The purpose of this study is to examine the effect of Korean dramas selection factors for Chinese audiences on the national image of South Korea. The results of this study were as follows: First, selection factors of Korean dramas for Chinese audiences were categorized 'subject and content', 'direction and background music', and 'style of actor or actress'. Among these factors, this study was found that a factor of drama's 'subject and content' had an effect on the selection of Korean dramas for Chinese audiences. Second, 'touristic factor', 'cultural factor', and 'stylistic factor' were examined as a national image factor of South Korea for Chinese audiences. The Chinese audiences surveyed responded positively on 'cultural factor'. The images delivered through the Korean TV dramas have very much influenced the Chinese audiences to view contemporary Korean society as a country of modern and urban elegance. Furthermore, the audiences cognized South Korea is a friendly nation as South Korea and China has a similar cultural background like the Confucian culture. Third, the study found selection factors of Korean dramas for Chinese audiences had positive effects on the national image of South Korean. These positive influences were found on 'touristic factor', 'cultural factor', and 'stylistic factor' From these results, Chinese audiences watch Korean dramas focused on 'subject and content', 'direction and background music', and 'style of actor or actress'. Watching Korean dramas help to create the friendly national image of South Korea. The study shows a possibility to increase an interest and preference on the Korean pop culture.
Park, Sanghyun;Kim, Soo-Jeong;Kim, Boram;Yoon, Hyunjoo;Hong, Jeong Mi;Ahn, Yong Seon;Kim, Jong Soo;Han, Sang Bae;Yoon, Yohan;Joo, Nami
Journal of the Korean Society of Food Culture
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v.28
no.1
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pp.89-98
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2013
The purpose of this study was to develop measures for establishing and enforcing legal nutrition labeling for Takju based on results from consumer awareness surveys, statistical model development, and evaluation of nutrients. The statistical model developed with consumer survey results showed that consumers would like to know the nutrients they intake from drinking Takju, as their awareness about Takju was low. Specifically, consumers would like to see information regarding alcohol content, calories, carbohydrates, and saccharides on the label. Structural equations from the research model showed that consumers who had some knowledge of Takju also had positive thoughts of the nutrition fact labels for Takju. Evaluation of nutrients in Takju showed that the starch sources and other ingredients used in Takju fermentation did not influence nutrient facts, and nutrient concentrations also varied among the different Takju. In addition, this research suggests methods for consumers to make reasonable selections and to inform them of the nutrition fact labeling for Takju. Benners and pop-up were manufactured to promote voluntary participation of companies and to provide nutrition facts from Takju. Eventually, a measure was suggested to establish and enforce nutrition labeling, using results from consumer and nutrient surveys of Takju.
The purpose of this study is to analyse the characteristics of the 1920s and 1930s to analyze the emotions of laughter in the popular culture, This period, such as the style of comic books, tools, and textures, has been influenced by the influence of the eodi, and it is in its way to establish the aesthetic aesthetics of the colonial Joseon Dynasty. In the pop culture of the 1920-30s, laughter was a new feeling in the gloomy atmosphere of colonial rule. It was the comic media that showed the sensation to the public, owned it, and injured it. Also, the comic book was an important period in which comic books were produced to produce quantitative and qualitative growth. The study explored how the comics interacted with other media in the 1920s and 30s. And the study analyzed what was selected in there. This can quickly explain how the comics gained, or how they obtained them. This shows how the comics gained, in a way, how they obtained laughter.
This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.
This paper is an attempt to examine historical drama which change rapidly in the manner of seeing history. Historical records are treated differently unlike in the field of modern history. Now the distinction between historical facts and fictions becomes no longer important. This change is affected by micro history, new cultural history, or post-modern history. History and narrative become interactive each other. In this respect they are no more historical drama. by Han Areum (director Suh Jae-hyung) represents this new trends. Of course, it doesn't suddenly pop up in 2005. It began in by Lee Yoon-Taek, was reinforced in by Kim Tae-Woong, and bloomed in . I intended to search important features of by following three. First is the interest about unimportant persons such as a maid of honor, an eunuch. In , they are the main characters. The author described much about those trivial people revealing the truth in different way of the existence. Second is the way of calling a past. In this piece, the past is not continuous. The past always appears at the stage by the present in the form of split which is imagination, recollection, revival. Third is a mixing genre. Comics, melodrama, and thrillers are all together in . This is a similar phenomenon to historical novel and movie of new trend. Strictly speaking, this piece isn't a history thriller. The accident of lost prince doesn't be treated importantly and the result isn't clear either. In this piece, detective genre is used for a symbol showing that writer pursuits the history, not the event. This represents well the characters of new historical drama because how historical facts are carefully recreated and constructed are important. It's enough to show the possibility to mix genre through comics and melodrama.
The purpose of the present study was to investigate the effects of in-vehicle noise types and levels of intensity on drivers' driving speed estimation. Noise generated from the vehicle engine and musical sound sampled from the Korean pop were employed as the types of in-vehicle noise and their levels of intensity were systematically manipulated. In experiment 1 where the effect of the engine noise levels on speed estimation was observed, drivers showed the tendencies of driving faster than the targets speeds under lower noise intensity condition whereas driving slower under higher noise intensity condition. In experiment 2 where both musical sample and the engine noise were provided, drivers' subjective speed estimation was affected by the engine noise as revealed experiment 1, but not by musical sample. When the data from the both experiments were combined and analyzed, an interacting effect of engine noise levels and music sample levels was found: if the intensity of music sample was enough to overwhelm the engine noise, the drivers drove faster than lower engine noise level condition in the experiment 1. This result indicates that although the music sample is not the direct auditory cue of speed estimation as observed in the experiment 2, intense level of music sample can affect drivers' speed estimation when it is coupled with the lower engine noise level.
This is a study on 'Objet' in animation culture art education. Research on the use of Objet in modern art is actively under way. From Cubism to Dadaism, Surrealism, Futurism and Pop art, it is no exaggeration to say that the Objet is stepping with modern art. In addition, Objet has a remarkable value in the field of visual arts expressing 'motion' such as kinetic art, video art, media art, and animation. However, there are not many cases of classifying and studying the types of Objets used in artworks. Therefore, this researcher has been influenced by the surrealism discourse and prepared six types of Objets type analysis framework. And the research focused on 'the aesthetic emotion and educational aspect of creativity improvement' of Objet animation was conducted. The type analysis framework is named as a drawing Objet, Objet of existence, a morphine Objet, epidermis Objet, assigned Objet and assemblage Objet and this type is presented and analyzed with case image. The data used in this study was focused on the outcome of Objet animation that were trained for non-experts in culture and arts education. This aesthetic emotion refers to Freud's desire for life (Eros) as Attraction, and desire for death (Thanatos) as Uncanny (fearful unfamiliarity) and explains the conflicting concept with the Animism, the indigenous religion. Next, educational aspects of Objet animation creativity improvement in relation to the term 'functional fixedness' was discussed as described by Gestalt psychologist Karl Duncker (1903-1940). Overcoming the functional fixedness is a phenomenon that is fixed only to the functional aspects of things and can't be changed. In this study, the educational aspect of creativity improvement was demonstrated as a case of overcoming the functional fixedness through 'Objet Animation' culture and art education. Ultimately, this study is to prove the aesthetic emotion and creativity of the Objet animation by analyzing Objet types. Furthermore, it is meaningful to suggest direction when using 'Objet Animation' in culture and arts education.
South Korea had a hard time creating its own image of a nation that formed its identity due to 6.25, Japanese-style rule, division of South and North Korea, and military dictatorship. Recently, Korea has been searching and spreading its identity by creating a Korean wave such as various events and K-POPs. However, since there are still no images and cultural products representing Korea's identity, it is necessary to develop design contents related to native culture and professional cultural product design. Design powers such as France and Japan focus on design projects that can add value to their national design policy projects. Traditional Korean contents also need to be specialized and continuous in image design and research. In this study, five lucky-SubokGangnYeon(long life, happiness and peace), a representative of Korean culture, studied with the most interest in the old and the modern, namely, "Living healthy long." Through the development of cultural product design and the use of design content, I would look forward to presenting the diversity and direction in producing Korea's own design products and images that fit the trend of modern 'age of 100.' Based on images based on special exhibitions related to longevity of the National Folk Museum of Korea, the museum discovers key used features and meanings, studies patterns and patterns, and analyzes design cases applied to modern cultural product design. We also want to look at the direction available through design content, which is a symbol of llong life happiness and peace. First, cultural products have limitations that lack the development of design products, lack of public relations and sales outlets, and lack of awareness of traditional culture, which should precede policy support and awareness reform at the national level. Second, we need to streamline prices that meet the needs of the market. Third, cultural product design and contents related to tradition can be settled and disseminated more easily when traditional design is utilized and distributed mainly on practical stationery and household goods. Fourth, it is necessary to develop contents of various Korean images based on research on Korean cultural history and aesthetic consciousness. Research on the Korean culture of designers should be conducted, not just in the form of figurative images. Fifth, traditional manufacturing methods and materials should be respected by modern times, but modern production products should be developed with economy and durability.
Journal of The Korean Association For Science Education
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v.34
no.8
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pp.731-744
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2014
Extracting students' own culture and resources as main sources in science class, we begin a research to explore teaching and learning settings that are more responsive to adolescents. This study has been designed to explore the funds of knowledge that students bring into middle school science class. It also focused on the features of teaching and learning settings that stimulated the autonomous inflow of students' funds of knowledge as resources of science learning. Data from participant observations and in-depth interviews with 7th grade students were qualitatively analyzed based on grounded theory. We found that students' funds of knowledge were formed from their family life, neighbor communities, peer group, and pop culture. The funds of knowledge based on peer culture emerged as the most salient factor of students' enhanced participation and utterance. Common features of classes that stimulated the inflow of funds of knowledge were analyzed to be: (1) hybrid spaces for learning designed in advance: (2) sharing and enlargement of the funds of knowledge that has been brought into the class: and (3) common orientation of the community of practice for knowledge co-construction and shared outcomes. From these findings, this paper discussed the educational implications for promoting students' potential resources to actual sources of science class. It also discussed students' development of participation specifically among the generally marginalized students. Science classes based on the funds of knowledge of students offer an increased possibility of knowledge co-construction through the hybridized interactions of student's everyday lives and science knowledge and lead to more meaningful learning experiences.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.11
no.3
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pp.169-176
/
2016
Our Korean cuisine, due to growing interests in Korean culture along with outstanding performance of K-pop stars, is attracting worldly attention. As the worldly food pursuit tendency is changing from"fast food" to "slow food", preference for our Korean cuisine, which is well-known for its healthiness, is growing. However, our Korean cuisine, in terms of the world citizen's preference, as receiving evaluation for being lacking behind of Sushi of Japan, Dimsum of China, pizza and pasta of Italy, rice noodle of Vietnam, even to Indonesian and Middle-East foods, has not been achieving drastic advancements despite the cosmopolitan's attention. The previous studies were suggesting that, failure of a localization strategy that changes our traditional taste and aroma adaptive to foreigners' preference, is a cause for this. This study, through case studies of Korean food businesses in the US which have achieved a success through localization strategy, attempts to propose the following global entrepreneurial strategy of Koran food at the US dining out market. As a global entrepreneurial strategy for success, we propose, first a sales strategy not for Koreans but for local people as main customers, second a customization strategy which is not our traditional way but that meets local standard, and finally a committed entrepreneurship.
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