• Title/Summary/Keyword: Culture & Arts Policy

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Changes direction of Korean Multicultural Education Policy (한국 다문화 교육정책의 변화 방향 모색)

  • Kim, Tae-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.10
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    • pp.624-633
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    • 2017
  • Korean society has begun to transition toward a multicultural society, and the rate of change is increasing. If so, is our society ready to meet this change of society? It is true that Korean society has been dominated by the paradigm of 'monoethnicity', and traditionally has been regarded as a virtue to maintain this view. However, it is worth noting that isolated single cultures have historically met a disastrous end. On the contrary, people who have adapted their culture and style have enjoyed prosperity. Korean society has hovered between embracing and rejecting the flow of change, and has finally accepted them to choose the way to go on a multicultural society living together. However, it seems that the changes in policy have not kept pace with recent changes in society. Despite the fact that the most efficient way to change perception is to establish and implement appropriate educational policies promoting multiculturalism, most education in Korean society has focused on the closed form of education, for the influx people, not having been made proper education for most of Korean people who should actually accept them and get along with them. Therefore, they have been striving for an assimilated viewpoint that simply get it transformed into Koreanized, not understanding and accepting them as they are. However, this type of education cannot lead a Korean multicultural society in the right direction. We objectively examined the reality of Korean society facing this crisis and presented policy changes regarding multicultural education through examining the case of France, which experienced a similar crisis prior.We are going to present the direction of change in multicultural education through the case of France which has experienced similar crisis before us by examining the reality of Korean society facing the crisis like this.

A Study of the Funding Policy to Strengthen Cultural Content in the Arts and Media: Considering the Adoption a Group Writing System like that Used by US TV Shows Creators, such as a 'Storytelling Factory' (문화콘텐츠의 글로벌경쟁력 강화를 위한 선(先)지원정책연구: 미드 시스템을 기초로 한 '스토리텔링 제작소'의 가능성)

  • BYUN, Daniel H.
    • Trans-
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    • v.2
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    • pp.95-130
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    • 2017
  • In the 21st century, developing cultural industry is an important issue world-wide. Since the Kim Daejoong government, Korea has focused on cultural industry development and has thereby treated it as one of the basic, necessary industries. Therefore, the industry is being supported both financially and politically. This policy nurtured the development of quality and quantity within the cultural content industry. However, most of the reports and studies about Korean cultural content have shown it is still not strong enough to compete with leading countries in the field. Competitiveness of storytelling is especially weak. The goal of this study is to find the best direction for the funding policy to strengthen competitiveness in storytelling. Analysing the policies of the No Moo-hyun and Lee Myoung-park governments, we can see that they primarily focused on developing infrastructure in investment and the distribution environment. Support for producing content and distribution follows after confirmation of results. Moreover, policies for the support of developing ideas within culture content are vertical. Currently in the industry, a person or company decides how and where to use the moneys available for investment in the development of content. However, we need to invest more directly, initial funding is required. We analysed the market, studying its activity, achievement and limitations. As a result, we suggest a 'Storytelling Factory' like the group writing system adopted by US TV Shows.

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Research on the revitalization of Japanese artworks: Focus on Japan Advanced Art Museum Policy (일본의 문화경제전략과 미술품 유동성 활성화에 관한 연구 - 문화청의 선진미술관 정책 추진을 중심으로 -)

  • Chu, Min-Hee
    • Korean Association of Arts Management
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    • no.51
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    • pp.135-166
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    • 2019
  • Recently, the Japan Cultural Agency announced a plan for revitalizing the art market represented by reading museums (advanced art museums) to promote industry through strengthening the sustainability and economics of art museums. Along with these policy announcements, the Japanese cultural system and Bypyeongje are divided into pros and cons, and there has been a heightened opposition, which is now in a state where policy promotion has been temporarily suspended. The opposite reason is that it does not meet the museum's inherent purpose of preservation and lore, and the reason for favoring that commercialism can ruin the art world is that the Japanese art society is other than art museums and museums Also, it consists of non-profit organizations, art festival administration organizations, support staff, volunteers, etc., but because of the high subsidy bias, no real labor costs are paid, which means that it is virtually neglected. Also, there is a vigilance that the art society itself, which reduces its reliance on subsidies in response to social changes, can survive. Seeing that the situation is not much different from Japan, Korea is also actively discussing new establishments of the National Art Bank, performing art appraisal and evaluation functions for revitalizing art works, art loan, art trust, etc. There is. As it is difficult to solve realistic problems with subsidies from the future situation, it is difficult for us to expand investment in culture, and culture and economy are united and linked. You will find a plan to make it operational. In this regard, it is thought that the examination of the cultural and economic agency's strategy, represented by the Japanese advanced art museums, gives us a meaningful suggestion.

The Direction of Development of Leisure and Tourism Contents in Connection with Osaek District (강원도 오색지구 레저·관광 콘텐츠 개발 방향)

  • Lee, Gye-Young;Kim, Tae-Dong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.307-319
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    • 2019
  • This study aims to provide the basic materials for the development of leisure and tourism contents in connection with Osaek cableway for the revitalization of Osaek District. For such a purpose, the following policy directions were presented through the analysis of the present situation and conditions of Osaek District, the direction of development of leisure and tourism contents of Osaek District, etc. The first is increasing the participation of local residents and reinforcing their capabilities. The suggested promotion plans are ① establishing organizational system and strengthening support, ② reinforcing the capabilities of local residents and ③ constructing networks with external human resources. The second is setting the guidelines for contents development. It was proposed to prepare contents for leisure experience using the natural environment of Osaek District in response to the trend of increase of people who enjoy "contents using culture and arts" and leisure. The third is typological approach to contents. It was proposed to develop cultural contents with the theme of Osaek such as "Osaek Light Festival", "Osaek Concert", "Osaek Photo Exhibition" and "Osaek Good Men and Women Contest" for the promotion of the brand of the place name of Osaek and the creation of the "Picture Book Village" for the compilation of the history and culture of Osaek District with pictures. The fourth is securing marketing channels. For this, it was proposed to produce the website of Yangyang County or a website tentatively named as "Osaek-ri with Beautiful Osaek" and introduce an integrated travel product (transportation + lodging + foods + experience (hot spring, mineral water therapy, leisure experience, etc.) + purchasing local specialty products, etc.) composed of the leisure and tourism contents, transportation, lodging, foods, etc. of Osaek District through travel agencies. The final policy direction presented was phased implementation of the development and operation of the contents. Proposed policies include support of a consulting project to upgrade the organization of local residents; implementation of "Tourism Dure (Cooperative)" project for the solution of the problem of tourism in Osaek District by the residents themselves together using the space of culture and arts made by remodeling idle public and private facilities after benchmarking exemplary places; system improvement for the introduction of leisure and tourism contents appropriate for local conditions; and the establishment of a master plan for the introduction of various leisure and tourism contents in Osaek District.

The discovery of the 'traditional dance' of modern Japan - mainly on Urayasu-no-mai Dance - (일본 근대 '전통춤'의 발견 - 우라야스무(浦安の舞)를 중심으로 -)

  • Nam, Sung-Ho
    • (The) Research of the performance art and culture
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    • no.33
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    • pp.243-271
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    • 2016
  • When an aggressive war reached at the climax in 1940, a commemorative event called celebration' was held on a large scale in Japan for 'beginning former 2,600 years. It was performed for the policy that was going to break off the fatigue that was tired for nation dissatisfaction and war for the politics. I considered Urayasu-no-mai Dance played as part of a celebration event in a Shinto shrine of the all over Japan how was created and spread by this article Urayasu-no-mai Dance was created newly and was played in Shinto shrines of the whole country. The Urayasu-no-mai Dance was created based on Gagaku and Miko Mai (shrine maiden's dance) that has been read aloud not to go out of the ancient times. It was created in the situation of the war and spread and was spread. It will be said that Urayasu Dance is a typical example of 'forged traditional'. Urayasu Dance is a tradition made at modern time and remains for an unfortunate inheritance used again by the advertising tool of the national ideology. The Urayasu-no-mai Dance is expanded more now, without enough consideration about the historic procession other words, It played under a strong-arm society atmosphere is placed as new folk performing arts all too soon. In the complicated world situation at the time, Urayasu-no-mai Dance that emphasized a Japanese tradition for the inside and outside were spread. Urayasu-no-mai Dance created in modern times substitutes a traditional shaman dance, and there is even the tendency that ritual performing arts peculiar to each local Shinto shrine is unified to Urayasu-no-mai Dance. Such a movement shows a new aspect of the culture power that social turning to the right in Japan is not unrelated to becoming it. It is a traditional reinvention, or do you forge the tradition? I examined a process of a process and the spread of traditional creation produced consistently.

Qualitative Study about Value Cognition and Benefits of Consumer on Culture-Art products (문화예술상품에 대한 소비자의 가치인식과 추구혜택에 관한 질적 연구)

  • Rhee, Young-Sun;Shin, Eun-Joo
    • Asia Marketing Journal
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    • v.12 no.4
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    • pp.27-54
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    • 2011
  • This research attempted to present the efficiency of culture marketing to the organizations producing culture-art products and to the companies utilizing art and suggest the practical viewpoints to the culture and art policy agencies. The methodology used was to take an in-depth look at the consumer value cognition and benefits of culture-art products in contemporary consumption culture from a social context by conducting a total of 12 Focus Group Interviews, consisting of 58 males and females in their 10s~50s who can represent culture-art product consumers. The culture-art products refer to the artist's spiritual, actual act of creating or to the end products with economic exchange value. They are also sense goods and merit goods that affect the mental state of consumers. By looking at culture-art products as consumer merit goods, this research examined consumer value cognition of culture-art products based on the characteristics culture-art products. As a result, this research determined that consumers view culture-art products largely as 'aesthetic and sensuous merit goods', 'actual and individual merit goods', and 'social public property'. As 'aesthetic and sensuous merit goods', culture-art products are considered as the products of an artist's creative activities; as 'social public property', culture-art products have a public value in terms of ownership; and as 'actual and individual merit goods', culture-art products act on the spirit and reality of a consumer in terms of consumption. As a result of analyzing the benefits of culture-art products based on the above-mentioned consumer value cognition, it was observed that the benefits of culture-art-product consumption are chiefly divided into 'aesthetic character-oriented', 'social relationships-oriented', and 'individual benefits-oriented' depending on how consumers see culture-art products. A 3-conceptional structures model was constructed according to the relationship between consumer value cognition of culture-art products and the benefits. This research revealed that consumers who pursue the aesthetic value or sense of beauty as the central reason experience culture-art products themselves, enjoy intellectual quests, and pursue their satisfaction by expressing affection for and interests in culture-art products. On the other hand, consumers who pursue social value as the central reason as a means of communication by perceiving culture-art products as a public property of society, pursue sympathy with people close to them through the symbolic power of culture-art product consumption or the joy of self-display. Consumers who perceive art products as spiritual and actual merit goods and pursue consumer value as a central reason want to express their own personality, develop themselves, and differentiate themselves or identify themselves with others in the context of social relations for the ultimate goal of living a happy and satisfied life while pursuing to satisfy imminent and actual necessities as emotional stability and rest. The fact that culture-art product benefits could vary according to how a consumer perceives them implies that consumer value cognition of culture-art products and their benefits significant affect consumers' decision in choosing and consuming various culture-art products. It turned out that such benefits from the consumption of culture-art products reflect the complex contemporary consumption culture of rational consumption, symbolic consumption, experiential consumption, and social reflective consumption. This research identified conceptional structures of consumer value cognition on culture-art products and benefits that can be used for studying and understanding culture-art products consumers who pursue a variety of consumption values. They can also be used by private companies in utilizing art, as well as by national agencies in enhancing the population's quality of life. However, since this research could only conceptually grasp consumer perception of culture-art products and reveal the dimension of classification due to its own limitations arising from characteristic investigation, quantitative data on the benefits of culture-art product consumers should be measured in future studies through a quantitative investigation, while using the value cognition of culture-art products and the individual characteristics of consumers as variables based on this research.

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The effect of experience factors of untact fashion·beauty performances on customer satisfaction through perceived value (비대면 패션·뷰티 공연의 특성요인이 고객만족에 미치는 영향 -혁신저항의 조절효과를 중심으로-)

  • Lee, Jihyo;Hwang, Dong-Seob;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.327-340
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    • 2021
  • The purpose of this study aims to empirically verify about the impact of the customer satisfaction on the characteristics factors(presence, empathy, responsiveness, and interaction) on the customer satisfaction of 'Asia Model Festival', which was heldis an as untacted fashion and beauty performance that was successfully conducted in Seoul duringinyear 2020. and tThe regulatory effect of innovation resistance in the relationship of the characteristic factors and the customer satisfaction was also reviewed. The analysis showed that the characteristic factors have a positive effect on customer satisfaction, and the innovation resistance is found to control the relationship between interaction, empathy, and the customer satisfaction of the characteristic factors by the subfactor. By identifying the characteristic factors that affect the customer satisfaction of the un-tacted(Zzero Ccontact) visitors, which are expanding due to COVID-19, and studying the effect of controlling the innovation resistance, this study provides a basis for knowing what un-tacted(Zzero Ccontact) visitors need and what services they want to receive, and it presents practical implications and provides basic data for relevant research.

The effect of experience factors of untact fashion·beauty performances on customer satisfaction through perceived value (비대면 패션·뷰티 공연의 체험요인이 지각된 가치를 매개로 고객만족에 미치는 영향)

  • Lee, Jihyo;Na, Jin-eok;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.383-395
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    • 2021
  • The purpose of this study is based on Pine and Gilmore's (1998) Experiential Economic Theory (4E's). This study mediates the perceived value of the experience factors (entertainment, aesthetic, deviant and educational experience) of Untact fashion and beauty performances. The impact on customer satisfaction was analyzed a total of 230 questionnaires were collected for visitors to the 15th Untact 'Asia Model Festival', which were successfully held in Seoul in 2020. The statistical analysis method used the SPSS 21.0 statistical program. As a result of the study, it was found that the experience factors had a significant effect on perceived value and customer satisfaction. In addition, perceived value was found to have a significant effect on customer satisfaction, and perceived value as a parameter was found to partially mediate the effect of experience factors on customer satisfaction. By studying the empirical analysis in this way, practical implications were presented and basic data that could be used for reference to related research were provided. However, future research should contribute to academic development through research on variables not covered in this research, and research on various untact performances should be continued.

Effect of User Possession Attachment and Characteristics of Mobile Media on Acceptance of Mobile AD (모바일미디어 이용자의 소유인식과 상호작용성 구성요인이 모바일광고 수용에 미치는 영향)

  • Shin, Il-Gi;Choi, Yun-Seul;Shin, Hyun-Sin
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.183-192
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    • 2014
  • This study aims to empirically investigate how personalized and socialized mobile media impacts on users' acceptance of mobile advertising, given the consideration of users' mobile possession attachment. For this, the current study used focus group interview and surveyed mobile users. Interestingly, the findings reveal that personalized and socialized mobile characteristicssignificantly affect users' acceptance of mobile ads. That is to say, users' personalized mobile characteristics play an important role in either awareness of mobile ads or exposure to mobile ads.

The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.461-466
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    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.