• Title/Summary/Keyword: Local culture

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Effects of Local Food Value Perception on Purchasing and Experience (로컬푸드에 대한 가치인식이 구매 및 체험에 미치는 영향)

  • Weon, Mi-Keyoung;Park, Young-Hee;Lee, Yeon-Jung
    • Journal of the Korean Society of Food Culture
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    • v.30 no.1
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    • pp.54-63
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    • 2015
  • This study was conducted to examine the effects of local food value perception on purchasing and experience in consumers. ${\chi}^2$-test, ANOVA, and linear regression analysis were conducted. The findings are summarized as follows: The most common place for buying agricultural products was 'hypermarkets' (41.7%), and the most important factor for purchasing local food was 'local government's certification products' (23.7%). The most important value recognition item for local food was 'I think that local food is a high-quality agricultural products'. (3.74 points), followed by 'I think that local food have a value of respect for customers' (3.61 points) and 'I have a faith for the local food'. (3.61 points) in that order. The main tourism experience activity was 'food experience' (49.0%), and information source of local food experience tourism was 'mass media (TV, newspapers, etc.)' (37.3%). As age increased, experience of local food also increased. The most effectual value recognition item for purchasing local food was 'I think that local food have a value of respect for customers'. The most effectual value recognition item for increasing intake experience of local food was 'I think that the local food is high-quality agricultural products'.

A Study on the Development of Souvenirs as Local Cultural Tourism Products - Focused on developing souvenir design - (지역 문화관광상품으로서의 기념품 개발 연구 - 기념품 디자인 개발 중심으로 -)

  • Hwang, Gyun-Jeong
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.73-79
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    • 2020
  • With the recent strengthening of local autonomy and the recognition of the culture and tourism industry as a driving force for the fourth industrial revolution, the importance of research on the revitalization of the local culture and tourism industry is further emphasized. Thus, in this paper, the concept and type of local culture and tourism products were summarized and the research direction was presented through this. As a research method, the internal and external factors of the culture and tourism industry in Korea were used as the SWOT analysis method. In the text, three representative sites were selected and analyzed for the development of local cultural and tourism products, and Seoul, Jeju Island, and Gyeongju all found that they lacked local cultural and tourism products. It also found another value through its role of cultural development as well as the economic aspect of the development of cultural tourism products. In order to revitalize the local culture and tourism industry, which has become more important, the government proposed measures to promote differentiated creative products, efficient marketing, and legal security in various ways. In order for this study to be better data for researchers in the culture and tourism industry and related industries, research should be conducted with detailed surveys that could not be conducted due to various restrictions in the future.

Application Method of Information Technology for Local Culture Sharing and Environmental Protection (지역문화 공유 및 환경보호를 위한 정보기술 적용 방안)

  • Kim, Ho Jin;Kim, Chang Soo;Jung, Gun Ju;Kim, Jin Soo;Kim, Tae Gyu
    • Journal of the Society of Disaster Information
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    • v.16 no.2
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    • pp.364-373
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    • 2020
  • Purpose: Each local government has a variety of cultural spaces. However, users do not know exactly about cultural information or location. Therefore, information technology application methods are needed to effectively communicate the necessary information to local residents as well as to outsiders. In this paper, we studied the voluntary production of information for the sharing of local culture, and the methods for protecting the environment of the users themselves. Method: For this, information technology such as QR code, big data analysis, and interactive homepage based on SNS was used. Result: As a result, we derived a method of community creation by users, and the personal information protection from such activities. Conclusion: This research will contribute to the development of local culture by encouraging users to understand the local culture more and to participate in autonomous environmental improvement.

Survey on Local Foods in Gyeongbuk Province - Yugyo, Silla, Ocean, Gaya Culture - (경북향토음식에 대한 실태조사 - 유교, 신라, 해양, 가야문화권을 중심으로 -)

  • Min, Young-Hee;Park, Geum-Soon
    • Korean journal of food and cookery science
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    • v.26 no.4
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    • pp.434-440
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    • 2010
  • This study was conducted among university students living in the Daegu-Gyeongbuk region to determine the perception, Preference, and improved consciousness of Gyeongbuk local foods classified by the Yugyo, Silla, Ocean, and Gaya cultures. In the Andong area, subjects demonstrated outstanding, high rates of perception of and preference for local foods. The perception of and preference for foods from the Yugyo and Silla cultures were relatively high compared to those of others. The degree of perception of Gwamegi foods was high, but the degree of preference was rather low. It is believed that establishing new counterplans is necessary to obtain higincrease preference for foods from the Ocean culture. Sigeumjang foods of the Ocean culture showed alow degree of both perception and preference. The analysis showed that there was a discrepancy between the perception of and preference for foods in the Gaya culture. To improve the relationship between awareness of and preference for foods in the same culture we determined that menu strategy, development strategy and sales strategy were important factors. The results of the survey investigating the correlation between improved awareness of and perception of foods showed menu strategy and development strategy had meaningful effects. According to the survey, the factors that influenced choices of foods local to Yugyo were classified into categores-: menu strategy, development strategy, product strategy, and sales strategy.

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

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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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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A Study on the Role of Cultural Intermediaries for the Practice of Local Culture : Focusing on Space Beam, Space Imsi, Incheon Spectacle in Incheon (지역문화의 실천을 위한 문화매개자의 역할 연구 : 인천의 스페이스빔, 임시공간, 인천스펙타클을 중심으로)

  • Lee, Jeongeun
    • 지역과문화
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    • v.7 no.2
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    • pp.1-29
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    • 2020
  • The purpose of this study is to have an opportunity to enhance the role of cultural intermediaries in the region as interest in the cultural media sector increased with the implementation of the Law for Promotion of Regional Culture. First, I discussed the need to pay attention to the local Cultural Intermediaries group as the background of the discussion, confirming that the existing research on the cultural mediation sector was focused on cultural workers in public institutions and government projects. Next, for the theoretical discussion, I reviewed the role of cultural intermediaries contributing to the production of meaning via the concept of cultural intermediaries by Pierre Bourdieu, and described that the mediation of regions and cultures began to emerge as an alternative to the existing centralized structure of cultural production in the context of Korea after the late 1990s. It was found that practices that mediate the region and culture were developed around the group of public artists and cultural activists and the intermediary group played a role in revealing various aspects of the region and dynamically constructing the local public sphere through these cultural practices. Lastly, local curator's cases (Space Beam, Space Imsi, Incheon Spectacle) were studied. The actual cases of activity were analyzed through the cultural practices by focusing on what alternative meanings had been produced in the region and how the region was represented. Each case showed the mediating activity that attempts to change the environment of life while sharing local issues with communities, projects that reconstructs the local professional art sector into a public sphere, and mediating activity that represents local daily culture and form networks through independent publications.

A Study on the Humanities of the Placeness and Local cuisine in Busan (부산의 장소성과 향토음식에 대한 인문학적 고찰)

  • Ryu, Jina
    • 지역과문화
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    • v.6 no.4
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    • pp.1-21
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    • 2019
  • This study focused at the local and historical characteristics of Busan from the perspective of local culture, along with the local characteristics of Busan. Busan's local cuisine has been reborn and continues to this day, influenced by the geographical and historical characteristics of the place. Places are not merely spatial points marked by coordinates, but are also semantics that include the human experience and emotional aspects of living in them. A place is a mix of culture, a human response to the visible environment and the environment. An understanding of a place provides a basis for understanding personal geography, culture, and history. .One of the specialties of an area with its location is the local cuisine. Local cuisines are not immutable, as they can change according to the characteristics of the area and the preferences of the residents. Busan's local cuisines reflect the geographical features of the city, and include Busan's historical experiences. First, anchovies and eel are well known for their location as ports bordering the sea. Second, Dongnae Pajeon and Sanseong Makgeolli are made using marine products and grains. Thirdly, during Japanese occupation, fish cake and sliced raw fish was enjoyed by residence in Busan. And finally, Milmyun and Pork Soup, the food made by refugees who came down to Busan and settled down during the 1·4 retreat. The local cuisine, which represents an area, goes beyond simply being eaten, enjoyed, and consumed as a commodity, and is a symbol of the geographical and historical characteristics of the area.

Applying a New Process for Local Food Menu Development in Gimpo

  • Han, Kyung-Soo;Lee, Jin;Kim, In-Hwa
    • Food Quality and Culture
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    • v.2 no.2
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    • pp.73-79
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    • 2008
  • Recently, increasing interests in local foods have been highlighted along with active efforts and activities from autonomy organizations to develop local cultures and promote local economies by generating value added products and profits through the development of local foods. Subsequently, useful effects might result by making local foods attractive to tourists, such as by using indigenous Gimpo products to make menu items that incorporate the social, economic, and cultural aspects of the Gimpo area, and contributing to its food culture, the development and use of its indigenous products, and promoting local restaurant businesses, etc. The items of the survey used to select the local food menu items to be developed were limited to ideas offered by expert groups, and were implemented by a new menu development process. In order to derive the menu items to develop, the following method was applied: a brainstorming session with experts to generate and draft ideas, a questionnaire to chefs and cooks in special grade hotels is Seoul to select the menu items to develop from those drafted, and sensory evaluations by experts to evaluate the developed items. Frequency analysis and technical statistical analysis were performed using the SPSS 12.0 program package, where 13 kinds of local foods were ultimately developed using indigenous products of Gimpo. The developed local food menu items were rice & grape sujaebi, grape sikhae, fried rice embryo bud, grape yanggaeng, rice pancakes, rice spaghetti, grape seed oil dressing, grape sauce, rice pizza, grape pie, rice & grape ice cream, grape chocolate, and rice roll cakes.

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A Study on the Perception of MZ Generation Consumers on HMR using Local Food (로컬푸드를 이용한 간편식에 관한 MZ세대 소비자의 인식 연구)

  • Jong-Youn Rha;Yunsun Chun;Jihye Kim
    • Journal of the Korean Society of Food Culture
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    • v.38 no.3
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    • pp.143-153
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    • 2023
  • This study examined the MZ Generation Consumers' perception and needs of HMR (Home Meal Replacement) using local food. The paper provides basic data for deriving a plan to promote local food consumption and reports the implications for various development and distribution strategies regarding HMR using local food. In this study, a quantitative survey was conducted targeting 600 consumers to examine the general consumption status of HMR using local food by MZ consumers. In addition, a qualitative survey was conducted targeting 21 people to derive the specific perceptions and unmet needs of MZ consumers. These results showed that MZ consumers require healthy and fresh HMR but have low awareness of HMR using local food. Therefore, it is necessary to deliver sufficient information and promote it. In particular, MZ consumers have high expectations for 'healthy and safe' food when purchasing HMR using local food, which plays an important role in purchasing decisions. They also valued 'convenience', which means 'simple cooking', 'subdivision packaging', and 'accessibility of purchasing channels', as important when purchasing HMR using local food. Lastly, MZ consumers positively evaluated the values of 'healthy eating' and 'revitalization of the local economy' through local food.

Development on Native Local Food Contents through Literature (문학 작품을 통한 향토 음식 콘텐츠 개발 - 충무공 '현충(顯忠) 밥상', 추사 김정희 '추사(秋史) 밥상')

  • Kim, Mi-Hye;Chung, Hae-Kyung
    • Journal of the East Asian Society of Dietary Life
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    • v.20 no.5
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    • pp.639-654
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    • 2010
  • This study attempted to research the local food of various regions at a personal level by discovering how food has developed das part of a region's culture base. Discovery of the characteristic story behind the making of a region's characteristic food as local delicacies can inspire self-esteem in the culture, and enhance the real-life image as appropriate to a region, and thereby be made a part of local tourism and thus contributing to the local economy. For this reason, the native foods of the region of Chungcheongnam-do were researched in terms of the cultural sensibilities that inform the unique history of that region. The study was designed so as to aid in understanding food's characteristic value in Chungcheongnam-do and to give a historical representation of Chungcheongnam-do's image by means of storytelling techniques; thus, the local food's character can be presented alongside a story that appeals to the five senses. For this purpose, Chungcheongnam-do's representative native rice table was cast as the 'Hyunchoong rice meal table' - after the figure of admiral Yi Sun Shin of Asan area region, a representative image of Chungcheongnam-do - and 'Choosa rice meal table', after the figure of 'Choosa' Kim Jeong Hee of Yesan region, of which various literary works form a representative image of Chungcheongnam-do. 'Hyunchoong rice meal table' was composed of a health food centered menu which could supply sufficient nutrition as a food ration in times of war or winter shortage, thus providing an image of nutrition and power as appropriate to these situations. Also, to assess the health effectiveness of each rice table, the functionality of the ingredients were investigated as reported in 'Sik-ryo-chan-yo : a dietary treatment' which was published by Soon-Ui Cheon in the Chosun era and by which the foods of the early Chosun era won recognition as being both healthy profitable.