• Title/Summary/Keyword: 창작동기

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The Educational Value of Self-written Epitaphs Focusing on the Motive of Writing (자찬묘지명 글쓰기의 교육적 의의 - 자찬묘지명의 창작 동기를 중심으로)

  • Joo, Jae-woo
    • Journal of Korean Classical Literature and Education
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    • no.35
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    • pp.195-219
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    • 2017
  • The distinctive character of a self-written epitaph is that it assumes one's own death. While containing the elements of an epitaph, it is distinctive in that it reveals motive of writing and scolds rather than praises one's own self. The motive for writing a self-written epitaph is two-fold. First, it seeks to tell the truth about one's own self. Second, it is a response to external shocks. The Educational Value of Self-written epitaph lies in leading the elderly to reflect on their lives today, and it bears the appearance of cooperative writing.

Analysis of Factors Influencing Personal Media Creators' Platform Selection : Focusing on YouTube, Twitch and AfreecaTV (1인 미디어 창작자의 플랫폼 선택에 영향을 미치는 요인 연구 : 유튜브, 트위치, 아프리카TV를 중심으로)

  • Bang, Eun-Hye;Kim, Ye-Lim;Na, Hwaseong;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.562-582
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    • 2022
  • Although personal media have become a giant industry, there is a lack of understanding of personal media creators. Therefore, this study aims to clarify factors influencing personal media creators' choice of platform. According to the analysis, there is a significant difference between the factors considered by YouTube, AfreecaTV, and Twitch creators. Moreover, the moderating effect of creators' main genre and broadcasting type were also found to be partially significant. It was found that both creators who share the motive of vividness and communication as their main genre and creators who focus on recording and broadcasting with career development motivation prefer YouTube.

A Study on Spectators' Motivation Factors Affecting Box-Office of Korean Creative Musical (한국 창작뮤지컬 흥행에 영향을 미치는 관람동기 요인에 관한 연구)

  • Koo, Eun-Ja;Kim, Hye-Won
    • Proceedings of the KAIS Fall Conference
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    • 2011.12a
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    • pp.127-130
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    • 2011
  • 본 연구는 한국 창작뮤지컬의 기획 및 제작의 활성화를 위하여 장기적으로 흥행에 성공하고 있는 창작뮤지컬의 관람동기요인을 분석하고자 하며 흥행과의 영향관계를 파악하고자 한다.

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A Study on IPA of Spectator Motivation in the Korean Creative Musical (한국 창작뮤지컬 관람동기의 중요도 연구)

  • Koo, Eun-Ja;Lee, Kwang-Ho;Kim, Hye-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1595-1603
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    • 2013
  • This study uses the Importance Performance Analysis (IPA) on viewing motivation for the revitalization of Korean creative musicals. The IPA is the evaluation techniques to simultaneously compare and analyze relative importance and achievement of each attribute for multi-attribute models. This analysis uses the discerning method by displaying the matrix that includes the factors about which customers care and customer satisfaction on each factor. The customer satisfaction is determined by customer expectation for each attribute and its implementation level. This study, through this method, exams the importance and satisfaction level on attributes of viewing motivations for Korean creative musicals.

Research on Creator's Motivation to Select MCN and Dissatisfaction Factor as a Content Creator (1인 미디어 크리에이터의 MCN 선택 동기와 창작자로서 불만족 요인에 대한 연구)

  • Yoo, Soojung;Lee, Yeong-Ju;Yu, Hongsik
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.62-72
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    • 2018
  • This study conducted a survey the creators of less than 100,000 subscribers about the motivation of choosing MCN, dissatisfaction factors, and the need for public supports. The results show that the motivation to select MCN is that they were satisfied with content distribution and distribution support. However, the creators who distrusted the MCN or were able to operate independently were working independently. Creators were aware of the difficulties of entering overseas market. Creators who were not affiliated with MCN recognized content marketing and distribution. Creators affiliated with MCN recognized that it's the most difficult to enter overseas markets. And regardless of affiliation, satisfaction with profitability was low. In terms of gender, female creators were found to be less satisfied with video production excellence and ease of use of the video platform. Early creators commonly required infrastructure such as production support and production facilities, and particularly demanded public support for marketing and overseas expansion.

Communication and Implications of the Untact Era through Hanji Works - Focusing on Moon-jung's Art - (한지 작품을 통한 언택트 시대의 소통과 함의 - 본인의 작품을 중심으로)

  • Kim, Moon-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.47-57
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    • 2021
  • The purpose of this study is to find out what the implications for communication in the Untacted era are through interpretation of works created by researchers for communication and relationship using traditional Hanji materials as a new communication method to cope with the situation of Corona 19. This work uses an in-depth interpretation of the motivations, intentions, and meanings of researchers who are challenged with their experience, knowledge, and intuitive insights. The works and interpretations that were originally exhibited for the purpose of human relations and communication using Hanji materials representing traditional Korean beauty are as follows. First, creative activities that utilize traditional materials for human relations and communication through overcoming the limitations of the untact era, such as Corona 19, are helpful for mutual understanding and finding meaning. Second, the use of traditional materials for the formation of relationships and communication between people in the same ethnicity, language, and space can be a medium for forming a common perception. The findings will provide motivation for the use and expansion of human relationships and communication in disaster situations as basic data.

A Study on Changjak Gukak Composed by the Composers who Majored in Western Music (서양음악전공 작곡가에 의해 작곡된 창작국악작품 연구)

  • Kang, Sun-Ha
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.572-577
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    • 2019
  • This study aims to classify and examine Changjak Gukak composed by composers who majored in Western music and help the composers with the composition of Changjak Gukak. As a result, it was investigated that Korean traditional musical elements have been used on the basis of the traditional or modern Western composition technique. The traditional composition techniques such as motive, theme, keys, homophony, contrapuntal methods, fugue form, sonata form, baroque concerto form and borrowing of Western art works have been used, and the contemporary composition techniques such as timber melody, a-tonality, irregular meter, poly rhythm and aleatory have been used. In addition, it reflects the Korean expression and identity by applying the Korean traditional instruments, Sigimsae, Jangdan, traditional scale and mode, form and melody.

A STUDY ON THE APPLICATION OF BRAINSTORMING TO PRODUCT DESIGN CLASS (제품디자인수업의 창의성 제고를 위한 브레인스토밍기법의 응용방안)

  • 김유석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.6-7
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    • 1999
  • 디자인 활동은 개인의 상상을 현실에 적합하도록 하는 작업이다. 창의력을 바탕으로 전개된 아이디어를 통해 새로운 창작물을 만들어 내고 결과를 얻는 디자인은 무엇보다도 창의적 사고 기능을 요구한다. 그래서 디자인의 기본적인 교육은 창의적인 사고력에 대한 동기부여 및 개발에 중점을 두어야 하며, 이미 국내외에서는 창의적인 아이디어를 현실화할 수 있는 미래지향적 디자이너 양성에 대한 중요성이 부각되고 있다.(중략)

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A Case Study of Group Music Psychotherapy for Improving Adolescents' Awareness of the Motivation Behind Their Excessive Online Gaming (게임 과몰입 청소년의 게임 이용동기 인식을 위한 그룹 음악심리치료 사례)

  • Song, Jisun
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.1-28
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    • 2020
  • This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.

The Effect of Intrinsic and Extrinsic Motivation on Creativity Based on Rewards (보상을 기반으로 내·외적 동기가 창의성에 미치는 영향)

  • Zhang, Hui
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.253-260
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    • 2022
  • Creativity, one of the core competencies of the 21st century, is required as an essential item for members of society. Emphasizes its ability in terms of personality that allows it to be used in the desired direction. However, creativity is considered to contribute to positive change in the organization, not only in creating new ideas or products, but also in adapting to a changing environment and solving problems. Accordingly, by reviewing previous studies, it was concluded that rewards can promote or hinder creativity, which may vary depending on the nature of rewards, the concept of creativity possessed by the researcher, individual differences, and external environment. We also proposed that rewards may influence creativity through motivational, cognitive, and synthetic functions. Based on the analysis, a specific model was proposed for the effect of reward on creativity. This study is based on existing research and analyzed various factors and mechanisms acting in the process of influencing creativity based on comparison of which extrinsic and intrinsic motivations have what kind of relationship. Next, it appears that rewards differ from person to person according to the way they are given in environmental circumstances. Finally, by rewarding various types of creative tasks, an active reward role can be secured.