• Title/Summary/Keyword: Convergence Culture

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A Study on the Ontological Meaning of Architectural Space of Suwon Hwaseong from the Viewpoint of Culture-Technology Convergence (문화기술 융합적 관점으로 본 수원 화성 건축공간의 존재론적 의미 연구)

  • Kim, Ji-Eun;Park, Eun-Soo
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.100-107
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    • 2014
  • Traditional architectural space, which is a historical cultural heritage must be connected mutually as a organic flow of various elements such as the environment of the time, political background and values, rather than approaching with fragmentary point of view. The Silhak Philosophy, the basis of late Chosun society developed equity thoughts on the basis of ideology of humanism, and it asserted the promotion of technology and industry as a measure to realize the pursuit of truth which is practically useful. Thus, we could verify the possibility of convergent interpretation of cultural technology of Hwaseong architectural space through the humanistic viewpoint of pioneer spirit of Silhak Philosophy which regards human as a main agent of desire of life, and the pursuit of truth which is useful for reality, and the realization of ethical value by aesthetic practicalism. Based on this, the ontological meaning and value of Suwon Hwaseong by the viewpoint of convergence of culture and technology have been drawn as the construction of planned new town by the practice of filial duty, the plan of city space based on rational values, the realization of a metropolis where self-sufficient economic activities are possible, the introduction of thorough construction management system, the introduction of advanced culture and its creative application, and the application of scientifical knowledges and cutting-edge technology.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.

Convergence Study on Koreans' Recognition of Funeral Culture Industry and Development Plan (한국인의 장례문화산업 인식과 개발 방안에 대한 융합 연구)

  • Song, Hyun-Dong;Kim, Moon-Joon;Jo, Gee-yong;Chang, Kyung-Hee;Kim, Kwang-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.113-123
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    • 2021
  • This study aims to present a plan to develop the funeral culture industry based on the results of a survey on the contents of funeral culture awareness, funeral culture industry development, and funeral culture education according to age groups. The survey in this study was researched by Gallup Korea, and the survey method was an online research using a structured questionnaire. The survey was conducted twice, from February 5, 2021 to February 8, 2021, and from February 18, 2021 to February 19, 2021. The effective subjects are 316, and the sampling method is allocated by sex and age. As a result of the study, cremation was preferred by all age groups, and the places where cremated remains were placed were high in the natural burials and ossuary hall. Although there are some differences by age groups, it was surveyed that generally, the elderly than the younger were less reluctant to sign up for condolence products, funerals in life, farewell trips, purchase farewell travel products, funeral insurance, and counsel with death-related experts. The results of this study are expected to contribute to interdisciplinary convergence research on the recognition and development of the funeral culture industry.

A Case Study about Koreanese-Japanese Students' Convergence Cartoon Using Photovoice

  • Kwon, Kyung-min
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.77-85
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    • 2022
  • Today's universities have a keen interest in educational reform. The issue of population decline in college-age due to population decline is not new. Universities have been developing quantitatively for a long time and are now considering ways to survive rather than qualitative growth. Since the sharp decline in the school-age population due to the population decline has no clear solution immediately, universities are overcoming this crisis by creating many alternatives. Attracting international students is one of them. In this study, the effectiveness of photovoice was examined through the analysis of the case of the Korean-Japanese convergence cartoon class. The photo-voice method has sufficient potential as a teaching method for foreign convergence classes and can be expected to play a role as a teaching method suitable for students participating in convergence classes with different social, cultural, and linguistic backgrounds. In particular, in the convergence class, since participating students generate research materials through photo production, it can be a tool for inner exploration necessary for webtoon production and a tool for narrative inquiry for storytelling. It is expected that expanding the understanding and use of photo voice will have the methodological value of convergence classes. In addition, the teaching method using photo voice produced in the composition of photos and stories is likely to be used as an appropriate tool for convergence classes for students with different social, cultural, and linguistic backgrounds.

Recommended Chocolate Applications Based On The Propensity To Consume Dining outside Using Big Data On Social Networks

  • Lee, Tae-gyeong;Moon, Seok-jae;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.325-333
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    • 2020
  • In the past, eating outside was usually the purpose of eating. However, it has recently expanded into a restaurant culture market. In particular, a dessert culture is being established where people can talk and enjoy. Each consumer has a different tendency to buy chocolate such as health, taste, and atmosphere. Therefore, it is time to recommend chocolate according to consumers' tendency to eat out. In this paper, we propose a chocolate recommendation application based on the tendency to eat out using data on social networks. To collect keyword-based chocolate information, Textom is used as a text mining big data analysis solution.Text mining analysis and related topics are extracted and modeled. Because to shorten the time to recommend chocolate to users. In addition, research on the propensity of eating out is based on prior research. Finally, it implements hybrid app base.

Implementation of Smart Door-Lock System based on Aduino & Raspberry Pi (아두이노와 라즈베리 파이 기반의 스마트 도어록 시스템 구현)

  • Kim, Changjoon;Moon, Sunye;Kim, Sujeong;Park, Sooyang;Han, Jinju;Lee, Hoyoung;Yoon, Youngha;Jeong, Dongwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1157-1159
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    • 2017
  • 이 논문은 보안성과 성능이 향상된 새로운 스마트 도어록 시스템을 제안한다. 기존의 1세대 도어록은 보안성이 취약하다는 단점을 지닌다. 이를 해결하기 위해 NFC 기반 시스템이 제안되었으나 취약한 보안 문제를 완벽히 해결하지 못한다. 이 논문에서는 아두이노, 라즈베리 파이 및 다양한 센서를 이용한 스마트 도어록 시스템을 제안한다. 제안 시스템 구현을 위해 초음파센서, 라즈베리 파이 카메라, 부저, 서보모터를 이용한다. 또한 3D프린팅을 이용하여 제작한 프로토타입을 보인다.

An Examination on the Concept of Visual Literacy as a Basis for Convergence Education Programme (융복합교육 프로그램을 위한 기반으로서 시각적 문해력(Visual Literacy) 개념 검토)

  • Park, Gun-Kyu;Kim, Won-seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.397-403
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    • 2016
  • This research reviews the concept of Visual Literacy which is the critical base for performing convergence-style educational program of fine arts. The Visual Literacy means the ability to understand and properly deal with the visual information given to the agent such as the literacy to the written language. It is beyond doubt that the necessity of the Visual Literacy is raised because there is different visual information through new media for the entire life of young generation. Therefore, the Visual Literacy is the base for performing convergence-style education when it comes to performing convergence-style educational programs. It covers the communication abilities to utilize new media and exchange visual information one another.

A Study on the Effects of Culture and Arts Education to Adolescents' Ego-Resilience (문화예술교육이 청소년의 자아탄력성에 미치는 영향 연구)

  • Yun, Seon Mi;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.281-289
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    • 2021
  • Adolescence is a period when ego resilience, the ability to overcome stress, is important because self-identity is not established. Culture and arts education has various effects on the ego resilience of adolescents, so school culture arts education and social culture arts education use teaching and learning methods appropriate to the situation of adolescents. Self-understanding of the effects of culture and arts education has a significant effect on emotional control, vitality, interpersonal relationships, optimism, and curiosity of adolescent ego resilience, On the other hand, it was found that emotional stability among the effects of culture and arts education did not have a significant effect on all factors of adolescent ego resilience. Therefore, it is necessary to prepare a plan to provide opportunities for career exploration as a more practical program for adolescence to understand themselves and develop themselves. In addition, Culture and arts education should be conducted with convergence research that enables youths to maintain good relationships with others, have high self-confidence, and play a role in a wide range of stable and mature lives.

A Study on the Possibilities in Korean Horror Movies Due to Popular Culture Crossover and Collaboration Trends (대중문화의 크로스오버와 콜라보레이션 유행에 따른 한국 공포영화에서의 가능성)

  • Ahn, Il–Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.31-43
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    • 2021
  • The talk of today's era is innovation and convergence. Convergence can be seen as innovation because convergence is born through innovation and innovation is made through convergence. Crossover and collaboration (collectively referred to as "crossover") which are used as a concept of convergence in popular culture means the combination and integration of different genres or fields, and has recently been used in various fields such as movies and music. The use of crossover helps to break boundaries with other fields and create new works through free and diverse attempts. Thus, in this study, the convergence of popular culture, or crossover, is analyzed in conjunction with the Korean horror genre. Currently, Korean horror movies were popular from the 1990s to the early 2000s, but now only a few are coming out due to a series of poor box office performances. However, according to this study, crossover attempts have already begun in Korean horror films, and traces of crossover have been found in several successful films. In this study, we will further apply a collaboration of characters such as "Avengers" to present a new direction for Korean horror movies.

The Convergence Effects of Nursing Organizational Culture, Workplace Bullying, and Hospital Violence Attitude on Psychological Wellbeing among Clinical Nurses (간호조직문화, 직장내 괴롭힘, 병원폭력에 대한 태도가 간호사의 심리적 안녕감에 미치는 융합적 영향)

  • Sim, Hee-Sook;Ahn, Sung-Yun;Lee, Yun Ju
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.589-597
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    • 2018
  • The purpose of this study was to investigate the relationship between nursing organization culture, workplace bullying, hospital violence attitude, and psychological wellbeing. Data were collected from April 12, 2018 to April 23, 2018 for 107 nurses working at university hospital. The relationship between nursing organizational culture, workplace bullying, hospital violence attitude, and psychological wellbeing was analyzed by Pearson's correlation coefficient. The linear regression was used to identify the factors that affect the psychological wellbeing of the variables. Psychological wellbeing and workplace bullying showed a negative correlation, whereas psychological wellbeing, awareness of hospital violence attitude, innovation-oriented culture and relationship-oriented culture showed positive correlations. Relationship-oriented culture and awareness of hospital violence attitude showed 17.3% explanatory power on psychological wellbeing. Based on the results of this study, it is necessary to develop a nursing organizational culture improvement program that can enhance the psychological wellbeing of nurses.