근하기 어려운 특성을 가지고 있다. 유럽이나 미국에서는 발효차인 홍차가 주종을 이루고 있으나 동양에서는 불발효차인 녹차를 즐긴다.

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Tea Culture Convergence Program Impact on improving communication in the elderly (차문화 융합 프로그램이 이용시설 노인의 의사소통 향상에 미치는 영향)

  • Kim, In Sook;Park, Sun Hee
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine the effect on improving communication by conducting a tea culture convergence program for elderly people using facilities. The subjects of this study consisted of a tea culture convergence program for 3 months, 60 minutes once a week for 7 people using the Elderly Day Care Center in the H-S S welfare center. Psychological and behavioral changes related to communication by sessions were compared by comparing elderly patients at each session of the Tea Culture Convergence Program.Tea culture convergence program was found to have a positive effect on behaviors and attitudes related to communication among the elderly in the facilities. As a result of analyzing pre- and post-action and attitudes, the Tea Culture Convergence Program brought positive changes in communication by acting as emotional and social support for the elderly. These findings suggest that the Tea Culture Convergence Program is a psychologically necessary program for the elderly in that it shows that the Tea Culture Convergence Program is an effective program that promotes communication among the elderly in the facilities.

A Study on Ways to Foster Cultural Contents through Contentization of Tea Culture (차(茶)문화의 콘텐츠화를 통한 문화콘텐츠 육성 방안 연구)

  • Kim, Mi-kyung;Guo, Jin-yuan
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.59-67
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    • 2021
  • This study was conducted to foster domestic tea (茶) culture as a single cultural content containing domestic culture, to increase domestic cultural competitiveness, and to suggest new cultural sanctions in the content era. Given the growth of the contents industry and the flow of domestic culture, cultural contents represented by the "Hallyu" of today do not exist at present, so it seems the time to move to keep pace with the times through the development of more Korean contents. Accordingly, this researcher has shed light on Korean tea (茶) culture, and reviewed the case of China, which is known as the origin of tea (茶) culture, and suggested a strategy for content creation of domestic tea (茶) culture. For this, the most prerequisite is to identify the identity and value of the domestic tea (茶) culture, and then expand education on tea (茶) culture and diversify the profit structure to serve as Korean cultural contents (茶) It suggested that the rediscovery of culture should be made.

중국의 문화전략과 차문화 전파 공간 고찰

  • Jo, Byeong-Hwan
    • 중국학논총
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    • no.63
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    • pp.225-249
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    • 2019
  • 中国在对外开放的基础上, 正在构建新的文化强国梦, 从而在此基础上推进国家政策. 特别是中国政府推进的"一带一路"政策, 继承和发展古代丝绸之路的传统所形成的共商, 共建, 共享原则, 以和平合作, 开放包容, 互学互鉴, 互利共赢的宗旨为基础, 通过对古代丝绸之路的再造和重组, 形成新的模式, 在中国与相关国家之间搭建有效的合作平台. 为此, 以习近平为核心的领导层为实现中华民族复兴的梦想, 打造文化强国之路, 不断强化致力于拓展中国文化对外传播与交流的软实力. 保留和传承了数千年的中国茶文化, 堪称中国文化对外传播与交流的代表性标志, 因而成为促进中国的文化强国梦以及拓展文化战略的重要文化资源. 在此, 本文考察中国领导层的文化强国梦以及"一带一路"战略中的文化策略, 通过分析中国茶文化对外交流的历史, 探讨其文化内涵, 审视在"一带一路"战略的文化链上, 茶文化所能够发挥的重要媒介作用和文化传播力量.

Research Trends of Tea Culture on the related Thesis & Dissertation in Korea (${\cdot}$박사 학위논문을 통해 본 한국 차문화 관련 연구동향의 분석)

  • Park Joon-Shik;Lee Soon-Young
    • Journal of Korean Library and Information Science Society
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    • v.36 no.2
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    • pp.31-48
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    • 2005
  • This study which is based on the Master's and Doctor's theses printed from the Korean liberation day to 2003. It has been carried out to research the trends of tea culture in Korea, by analyzing the current printing situations on the kinds of degrees, the chronicles of theses and tea culture. It has found out that the total number of the theses was 276, which of them were for a master's degree, up to $232(84\%)$. As for the printing time, it increased in the mids of 1990s and soared up sharply in 2003. For the fields, the theses on the efficacy of tea printed 178, which reached $64.4\%$, 148 of them were on the medical and pharmacological view and reached $83\%$. For the cultural view, the theses on reached only $6.9\%$. Recently, the theses on the marketing or the education of Da-do haven been increasing sharply.

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A Study on Elderly Women's Experience of the Convergent Tea Culture Therapy Program: Focusing on female elders who use the day care center (여성노인의 차(茶)문화치료 융합프로그램 경험 현상 연구: 주간보호센터 이용 노인대상으로)

  • Kim, In-Sook;Park, Sun-Hee
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.35-41
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    • 2021
  • The purpose of this study is to explore elderly women's experience of the convergent tea culture therapy program when they use day care centers, ultimately getting a better understanding of such experience. For the purpose, the study made profound interviews with 4 old women who experienced the convergent tea culture therapy program from its start to final session. That program was provided by H day care center located in P city. And then, this research analyzed data from those interviews by using the phenomenological methods. As a result of the analysis, the study could divided the surveyed female elders' experience of the above mentioned program largely into 4 categories, which are, 'getting away from daily routines', 'feeling as if I'm the queen when having tea', 'finding myself feeling younger with tea', and 'feeling the true sense of happiness with tea'. With this result taken into serious consideration, this study suggested that more attention and intervention be urgently needed in the field of senior welfare practices, especially leisure activity for elders which is currently in trouble due to the covid-19 crisis.

A study on the Recognition of Cultural contents Industry Development in the Age of the Fourth Industrial Revolution (4차 산업혁명시대, 문화콘텐츠산업 개발 인식에 관한 연구)

  • Kim, Tae Rang;Cho, Sung Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.281-282
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    • 2018
  • 본 연구는 4차 산업혁명시대 문화콘텐츠산업의 문화 재생산, 개발, 유통, 소비 흐름에 초점을 맞추어 문화라는 것이 어떠한 형태로 발전되어야 현재의 기술 융합에 하나의 콘텐츠로서 강점을 가지는지에 관하여 논의한 것이다. 이를 위해 전문종사자의 인터뷰를 진행하였다. 연구 결과, 문화콘텐츠산업, 문화 재생산에 따른 4차 산업혁명 기술 융합에 새로운 요건과 다양한 발전 방향, 가치 창출, 반대급부 대응의 설계, 문화콘텐츠산업 개발 인식에 관하여 논의가 되었고, 개발되어진 문화콘텐츠산업의 유통과 마케팅의 상생방안에 관하여 집중적이면서 광범위한 활성화 방안 필요성을 인식하고 있었다.

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A Study on the Traditional Culture and Tea Culture, for Reunification and Human Nature Education (청소년의 통일·인성교육을 위한 전통문화와 차문화(茶文化) 적용의 탐색)

  • Kwag, Mi-Sook;Ju, Young-Ae
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.272-286
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    • 2017
  • The division of the South and North of 70 years has occurred in the old generation, but the reunification is now handled by the youth generation. Therefore, it is necessary to train basic human nature as well as learning and research of rational political and economic theory in order for young adolescents as leaders in the unification era to carry out their own duties faithfully and responsibly. In this paper, I rediscover the value of traditional culture in the human nature education that aims for reunification, social and cultural integration, and propose tea culture as contents that can be applied to reunification and the human nature education of youth as reunification culture contents as a concrete program of traditional culture do.

A Study on the effect of Secondary Work of Game on Users and Game Companies (게임의 2차 창작물이 유저와 게임사에 미치는 영향에 관한 연구)

  • Kim, Min-Ju;Kim, Ji-Hye;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.289-292
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    • 2019
  • 매년 수많은 게임이 출시되면서 유저들이 게임을 즐기는 방법도 다양해졌다. 이중 게임을 바탕으로 유저가 창의성을 더해 2차 저작물을 제작하는 방법이 주류를 이루고 있다. 자신이 좋아하는 게임에 대한 애정을 표현하는 한 가지 방법이라고 할 수 있으며, 이러한 2차 창작 활동은 유저의 심리적인 만족감을 채워주는 것과 동시에 게임의 홍보기능도 한다. 하지만 게임사마다 2차 저작물과 관련된 규제가 다르며 유저들은 그 규제를 모르는 경우가 많아 원저작자의 권리를 침해하기도 한다. 본 논문에서는 2차 창작 활동에 대한 유저의 의견과 게임사의 정책 및 대응을 조사하고 유저와 게임사 모두가 만족할 수 있는 방안을 제시하고자 한다.

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