• Title/Summary/Keyword: 한국문화 콘텐츠

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A Qualitative Case Study about Social Support and Participation Experience in Senior Counselling Program (라이프케어를 위한 노인심리상담교육 경험의 사회적 지지와 참여에 관한 질적사례연구)

  • Kim, Yong-Nam
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.221-229
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    • 2019
  • This study intended to find out the participants' learning process in senior counselling program for life care and the meanings of senior's social support and participation in society. The study method was conducted with this researcher through a narrative' interview during 15-week learning course of senior counselling program in the life-long learning institute at A university. As the results, it could found that senior trainees were able to enhance their intellectual level through the senior counselling program to enhance their self-esteems and improve their memory through the education. Also, through the license of senior counsellor, they became more sophisticated and developed the abilities of comprehension and empathy about the senior in experiencing the intergenerational interactions in the space of social interactions, and the enjoyment of learning changed the senior's behaviors and increased their life quality. This research identified that a learning process enabled to continue the senior's social support and participation in society and made the senior achieve various interactions and practical learning through the exchange of trainees' various cultures. Based on these results, it is expected that various, systematic educational programs will be able to improve the senior's life care in future.

The Nation and Structure of Emotion in 2010s Melodramas -Focusing on (2016) and (2018) (2010년대 멜로드라마에 나타나는 국가와 개인의 감정구조 -<태양의 후예>(2016)와 <미스터션샤인>(2018)을 중심으로)

  • Chung, Hye-Kyung
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.123-161
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    • 2019
  • The popularity of melodrama indicates that melodrama is composed in a historical context. This is the reason why it is necessary to analyze the imagination of melodrama within a sociocultural context rather than asking the essentialistic question of "What is melodrama?". (2016) and (2018) caused sensations while holding unchallenged top positions in terms of viewing rate and popularity. These dramas indicate the popular imagination and desire of Korean society in the 2010s during a period of upheaval. This paper analyzed imagination in melodrama with a focus on nation and emotions of individuals in and . In preexisting dramas, conflicts are often limited to individuals and families; on the contrary, in and , a nation appears as a motif that forms conflicts between individuals. In these intense situations of conflict, people make rational judgments at first; however, they soon dispose of such judgments and reveal value-oriented attitudes through emotions, which drive actions. Both dramas form poésie mainly through poetic rhyming and the mise-en-scène of objects. The dramas also amplify emotions. The main emotions of these dramas are sympathy and sadness. Such emotions are not consumed in itself; instead, they show moral aims through performativity. Consequently, sympathy becomes solidarity, and sadness becomes mourning. Unlike preexisting melodramas whose endings were simply pursuits of love and happiness within the realm of individuals, and demonstrate a moral imagination that simultaneously reminds us of the individual and community through solidarity and mourning.

Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

An Analysis of Chracteristics of School Library Program Employing Taxonomy and CIPP Model (택소노미와 CIPP 모형을 활용한 학교도서관 우수프로그램의 특징 분석)

  • Kang, Ji Hei
    • Journal of Korean Library and Information Science Society
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    • v.49 no.3
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    • pp.263-282
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    • 2018
  • This study analyzed nineteen best-practices (161 sub-programs) regarding school library media program. The authors conducted content analysis based on The Library Media Specialist's Taxonomy and the CIPP Model. In the analysis of taxonomy showing the degree of involvement of librarian teachers, Level Seven indicating a concerted effort to promote school library program was the most important (37.6%). Among the ten levels of taxonomy, the highest level (levels 6 to 10, high involvement of librarians) accounted for 65.9%. According to the analysis of the CIPP Model, (Context) most of the excellent programs were aimed at reading education (41.5%) and library use education (11.3%), and more than half (53.8%) cases were initiated by learners' needs. (Input) excellence programs employed various teaching materials and were operated at fixed time. (Process) the programs were run in a variety of ways, mainly with reading instruction (30.4%) and cultural activities (17.3%). (Product) As a fruit of programs, students and parents' satisfaction, students' achievement, self-confidence, and self-improvement were reported.

Evaluation of Island Tourism Information Characteristic Using the IPA (IPA를 이용한 섬 관광정보 특성 평가 - 대학생 집단을 중심으로)

  • Lee, Dong-Ho;Lee, Seok-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.248-254
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    • 2011
  • As the demands of island tourism increasing, the importance of information is considered the key success factor of island tourism. This study suggest the several factors that affecting in island tourism based on the previous studies of tourism research domain. the Important Performance Analysis(IPA) that has much popularity in tourism research is used to evaluate the information characteristic and priority of island tourism in university students of Korea. Based on the result of this study, the information of the natural landscape/scenery and the sightseeing related activity have less priority than the facilities and local foodstuff of the specific island. Considering the aspects and levels of currently serviced island tourism information, differentiated information that including the facilities and local foodstuff of island have reasonable priority for establishing effective and efficient island tourism strategy.

To analyze character's personality by using Enneagram (에니어그램을 통한 만화 캐릭터 성격연구)

  • Kim, Dae-Kweun
    • Cartoon and Animation Studies
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    • s.23
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    • pp.35-50
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    • 2011
  • In a "Culture Content" industry, the character takes an important role to make a strong storyline. Especially in the field of cartoon which is composed with script and pictures, the role of character is more significant. There are few ways to analyze the character, and "Enneagram" is one of them. In this thesis paper, the author uses this Enneagram to analyze the character. Enneagram is a tool that divides characters into 9 categories of personality. In the year of 2001, South Korea published the standardized Enneagram test called KEPTI. By using the division chart of Enneagram, it is much easier to analyze the character's personality type in the cartoon. Also, this tool makes it possible to understand which character type is suitable for certain role and genre. Although it is hard to say the Enneagram tool represents all existing personalities, it would be definitely helpful for someone who tries to create or to set up a new character.

Two-faced Platform on the Internet: Square of Openness/Sharing/Participation and Market of Tracking/Surveillance/Control (인터넷의 이중적 플랫폼: 공개.공유.참여의 광장이자 추적.감시.통제의 시장)

  • Jo, Dong-Won
    • Korean journal of communication and information
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    • v.64
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    • pp.5-30
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    • 2013
  • This paper conceptualizes the two-faced platform based on interface studies and two-sided market theory to critically analyze today's information technology culture such as the Internet. With this conceptual framework, the Internet can be investigated to have two faces, in which the square of user's openness, sharing, and participation is unfold on the front face, whereas the market of tracking, surveillance, and control of user's activities is formed on the other face. The two faces contradictorily coexist, resulting in technological and cultural dynamics on the Internet. Therefore, the Internet today as a two-faced platform can be described as a square-market interface. By analyzing on transformation of the web architecture, shift of informational commodity from content to data, and web bugs' user tracking across two faces, it examines how the world wide web itself can function as a two-faced platform. Lastly, implications and further works are suggested to improve the two-faced platform as a conceptual framework and to deeply analyze broader information technology culture based on it.

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