• Title/Summary/Keyword: Digital Leisure Culture

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The Contribution Strategy of Public Library to Local Cultural Development in Korea (공공도서관의 지역문화발전 기여전략 연구)

  • Yoon, Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.1-20
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    • 2015
  • The goal of this study is to propose the contribution strategies of public library as cultural infrastructure to local cultural development in Korea. For this goal, researcher evaluated how public libraries contribute to the local cultural development in terms of interdependence of public library and local culture. Then, the researcher divided into the local culture to knowledge culture, reading culture, learning culture, living culture, and leisure culture, and suggested six contribution strategies(improving core competencies including the collection development and user service, strengthening education and support for digital information literacy, reading promotion and base expansion for everyday life, optimization of lifelong learning & culture program services, increasing openness and friendliness of the facilities and space, expansion of cooperation with relevant agencies) of public library for their development and promotion.

A Study on Effects of Performance Stage through Direction - With a focus on stage musicals performed in Korea - (연출을 통해 나타나는 공연무대의 효과에 관한 연구 - 국내 공연된 뮤지컬 무대 중심으로 -)

  • Han, A-Rim;Hong, Il-Tae
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.328-335
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    • 2012
  • Due to development of digital technology, a concept of stage design management is being changed. In addition, stage management technique is changing a viewpoint of the audience watching a stage through the convergence of analogue and digital technology. Three-dimensional media such as LED and hologram and works combining with previous stage performances are rising, and the audience's requirements about spectacles on the stage are increasingly higher. Interaction between a stage, audiences and actors is a communication tool by a work story and its direction. In other words, stage design should newly focus on not only concluded work story but also comprehensive delivery of direction and the expression and extreme delivery. Therefore, this study aims to examine how to combine analogue and digital direction elements in the stage design. To this end, this study looks into everything the audience feels through performances and analogue and digital elements directed for performances and then analyzes and arranges them to present a possibility of various types of work performances. Stage structure, set, and lighting that are analogue direction elements are the basis of stage performance. Analogue direction elements mean a media vehicle that can differentiate except for basic direction of each work. This study aims to analyze new performance culture when analog and digital direction elements are combined through stage performance and a possibility of new stage performance. In addition, through this it desired to seek for a development possibility of Korean leisure culture and art culture. As the work cases, this study shows 10 works through actual stage performances held in Korea and introduces elements directed in those works.

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Exploring Changes in Digital Keywords on Online Bookstores and Instagram: A Comparative Analysis of Before and After COVID-19 (인터넷 서점과 인스타그램에 나타난 디지털 키워드 변화 탐색 - 코로나19 발생 전후 비교 분석 -)

  • Suyeon Je;Siwon Kim;Rani Eom
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.715-724
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    • 2023
  • This study analyzed the shifts that occurred before and after the outbreak of COVID-19 by scrutinizing digital keywords derived from prominent culture media, such as books and instagram. The analysis identified trends rooted in digital terminology. For this study, the period 2017 to 2022 was divided into three-year segments, before and after the outbreak of COVID-19. Subsequently, an analysis was conducted using digital keywords to assess the number of digital-related books and book hashtags, the number of instagram mentions, and relevant keywords. We found that COVID-19 exerted a discernible influence on information related to digital keywords, substantially impacting both the book publishing market and instagram. Notably, digital-related books have been published in a variety of fields since the outbreak, and new fields are emerging. The year 2020 saw the most significant growth in the mentions of digital terms on instagram. Such terms were used in conjunction with terminology related to people working in a digital environment, endeavors aimed at revenue generation in online spaces, leisure activities associated with art and culture, and online service platforms. Through the analysis of digital keywords, this study is expected to contribute to the understanding of digital trends and their future trajectories.

A Study on UI of Space Culture Hand Carry Guide Contents (휴대용 공간문화 안내 콘텐츠 UI에 관한 연구)

  • Lee, Seongryeong;Choi, Seung-soo;Kim, Jinwook;Goh, Ildu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.796-799
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    • 2008
  • The hand carry digital media appliances is going to use widely, because the machines became to be small size and light weight for easy carry. Also the demand of various contents was increased for small personal media player:PMP. Now a day PMP was used as a private leisure instruments and will be used as active digital tools like a space culture guiding tools. In this research we will study on the development of user interface for space culture guide contents. Especially we proposed checking tools to be used in test and development phase of UI design for small display appliances.

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The influential Factors of excessive daytime sleepiness for public Service Workers at Subway Stations (지하철 역무직 근로자의 주간수면과다증 영향 요인)

  • Choi, Suk-Kyong;Jung, Eun-Sook
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.225-233
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    • 2015
  • This study was conducted in an attempt to determine the factors that cause excessive daytime sleepiness among 927 subway station employees located in Seoul. Data were collected with a structured questionnaire through the web site and were analyzed using SPSS 20.0 statistical software. Results showed that marital status made a statistically significant difference in general characteristics, and hobby/leisure activities made a statistically significant difference in health-related characteristics. Workplace and satisfaction with the organization made a significant difference in job-related characteristics, and physical environment, job demand, job autonomy, relationship conflicts, organizational system, inappropriate compensation, and organizational culture made a statistically significant difference in job stress factors. Factors that affect excessive daytime sleepiness were hobby and leisure activities, satisfaction with the organization, physical environment, job demand, job autonomy, organizational system and organizational culture, showing a 20.5% explanatory power. This study proposes the operation of programs that can improve the physical environment, change the organizational system and increase satisfaction with the organizational culture among station employees in order that they can enjoy their hobby/leisure life and relieve job stress so that they can avoid excessive daytime sleepiness.

A study on the perception of the metaverse and luxury fashion brands

  • Hosun Lim
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.125-147
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    • 2024
  • This study aims to analyze consumer perceptions of the metaverse platform and luxury fashion brands in relation to consumer lifestyles, thereby providing foundational data for future marketing strategies of fashion brands using the metaverse. A survey on the lifestyle and perceptions of the metaverse, as well as on luxury fashion brands, was conducted among 300 men and women between their 20s and 40s. Statistical analyses included frequency analysis, cross-tabulation, chi-square (χ2) analysis, factor analysis, cluster analysis, one-way ANOVA, and Duncan's post-hoc test. Factor analysis of the participants' lifestyles revealed five distinct types: "Indifferent," "Social, individual, and leisure-oriented," "Trend-leading and brand-oriented," "Appearance and fashion-oriented," and "Self-improvement-focused and individualistic" types. The analysis of luxury fashion brand perceptions based on lifestyle types showed that the "Trend-leading and brand-oriented" type had higher awareness and preference for brands such as Gucci, Burberry, and Balenciaga, while the "Indifferent" type showed lower levels of awareness and preference. Regarding brand perception related to luxury fashion brand content experiences within the metaverse, Gucci, Burberry, and Balenciaga showed consistent results across all types. Specifically individuals classified under the "Trend-leading and brand-oriented" category exhibited higher awareness and preference for these brands within metaverse experiences, while those categorized as "Indifferent" displayed comparatively lower levels. Therefore, digital marketing strategies targeting consumers under the "Trend-leading and brand-oriented" category are expected to be highly effective for luxury fashion brands. This study is poised to contribute to the expansion of the marketing landscape within the metaverse virtual world for fashion.

A Study on Institutional Effects of Social Capital in Old People's Welfare Policy (노인복지정책에 있어 사회자본의 영향에 관한 제도 개선 연구)

  • Kim, Yong-Chul
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.55-62
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    • 2018
  • this paper examined how old people manage their life under low income and governmental subsides around the world. Especially recently old people are more increasing than before nowadays in most of the contries. So we have confronted to the old people's low quality of their life without any added retire pension and regular incomes, governmental subsidies. Here, this paper analyzed how the old people consume their leisure time which they have so many time everyday. Their leisure and culture consuming quality was very low. now especially income substitution ratio to pension institution is very low in Korea. Moreover, inequality of income is very high between social classes in Korea which the problem should be amended in the near future. and social capital should be enhanced for old people to take a good living environmenst.

A Study on Intertextuality with Other Domains in the 21C Contemporary Fashion - Focused on Animation, Music, Performing Arts and Technology - (21세기 현대 패션에 나타난 타영역과의 상호텍스트성에 관한 연구 - 애니메이션, 음악, 무대예술, 테크놀로지를 중심으로 -)

  • 김혜정
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.105-119
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    • 2004
  • Cultural hybridization and global cross-fertilization, begun since the 1990s, mean the hybrid mixture of the low-class popular arts and the high-class fine arts and have found expression in intertextuality by means of the thinking system of de-constructuralist post-modernism. This study was intended to investigate the artistic intertextuality between fashion and art frontiere, especially between such fields as 'animation', 'music', and 'performing arts' and 'fashion', which shows the greatest characteristic of the phenomenon that the non-mainstream culture flows into the mainstream culture. It also aimed to investigate the intertextuality between 'technology' and 'fashion' as the delivery room of the youth culture and copycat culture due to the benefit of technologies since the 20th-century digital revolution. Animation as the neo-pop art with the popular code coming to the forefront in the 21th century integrated high-class fashion and low-class fashion into one through the combination of fashion and humor, and the musical element referring to the social difference of the cultural field and the social strata is becoming the 21th-century fashion icon through its fusion with the pictorial tendency along with the leisure-time life of the non-mainstream strata. In terms of intertextuality in performing arts, fashion style performs an important role in the presentation of performing arts and since the de-construction of the fin-de-ciecle form and its fusion with media have taken place, fashion works become and element of the origin that has an influence on a series of film, dance, dramatic elements and the like. The paradigm of technology made it socially and culturally possible to achieve the architecture of clothing system necessary for fashionable technical clothing by allowing the possibility of imitation, the function of technology to form popular culture. The intertextual tendency in the 21th-century fashion began from the de-constructive phenomenon of existing norms and now takes the multicultural character of surpassing a certain domain or concept. And it positions itself as the total art of spearheading the low-class culture and the non-mainstream culture as the hybrid domain of mainstream and non-mainstream cultures or high-class and low-class cultures.

The Effect of 360-degree VR Tourism Contents Motivations, Flow, Continuance Usage Intention on Visit Intention - For Chinese Student in Korea (360° VR 관광 콘텐츠의 이용동기, 플로우, 지속사용의도가 방문의도에 미치는 영향 - 한국 체류 중국인 유학생 대상으로)

  • Seok, Hwayoon;Lu, Chen;Nam, Yoonjae
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.389-398
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    • 2022
  • Recently, tourism and leisure related VR contents have gained attention of potential tourists. Therefore, this study aimed to analyze investigate the effects of 360-degree VR tourism contents motivations, flow, continuance usage intention on visit intention for Chinese student in Korea. This study found that hedonic benefit and personal benefit exerted a positive influence on visit intention of contents users. However, vividness and usability did not influence on visit intention. Moreover, flow exerted a significant influence on visit intention but continuance usage intention did not influence on visit intention. The study is significant in shedding light on whether the motivations, flow, continuance usage intention of 360-degree VR tourism contents influences visit intention. It is suggested that the consumption of 360-degree VR tourism contents can be a useful marketing tool for strength of intention to visit.

Application of Information Technologies for Lifelong Learning

  • Poplavskyi, Mykhailo;Bondar, Ihor
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.304-311
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    • 2021
  • The relevance of the research involves outlining the need for modern professionals to acquire new competencies. In the conditions of rapid civilizational progress, in order to meet the requirements of the labor market in the knowledge society, there is a readiness for continuous training as an indicator of professional success. The purpose of the research is to identify the impact of various forms of application of information technologies for lifelong learning in order to provide the continuous self-development of each person without cultural or age restrictions and on the basis of rapid digital progress. A high level (96%) of need of the adult population in continuing education with the use of digital technologies has been established. The most effective ways to implement the concept of "lifelong learning" have been identified (educational camps, lifelong learning, mass open online courses, Makerspace activities, portfolio use, use of emoji, casual game, scientific research with iVR game, implementation of digital games, work in scientific cafes). 2 basic objectives of continuing professional education for adults have been outlined (continuous improvement of qualifications and obtaining new qualifications). The features of ICT application in adult education have been investigated by using the following methods, namely: flexibility in terms of easy access to ideas, solving various problems, orientation approach, functional learning, group or individual learning, integration of leisure, personal and professional activities, gamification. The advantages of application of information technologies for continuous education (economic, time, and adaptive) have been revealed. The concept of continuous adult learning in the context of digitalization has been concluded. The research provides a description of the structural principles of the concept of additional education; a system of information requests of the applicant, as well as basic technologies for lifelong learning. The research indicates the lack of comprehensive research in the relevant field. The practical significance of the research results lies in the possibility of using the obtained results for a wider acquaintance of the adult population with the importance of the application of lifelong learning for professional activities and the introduction of methods for its implementation in the educational policy of the state.