• 제목/요약/키워드: Culture Concept

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Understanding Information Culture: Conceptual and Implementation Issues

  • Oliver, Gillian
    • Journal of Information Science Theory and Practice
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    • 제5권1호
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    • pp.6-14
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    • 2017
  • Information culture is a concept with multiple and sometimes conflicting definitions. Nevertheless at a time when social and cognitive aspects of information and communication systems are recognized as being of similar significance as the technological functionality, the concept of information culture is demonstrating considerable value. This paper explains the concept of information culture and considers its value from two main perspectives: firstly as providing an analytical tool, and secondly as a means of providing practitioners with insight and sensitivity to the organisational contexts of their workplaces.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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대중문화 흐름 속의 청소년문화 (Youth Culture in the Stream of Popular Culture)

  • 김천영
    • 문화기술의 융합
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    • 제4권3호
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    • pp.105-111
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    • 2018
  • 본 연구는 관계적 접근으로 대중문화흐름 속의 청소년문화를 탐구하고자 한다. 이를 위하여 대중문화의 흐름속에서 청소년문화의 관계를 파악하였다. 이를 통하여 청소년문화의 의미와 실천과제가 확인되었는데, 그것의 주요내용은 청소년문화가 가능성을 갖는 문화적 의미를 갖는다는 사실이다. 수동적인 문화나 수신자 문화, 소비자의 문화가 아니라 능동적인 문화와 발신자의 문화, 생산자의 문화적 성격을 갖는 문화라는 점이다. 아울러 대중문화의 흐름 속에서 새로운 가능성을 갖는 문화로서의 청소년문화의 실천과제는 인식적 실천과제와 제도적 실천과제 속에서 접근되어야 함이 발견되었다. 청소년문화의 인식적 실천의 중요성은 대중문화의 접근시각의 중요성으로 드러난다. 청소년문화가 배제적 관점 속에서 접근되는 것은 닫힌 청소년문화의 한계성을 가져오는 반면, 수렴적 관점 속에서 접근될 수 있어야 열린 청소년문화의 가능성이 수반될 수 있다. 따라서 청소년문화의 열린 가능성은 열린 관점에 의한 열린 문화의 개념 속에서 새로운 가능성을 가질 것이다. 그것은 작은 협의의 문화개념이 아닌 큰 광의의 문화개념 속에서 열려진다.

하이컨셉(High Concept)을 통해 본 패션의 감성적 표현에 관한 연구 (A Study on the Emotional Expression of High Concept-Reflected Fashion)

  • 백정현;배수정
    • 복식
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    • 제60권9호
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    • pp.120-135
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    • 2010
  • Since emotion, creativity, and imagination has become the source of creating added value, the purpose of this study is to grasp the concept of high concept which has appeared as a major key word of modern culture and analyze the types of emotional expression found in modern fashion. Study methods were focused on literature review and case study. The literature review was conducted by news stories at home and abroad. The examples of case study were collected in fashion collection journals and related Internet web sites with their focus on from 2000 S/S to 2009 F/W to analyze emotional expression found in high concept-reflected fashion. The concept of 'high concept' suggested by Pink, Daniel H. lays on stress on ability to creative emotional value or cultural artistic value hidden behind the functional value, to make stories, and to combine ideas which do not seem to be connected with existing things. As a result of study, The forms of emotional expression found in high concept-reflected fashion included: art collaboration and art inspiration which were expressed through cross-category of culture and art; multi-culture design which expresses a mixture between western fashion and oriental costumes; funology design which expresses efficient value by high technology and fun value through humorous elements; and emotional digital design which can be transformed in function, shape and the use of materials representing light which is effectively used for fashion to represent fantasy or illusion connected with digital technology.

국제개발협력에서 문화와 발전 논의의 전개와 한계, 그리고 관계적 장소 개념의 필요성 (Culture and Development in International Development Cooperation and the Need for the Concept of 'Relational Place')

  • 김숙진
    • 대한지리학회지
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    • 제51권6호
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    • pp.819-836
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    • 2016
  • 근대화 이론과 경제성장 위주로 진행된 과거의 개발 패러다임이 1980년대 교착상태에 빠지게 되면서 이에 대한 대안과 돌파구로 개발을 경제성장을 넘어서 총체적인 사회발전으로 바라보는 관점이 등장했고 이를 실현시키기 위한 개발의 접근법으로서 또 수단으로서 문화에 대한 관심이 고조되었다. 포스트개발 이론들은 유럽중심주의의 개발 개념을 파괴하고 동시에 포스트식민사회의 문화 회복, 지역 자체의 내생적 개발과 다양성을 강조하는 대안적 개발 개념을 제시하였고, 공동체, 여성, 개발주권, 참여를 강조하는 신포퓰리즘개발의 움직임도 등장하였다. 국제기구 역시 유네스코를 중심으로 문화와 발전 관계에 대한 논의를 발전시켜나갔다. 본 논문은 개발학과 포스트개발, 국제기구에서의 문화와 발전 논의의 전개 양상을 살펴봄으로써 문화 개념이 이전시기와 질적으로 다르게 변화됐긴 했지만, 본질적으로 문화를 구별되고 경계가 지워진 특수한 것으로 본다는 한계가 있음을 지적한다. 이에 대한 대안으로 지리학의 관계적 장소관을 적용하여 재개념화함으로써 항상 외부와의 관계를 통해 내부적 혼종성과 다양성을 가진 것으로 인식할 필요가 있음을 주장한다.

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Themes and Culture Concepts in Disney's "Mulan": The Evolution from Chinese "Imagery" to Postmodernism

  • Yang, Hua;Choi, Dong-Hyuk
    • 한국멀티미디어학회논문지
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    • 제25권10호
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    • pp.1457-1467
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    • 2022
  • The relationship between film and culture is established through a shared focus on people's lives. Culture changes at different times, which makes a dynamic and complex relationship between film and culture. Understanding this relationship helps to provide better support for current filmmaking. The purpose of this study is to provide insights into the macro issue of film and culture by exploring the relationship between film theme and culture concept. To this end, we used a case study to explore the connection between themes and culture concepts in Disney's Mulan (1998, 2020) through literature and analyses of culture concepts (Chinese "imagery" and Postmodernism). The study concludes that, "Culture assemblage" and "Vision is king" have become cultural trends that influence the creation of film theme and style to a certain extent; how to balance the relationship between the core idea of film theme and the external forms is an important issue in current filmmaking. The article contributes to promote thinking about culture in film creation, and its research perspective on different cultures and histories is innovative.

병원 간호조직문화 규명을 위한 연구(2);간호조직문화 개념 분석 (The Concept Analysis of the Organizational Culture of Nursing Service in Hospital Setting)

  • 김문실;전미수;방희숙;문선영;이순희;한수정;김정아;박현태
    • 간호행정학회지
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    • 제5권1호
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    • pp.87-97
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    • 1999
  • Rapidly changing healthcare environment and professional nursing practice need a strategy for the organizational development and goal attainment. An understanding of organizational culture could help managers enhance or expend their management strategy, thus increasing the probability of their success in the organization. On the other hand. organizational culture is an abstract concept and can show several views between sciences applying it. Therefore. organizational culture can be described to different ways with roots in each other discipline. Thus. it is necessary to define the concept of organizational culture in nursing perspective. This article reports a study conducted to analyze the concept of Nursing Service Organizational Culture. This study is performed by the guideline of Walker and Avant for concept analysis : selecting a concept. detering aim of analysis, identifying all use of concept. defining attributes. constructing model. contrary, borderline. related cases. identifying antecedents and consequences. According to the results of this study. the following definition attributes of Nursing Service Organizational Culture was suggested. We could define that nursing service organizational culture is the pattern of basic assumption and common belief that shared by the subordinates of nursing service. So, it provides a shared identity for all employees. Attributes of Nursing Service Organizational Culture were defined as (1) it is performed by the result of the interaction through formal. informal communication among nursing service organizational subordinations. (2) it has been performed unconsciously and reacts without ever thinking about the behavior. (3) it makes a unique pattern of behaviors to each nursing organization. which is different from other groups. (4) it has a broad and subtle forces to its subordinates. (5) it provides subordinates with the way of thought and behavior. (6) it influences on the output. stability. and de velopment of nursing service.

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명품 관련 기존 연구의 분석 (The Analysis of Previous Luxury Brand Studies)

  • 홍수화;김미영
    • 복식문화연구
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    • 제15권1호
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    • pp.81-97
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    • 2007
  • The purposes of this study were to build the concept of luxury brand and analyze the previous luxury brand studies. A number of publication and journals were reviewed and analyzed depending on subjects and year. The result of review and analysis were as follows: 1. The concept of luxury brand in the previous studies were arranged and the concept of luxury brand was defined by special characteristics of luxury brand. The subjects were usually categorized into three fundamental groups: luxury brand consumer characteristics, Marketing's 4P of luxury brand, social & culture analysis of luxury brand. In general, the studies of luxury brand consumer characteristics are conducted most actively, and they are followed by the marketing of luxury brand and social & culture analysis of luxury brand. 2. Luxury brand studies were organized by year. As a result, of this study, It tends to increase the concern and studies of luxury brand from 2003 to 2005. At the beginning of luxury brand studies, the consumer characteristics studies were researched actively. However the marketing studies were increasing and subjects were diversed gradually. But, previous studies of Luxury brand lacked in explaining changed consumer characteristics, marketing and social & culture analysis. Thus, this study directed the future studies to study deep into luxury brand studies.

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The Limit of Gene-Culture Co-evolutionary Theory

  • Lee, Min-seop;Jang, Dayk
    • 인지과학
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    • 제28권3호
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    • pp.173-191
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    • 2017
  • The theories of cultural evolution hold subtly or clearly different stances about definition of culture, pattern of cultural evolution, biases that affect cultural evolution, and relationship between culture and organism. However, the cultural evolution theories have a common problem to solve: As the evolutionary theory of life tries to explain the early steps and the origin of life, the cultural evolution theories also must explain the early steps of the cultural evolution and the role of the human capability that makes cultural evolution possible. Therefore, explanations of the human's unique traits including the cultural ability are related to determine which one is the most plausible among many cultural evolution theories. Theories that tried to explain human uniqueness commonly depict the coevolution of gene (organism) and culture. We will explicitly call the niche construction theory and the dual inheritance theory the 'gene-culture co-evolutionary theory'. In these theories, the most important concept is the 'concept of positive feedback'. In this paper, we distinguish between core positive feedback and marginal positive feedback, according to whether the trait that the concept of positive feedback explains is the trait of human uniqueness. Both types of positive feedback effectively explain the generality of human uniqueness and the diversity of human traits driven by cultural groups. However, this positive feedback requires an end, in contrast to negative feedback which can be continued in order to maintain homeostasis. We argue that the co-evolutionary process in the gene-culture co-evolutionary theories include only the positive feedback, not covering the cultural evolution after the positive feedback. This thesis strives to define the coevolution concept more comprehensively by suggesting the potential relationships between gene and culture after the positive feedback.

사냥 문화의 발달과 사냥학 (The Development of Hunting Culture and The Hunting Science)

  • 장태현;이찬용
    • Journal of Forest and Environmental Science
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    • 제13권1호
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    • pp.57-65
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    • 1997
  • 사냥 문화는 인류 문화의 발달과 그 맥을 같이하며 사냥이 인류 문화의 원동력이라고 까지 할 수 있다. 우리 나라는 80년대의 경제 발전과 더불어 사냥 수요가 점차 증가하고 있는 상황이다. 그러나 우리의 전통적인 사냥 문화를 갖지 못한 상태에서의 사냥 행위는 많은 문제점을 야기시켰으며 또한 야기시킬 것이다. 이와 같은 현실 속에서 우리는 새로운 사냥 문화의 정립이 절실히 필요하며 사냥의 의미를 보다 정확히 이해할 때 올바른 사냥 문화가 성립될 수 있을 것이다.

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