• Title/Summary/Keyword: Comparative Culture Study

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A Comparative Study on Value Orientation about Family Norm between the older Generations and University Students (가정규범에 관한 기성세대와 대학생간의 가치의식 비교연구)

  • 이길표
    • Journal of the Korean Home Economics Association
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    • v.32 no.3
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    • pp.135-146
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    • 1994
  • This study proposed a plan to seek a more practical way of life norm education of today's families on the basis of family rule in the traditional society by comparison between the older generation's family life rule education and college students. The study was made by analysing rules in Chosun Dynasty questionaire nair was drawn up on the basis of it. The subjects of this study were college students of one largest cities and their 800 parents. Collected data was processed by frequency analysis, ANOVA, interrelation and regression which are used through SPSS computer programs, Study results show that acceptance level is higher among the older generation but the necessity of family standare education is urgent beyond the generations. Also people who have lived with grand parents feel more necessity of education family norm. When the education could not be made in families because parents excessive protection examination-centered education, and bad effects of mass media then emphasis has to be made to create life culture which makes family norms to be kept continuously by the education at schools, education culture centers and public facilities.

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A Comparative Study on National Culture of SNS User : Comparison of Korea, China, and U.S.

  • Kwon, Sun-Dong;Kim, Tae-Ha
    • Journal of Information Technology Applications and Management
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    • v.18 no.4
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    • pp.131-148
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    • 2011
  • Our work empirically investigates the cultural differences of Social Networking Service (SNS) users in China, Korea and U.S. We construct a survey questionnaire from existing literature and test it for reliability, validity, and model fit. Then we collect data and validate the cultural differences of SNS users in three nations. Our results show different rankings from existing literature in cultural dimensions about three nations. In terms of masculinity, we find China > U.S. > Korea, similar to Hofstede. In individualism, we find U.S. > Korea > China, different from Hofstede (U.S. > China > Korea). In power distance, it is shown that Korea > China > U.S., different from Hofstede (China > Korea > U.S.). Uncertainty avoidance is found that U.S. > Korea > China, lowered ranking of Korea from the top among three nations in Hofstede. We find that these outcomes would be useful in updating national culture of the three nations and for future research about cultural impacts on SNS adoption.

A Study on Ma Je Kai Shi(麻帝核試) (麻帝核試의 硏究)

  • 김진구
    • The Research Journal of the Costume Culture
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    • v.5 no.4
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    • pp.6-11
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    • 1997
  • The purpose of this study was to identify and to trace the source of origins of 麻帝核試 that appears in Kei Rim Yu Sa(鷄林類事). Comparative liguistic analytical approaches ware employed for this study. Results of this study revealed that madi(마디) survives as a dialect for m ∂ri[머리(頭)] in Kyung Sang Province Thus, it si considered that the dialect madi(마디) is a survival of 마디(麻帝) of Koryo. Similar words to 核試 of Koryo were found in Hebrew and Japanese : Heb. k-u-tsi(zi) means locks of hair and Japanese ku-shi(くシ) has several meanings : comb, head, and the hair of the head. The word 麻帝核試 of Koryo is a compound ward of madi(麻帝), head and k ∂ shi(그시) 核試 locks of hair(hair of the head). 核試 of Koryo , Jao. ku shi(くシ), and Heb. k-u-tsi(zi) showed close relationships to one another. The word ku shi(si) 그시 核試 was derived from Heb. k-u-tsi(zi) and Jap. ku shi(くシ) was originated from 核試 of Koryo. Kor. ku shi(si) 그시 核試 is a transliteration of Heb. k-u-tsi(zi) and Jap. ku shi(くシ) is a trans-literation of Kor. ku shi 그시 核試.

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Effect of mathematics education program in linked to outdoor movement activities on the object manipulation abilities of young children

  • Park, Ji-Hee
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.166-171
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    • 2020
  • The purpose of this study to discover what effect the mathematics education program linked to outdoor movement activities have on the ability to manipulate objects. The subject of study was a kindergarten class. The experimental and comparative groups consisted of 20 people each. In order to verify the effect of applying the early childhood mathematics education program in connection with outdoor movement activities, a total of 15 weeks of program was conducted for young children. As a result of conducting this study, it was found that a mathematics education program linked to outdoor movement activities improves the ability to manipulate objects. The discussion based on the results of this study is as follows. First, we suggest to specific activities that can be performed in an outdoor environment should be developed and applied to the field of early childhood education. Second, we suggest that It is necessary to program various subjects that link to outdoor movement activities. Third, we suggest what various measures are needed to improve the young children's ability to manipulate objects.

How Digital Technology Driven Millennial Consumer Behaviour in Indonesia

  • INDAHINGWATI, Asmara;LAUNTU, Ansir;TAMSAH, Hasmin;FIRMAN, Ahmad;PUTRA, Aditya Halim Perdana Kusuma;ASWARI, Aan
    • Journal of Distribution Science
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    • v.17 no.8
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    • pp.25-34
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    • 2019
  • Purpose - Investigate the association of internal and external factors of consumers and analysing the role of moderating comparative marketing aspects, especially the part of YouTuber and celebgram in influencing purchase decisions. Apart from that, it provides an overview of the pattern of purchase decision making in forming Millennials and Y generation consumer culture Research design, data, and methodology - This study uses a quantitative research approach with descriptive, predictive, and prospective data analysis on 300 eligible Millennials and Y aged 20-35 years who are bachelor-educated. Data collection using online surveys with final statistical analysis using the Partial Least Square (PLS) approach Results - All hypothesis are declared accepted, indirect testing the dominant internal consumer factors have a positive and significant effect on consumers' purchase decisions. Through testing Moderating, aspect marketing comparative is also authoritative able to moderate internal consumer factors towards purchase decision making. Conclusions - Digital technology is changing the paradigm and perceptions of the millennials and Y generations in terms of behaving as a generation of technology connoisseurs who also influence and shape the culture of that generation and the generations to come in the future.

A comparative analysis of Cartier's and Tiffany&Co.'s strategies for brand story videos on their YouTube brand channels (까르띠에와 티파니의 유튜브 브랜드 채널을 통한 브랜드 스토리 동영상 전략 비교 분석 연구)

  • Hong, Jiyoun
    • The Research Journal of the Costume Culture
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    • v.24 no.4
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    • pp.498-510
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    • 2016
  • As social media are emerging as essential communication channels for corporates in all areas, luxury jewelry brands have implemented enhanced strategies for brand story videos by creating brand channels on YouTube. In this study, a comparative analysis of the videos made available by Cartier and Tiffany&Co. on their YouTube Brand Channels was conducted, with the aim of identifying their strategic characteristics. The research method encompassed, both literature review and empirical investigations. A quantitative analysis was conducted by means of the 'HEART' model, a type of luxury jewelry brand story, and the following common strategic elements were identified. First, in their brand story videos both brands focus primarily on 'theme'. Second, 'relationship' and 'artisanship' are emphasized in addition to 'theme'. Third, the videos incorporate high level aesthetics to stimulate the fantasies and dreams of their audiences. The strategic differences between the brands are as follows. : First, 'artisanship' is given the greatest significance along with 'theme' in Cartier videos, while 'relationship' has prime significance in Tiffany&Co. videos. Second, a difference between a European approach and an American approach towards luxury brand building is evident, with Cartier hosting exhibitions while Tiffany&Co. provides gala videos instead.

Comparative Analysis of Korean Food Images and Emotions Recognized by Korean and Foreign Food Workers (한국인과 외국인 식품 종사자가 인식하는 한식 이미지와 감정에 대한 비교연구)

  • Youngkyung, Kim;Hyojae, Jung;Jieun, Oh
    • Journal of the Korean Society of Food Culture
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    • v.38 no.1
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    • pp.48-60
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    • 2023
  • The image and emotions associated with Korean food were investigated in 24 food workers (12 Koreans and 12 foreigners) living in Korea. There are a total of 22 terms for the image of Korean food of Koreans and foreigners, including 7 common words, and a total of 33 terms for emotion, including 10 common words. Differences in the images and emotions associated with the perception of Korean food according to the characteristics of the country and region and Korean food experience were established in foreign food workers. In the images of Korean food, Koreans mentioned 'jeong, sharing, balanced, Korean table setting, seasonal (seasonality), yearning, trust', whereas foreigners mentioned 'red, spicy, distinctive flavor, repulsion, sweet, non-salty, tradition and history, and unfamiliarity'. In Korean food emotions, Koreans were "relaxing, friendly, maternal, hospitable, nostalgic, exotic, clean, trust, delicious, touching, and free", whereas foreigners were "happy, appealing, enthusiastic, excited, uncomfortable, worried, adventurous, nervous, joyful, fusion, food-cultural, and amazing".

A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.415-420
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    • 2023
  • Since 2017, the application of VR technology in the game field has become more and more extensive, and more and more scholars have conducted research on VR games, especially VR horror games. This article will conduct research on VR horror games and scrolling scroll games through comparative analysis, and believes that VR horror games are much stronger than side scrolling scrolling games in terms of immersion. However, due to its unique flat third-person perspective, completely different operation methods and the existence of 'the fourth wall in side-scrolling horror games, Players can clearly realize that they are in an absolutely safe environment, and that they are just manipulators of game characters, not experiencers of terrorist events, so players will not receive excessive fright. Therefore, this article believes that the number of players who like side-scrolling horror games with certain horror elements is greater than the number of players who like pure VR horror games.Many traditional games in this paper have their own advantages in many aspects. For example, many traditional games such as horizontal games also have good development prospects in the future. We should promote the research on games in the academic community from multiple angles, not limited to popular VR games.

A Comparative Analysis Between <Leonardo.Ai> and <Meshy> as AI Texture Generation Tools

  • Pingjian Jie;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.333-339
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    • 2023
  • In three-dimensional(3D) modeling, texturing plays a crucial role as a visual element, imparting detail and realism to models. In contrast to traditional texturing methods, the current trend involves utilizing AI tools such as Leonardo.Ai and Meshy to create textures for 3D models in a more efficient and precise manner. This paper focuses on 3D texturing, conducting a comprehensive comparative study of AI tools, specifically Leonardo.Ai and Meshy. By delving into the performance, functional differences, and respective application scopes of these two tools in the generation of 3D textures, we highlight potential applications and development trends within the realm of 3D texturing. The efficient use of AI tools in texture creation also has the potential to drive innovation and enhancement in the field of 3D modeling. In conclusion, this research aims to provide a comprehensive perspective for researchers, practitioners, and enthusiasts in related fields, fostering further innovation and development in this domain.

A Comparative Study on Furniture Design of Chosun Dynasty & Modernism - Focused on Thought & Design - (조선조와 모더니즘의 가구디자인 비교연구 - 사상과 디자인을 중심으로 -)

  • Kim, Gun-Soo
    • Journal of the Korea Furniture Society
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    • v.18 no.1
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    • pp.1-12
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    • 2007
  • Korea has a dark age in terms of culture in the last 20th century. Korea had been struggling between the Great Powers of the world in the imperialism and had sacrifice to keep our own culture itself. Japanese imperialist's a invasion, culture liquidation by Japan, Independence from Japan, Korean war and Influence by US are major bitter historical affair after close of Chosun Dynasty in the process of modernization. Therefore Korea couldn't stay in the center of world cultural core parts and was degraded as cultural consumption country which was provided oversea culture by other countries. Then Korea couldn't develop our unique traditional idea and culture. In the meantime there are both extreme phenomena; one is expulsion of other cultures absolutely and the other is only following western culture unconditionally like trimming policy in the end of colony age. These discreet and unfiltered western culture had been influenced Korea culture over the wide range strongly and resulted in cultural colony situation to produce western imitation culture without philosophy and traditional spirit. Even though Korea has met opportunity in the culture, we called "Han Trend", no formation of own culture is main reason for psychological panic. Korea furniture design is one of parts of lost of tradition culture and typical parts in reproducing western imitation culture. As a result furniture industry's major reason for loss value as exporting industry compared to other industries result in most of the furniture products without our unique identity. This situation become more deepen unfortunately. This report would like to suggest the direction of design with global competition capability and cultural identity to boost Korean furniture design industry by comparing, analyzing and speculating between design of Chosun dynasty and philosophy of modernism in western.

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