• 제목/요약/키워드: Culture and Contents

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Analysis of Sino-American Culture in Disney Animation Mulan

  • ZHEN, ZHAO
    • International Journal of Contents
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    • 제17권1호
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    • pp.11-17
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    • 2021
  • This article takes Disney animation as the research object to analyze the Chinese and American culture in the animation. The first part introduces the background of the animation. The theme of the animation comes from the long-standing narrative folk song Mulan Ci during the Southern and Northern Dynasties of China, and it introduces the parallel montage of animation narrative. The second part narrates the Chinese cultural elements in Mulan, and expounds on Disney's use and blending of Chinese cultural elements from three aspects of ink painting effect, national costumes and Confucianism. From the perspective of Western culture, the third part analyzes how to integrate Western thought and characteristics, and contrast with Chinese culture in Mulan from three aspects: Mushu, character and hierarchy.

경찰공무원의 조직문화인식과 조직몰입이 사회적 태만에 미치는 영향 (The Effects of Police Organizational Culture & Organizational Commitment on Social Loafing)

  • 주재진
    • 한국콘텐츠학회논문지
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    • 제16권1호
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    • pp.438-444
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    • 2016
  • 집단과 조직에서 수행되는 업무가 필수적인 경찰활동의 특성 상 경찰공무원의 사회적 태만 정도를 줄이고 조직에 몰입하는 방안을 모색하는 것은 대단히 중요한 일이다. 이 연구는 지금가지 사회적 태만에 영향을 미치는 요인에 관한 연구들이 진행되어왔으나, 개인적 요인과 문화적 요인을 종합적으로 고려한 통합적인 연구들은 상대적으로 부족한 상황에 대한 인식에서 출발했다. 이 연구에서는 경찰공무원을 대상으로, 조직문화 인식과 조직몰입이 사회적 태만에 미치는 영향력을 살펴보았다. 조직문화인식의 하위 요인으로 '합리문화', '발전문화' '위계문화' '집단문화'의 4개 변수를, 조직몰입의 문화의 하위변수로는 '감정몰입', '지속몰입', '규범몰입'의 3개 변수를 선정하였고, 종속변수로는 사회적 태만을 선정하였다. 실증분석 결과, 조직문화인식 중 집단문화는 사회적 태만에 정(+)적인 영향을 미치고, 합리문화는 사회적 태만에 부(-)적인 영향을 미치는 것으로 나타났다. 그리고 조직몰입의 하위변수 중 감정몰입과 지속몰입은 부(-)적인 영향을, 규범몰입은 정(+)적인 영향을 미치는 것으로 나타났다.

여성 결혼이민자 대상 초급한국어교재의 생활문화 내용분석 (Content Analysis of the Life and Culture of the Primary Korean Textbook for Female Marriage Immigrants)

  • 최배영
    • 가정과삶의질연구
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    • 제27권1호
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    • pp.107-125
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    • 2009
  • This paper analyzes the life and culture contents of the primary Korean textbook for female marriage immigrants and investigates ways to improve the textbook organization in future. The study results are as follows: 1. The textbook must reflect the demands of female marriage immigrants as learners that need to adapt to Korean society. 2. The textbook needs to adopt a circulating disposition in organizing such life and culture contents that female marriage immigrants can obtain and utilize while living in diverse life environments 3. The textbook should also provide multi-cultural elements in order to help female marriage immigrants with the internalization of the complex identity between their home countries and Korea.

Research of Guochao Style in Chinese Virtual Idol Design

  • Lyu Yin;Lee Yong-ki;Wang Kaixing
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.85-97
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    • 2024
  • In recent years, the Guochao style of virtual idols has proliferated, and the virtual idol market in China has witnessed gradual growth. As Guochao combines traditional Chinese culture with modern aesthetics, it shapes a distinctive visual identity for Chinese virtual idols. We address the current research gap by exploring the characteristics of Guochao style in virtual idol design through literature analysis, semiotics, and comparative studies. We examine how Guochao virtual idols represent the convergence of Chinese culture and modern technology, reflecting cultural characteristics of the era. Through our analysis of virtual idol design, we identify key design features of Guochao virtual idols, bridging a theoretical void in this area. We propose recommendations to foster a more dynamic and culturally enriched virtual idol industry in China. Our research provides new insights into integrating Guochao elements into virtual idol design as an approach to differentiate amid competition while promoting traditional Chinese culture through digital media. We demonstrate how this design approach enhances the uniqueness and cultural value of Chinese virtual idols, contributing to the field's theoretical foundation and practical applications.

국내 게임 문화콘텐츠산업의 권역별 산업역량에 대한 종단적 분석 (Longitudinal Analysis of Regional LQ Index Industry Competitiveness of Game Culture Contents Industry)

  • 김연정
    • 한국IT서비스학회지
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    • 제13권4호
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    • pp.79-91
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    • 2014
  • The purpose of this study is to analyze the status and the competitiveness improvement of game contents industry comparing to relative LQ index of the no. of character company, the no. of employee and the amount of revenue of 2011, 2012, and 2013 between including Metro area and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region. The results of this research are as follows. In case including metro regional analysis, no. of employee suggested Metro and Chungchung have high competitiveness in during the 3 years. And in case of no. of game company suggested honam, dongnam and jeju area have high competitiveness between 2012 and 2013. The amount of revenue of game industry indicated the only Metro area have over LQ 1.0 which relative higher competitiveness than the other culture contents industry. But in case of except of Metro, no. of game company indicated honam, jeju have relative high competitiveness over LQ 1.0 and the no. of employee indicated kangwon, chungchung, honam and jeju showed relative competitiveness during 3 years. The amount of revenue of game industry indicated kangwon, chungchung and honam suggested high competitiveness. Honam area have strong competitiveness among three category by regional longitudinal analysis. Kangwon and jeju area suggested 2nd strong regional competitiveness. The main competitiveness of game industry were well established among national industry cluster.

해외 현지신문의 한·중·일 문화콘텐츠 관련 기사의 내용분석 연구 -말레이시아, 싱가폴, 몽골, 우즈베키스탄, 스페인을 중심으로- (Content Analysis of the Articles of the Overseas Local Newspapers on the Culture Contents of Korea, China, and Japan -Focusing on Malaysia, Singapore, Mongolia, Uzbekistan, and Spain-)

  • 안춘순
    • 한국의류학회지
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    • 제40권6호
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    • pp.1100-1115
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    • 2016
  • This research investigated the relative influence of culture contents from Korea, China, and Japan published in the internet version of local newspapers for Malaysia, Mongolia, Uzbekistan, and Spain (from January 2010 to December 2014) and from Singapore (January 2012 to December 2014) using content analysis focused on the frequency distribution of newspaper content. 'Food' showed the highest appearance frequency of the 11 culture contents investigated in the study. Among the articles related to Korea, 'Pop Music' showed the highest frequency for Malaysia, Uzbekistan, and Spain and 'Star' showed the highest frequency for Singapore and Mongolia. Among the Hallyu related contents, 'Pop Music' showed the highest frequency followed by 'Star', 'Movie', and 'Drama'. Articles related to Korea showed a significantly higher frequency than articles related to China and Japan in 'Pop Music' and 'Star' categories. Spain showed articles related to Korea only in the 'Pop Music' category.

중국 MMORPG 그래픽 콘텐츠에 관한 연구 (Study on the game graphic contents of the China's MMORPG)

  • 녕서가;경병표;유석호;이완복
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2010년도 춘계 종합학술대회 논문집
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    • pp.37-39
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    • 2010
  • China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.

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사회복지생활시설(社會福祉生活施設) 조직문화(組織文化)에 따른 사회복지사(社會福祉士)의 역량강화(力量强化) - 대구.경북지역(大邱.慶北地域) 사회복지생활시설(社會福祉生活施設)을 중심(中心)으로 - (Empowerment of Social Workers according to Organizational Culture Types of Social Welfare Facilities - In Focus of Social Welfare Facilities in Daegu and Kyeongsangbuk -)

  • 박중호;김인수;변상해
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.301-309
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    • 2008
  • 본 연구는 사회복지생활시설에서 사회복지사가 인지한 사회복지생활시설의 집단문화, 개발문화, 위계문화, 합리문화 등 조직문화의 유형에 따라 사회복지사의 개인 업무지향, 업무관계성, 보상제도 등 역량강화에 유의한 차이를 발견할 수 있는지 분석하였다. 실증연구의 조사대상은 대구 경북지역의 사회복지생활시설에서 근무하는 사회복지사이며 연구조사방법은 설문조사를 사용하였다. 사회복지사가 인지하는 문화유형은 Kimberly and Quinn(1984)의 분류에 따라 집단문화, 개발문화, 위계문화, 합리문화로 구분하였으며, 이에 영향을 받는 역량강화변수는 개인 업무지향, 업무관계성, 보상제도 등으로 분류하였다. 본 연구에서는 조직 문화의 유형에 따라 개인 업무지향, 업무관계성, 보상제도 등에 유의적인 차이가 있음을 발견하였다.

연예매니지먼트 산업의 스타콘텐츠 분석 (A Study on Star-Contents to Entertainment Management Industry)

  • 오상백;김상헌
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2011년도 춘계 종합학술대회 논문집
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    • pp.407-408
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    • 2011
  • 문화산업 내 연예매니지먼트 산업은 콘텐츠의 활용 가능성이 매우 높은 고부가가치 산업으로 대중문화 및 미디어의 시대가 도래 하면서 나타난 주요한 현상 중 하나로 스타를 들 수 있다. 스타는 대중 매체에 반복적으로 등장하면서 수많은 수용자가 미디어를 소비하며 발생한 21세기의 중심적인 문화현상으로 문화 상품으로의 스타, 스타와 팬덤의 소통현상, 이러한 현상은 연예매니지먼트사의 스타의 콘텐츠화로 이어지고 있으며 다양한 마케팅으로 이익을 창출하고 있다. 하지만 이러한 마케팅이 아직까지 급변하는 기술 및 미디어의 발전에 발맞추어 나가지 못하고 있는 실정으로 앞으로의 스타콘텐츠 마케팅은 어떤 정보전달 매개체보다 강력한 수단인 휴대전화, 즉 스마트폰의 떠오르는 고부가가치 산업인 애플리케이션을 활용하여야 할 것이다. 이러한 측면에서 애플리케이션을 활용한 마케팅이 미치는 영향을 사례로 연예매니지먼트 산업의 스타콘텐츠 마케팅의 방향이 애플리케이션을 활용한다면 더욱 효과를 이룰 것이다.

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Saccharomyces uvarum의 배양시기에 따른 여러가지 인산화합물의 함량에 미치는 IAA의 효과 (Effect of indole acetic acid on the contents of various phosphate compounds in the growth phase of saccharomyces uvarum)

  • 이종삼;조선희
    • 미생물학회지
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    • 제19권2호
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    • pp.52-62
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    • 1981
  • In order to interpret the effect of IAA on the phosphate metabolism and biosynthesis of organic compounds, Saccharomyces uvarum were cultured in the media treated with various concnetration of IAA $(10^{-3}M,\;10^{-5}M,\;10^{-7}M)$. Sampling at the beginning and intervals of culture, yeast cells fractionated were traced the contents of inorganic phosphate and organic compounds of various fractions. 1. Growth of Saccharomyces uvarum were enhanced by IAA $(10^{-3}M,\;10^{-5}M)$ and phosphate contents in DNA and RNA fractions treated with IAA were accelerated 2.3 times and 2 times in comparison with those of control. 2. Amounts of poly-P"A" and poly-p"B" were increased but poly-P"C" decreased during the culture. Therefore, it is considered that poly-P"C" play on most important role as a phosphate pool. 3. It is suggested that because phosphate contents in DNA, protein and lipid fractions increased, inorganic phosphates required phosphates required RNA were transferred from phosphates in cytoplasm, because these increased slowly during the culture. 4. Alkali-labile protein were accelerated by IAA and alkali stable protein only were inhibiction were enhanced by IAA while, ethanol : ether soluble fraction was induced by $10^{-7}M$ IAA in comparison with those control.X> IAA in comparison with those control.

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