• Title/Summary/Keyword: arts and culture

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Digitization Of Education: Current Challenges Of Education

  • Osaula, Vadym;Parfeniuk, Ihor;Lysyniuk, Maryna;Haludzina-Horobets, Viktoriia;Shyber, Oksana;Levchenko, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.368-372
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    • 2021
  • The article identifies the features of the digital culture of modern society in the dynamics of its impact on the education sector, identifies the main directions of digitalization education, an objective analysis is presented, the possibilities of examination as a scientific assessment are determined "Digital reforms" of education, the role of traditional values of educational culture in expertise and improvement digital innovations in the education system, identified the main contradictions in the development of digital culture, to determine the directions of its improvement. The article describes the three main components of information technology as a complex of hardware, software and a system of organizational and methodological support; the description of analog and digital information technologies is presented. The authors list the most common multifunctional office applications and IT tools; the advantages of using IT in the educational process are highlighted.

Shared Governance for the Arts and Culture - US Public Arts Agencies and Cultural Foundations (문화예술활동 지원을 위한 지역과 중앙의 공유 거버넌스 - 미국의 지역예술위원회와 문화재단의 활동을 중심으로)

  • Chang, WoongJo;Lee, Dahyun
    • Review of Culture and Economy
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    • v.21 no.1
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    • pp.63-83
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    • 2018
  • In the US, there are no governing bodies within the federal executive departments dedicated to the arts and cultural affairs. Direct government subsidies for the arts are relatively small compared to other countries with a comparable economy and standard of living. Nevertheless, the US produces artworks, artists, and arts groups, leading the world's arts and culture. Incorporating the concepts of network governance and shared governance, this paper examines the dynamic roles and interrelationships among various for-profit/nonprofit arts organizations, foundations, councils, service organizations, arts advocacy groups, and professional/amateur associations from the federal to local levels that compose the ecology of American arts and culture. Through our evaluation, we conclude that the local/state/federal arts agencies and arts organizations at various levels influence each other via the principle of subsidiarity and isomorphism, creating a unique cultural policy and arts-supporting system that correspond to the political and social structure and environment of the United States.

A Study on the Type of Audience Preference for the Image of Beggar Chivalrous Man: Focused on Chinese Martial Arts MMORPG Online Games

  • XiaoZhu Yang;JongYoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.65-77
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    • 2023
  • Chinese martial arts culture is a kind of Chinese kung fu culture, a cultural category that uses martial arts kung fu for chivalry and justice. Chinese martial arts MMORPG online game is the embodiment of Chinese martial arts culture in online games, which is a unique Chinese online game. The image of beggar chivalry is a special chivalrous image in Chinese martial arts culture, and in the top 3 martial arts MMORPG online games, all of them have the image of beggar chivalry, which shows that this image has a wide player base. The Q methodology is an approach that endeavors to discover complex issues in human subjectivity, unlike existing empirical studies. In order to determine the type of beggar chivalry image preference of the game players, 32 beggar chivalry images were selected in the study and three types of beggar chivalry images were found through the Q method: Type 1 is the type of gorgeous and noble beggar chivalry; Type 2 is a competent type and is good at fighting the beggar's chivalry; and Type 3 is comparable relatively refined type. The result of this study is that the image of beggar chivalry preferred by game players is the opposite of the traditional Chinese image of beggar chivalry. The traditional image of beggar is the image of wearing plain and begging in the street, but the image of beggar chivalry that is liked in online games is luxurious, noble, exquisite and about the image of good at fighting. This research result has some value and significance in the development and design of beggar chivalrous image in future martial arts MMORPG online games.

Multimedia Technologies in Modern Educational Practices: Audiovisual Context

  • Mozhenko, Mykola;Donchyk, Andrii;Yushchenko, Anton;Suchkov, Denys;Yelenskyi, Roman
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.141-146
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    • 2022
  • In modern educational practices, the issue of dependence on the experience of using multimedia by students and the adoption of technologies in education, the perception of their benefits and effectiveness in blended learning is little covered. The purpose of the academic paper lies in assessing the audiovisual context of multimedia technologies, its acceptance by students in practice on the example of using video lectures in blended learning. The methodology is based on an online survey of 120 students of Ukrainian universities who have assessed the experience level in using video lectures, as well as the constructs as follows: Technology Characteristics, Fit, Perceived Usefulness, Perceived Ease of Use, Attitude, Intention to Use, Actual Use. The results show that the majority of students use video lectures to a certain extent in their training (20,8% have used technology to a certain extent, 49,2% have often used technology in training, 20% are regular users of technology). It has been revealed that most students agree with the relevance of video lectures, the accuracy of lectures, the brevity of lectures, the clarity of lectures, as well as the high quality of lecture videos. It has been estimated that 42,5% believe that lecture videos are an effective tool towards supporting students in hybrid learning. 26,7% of students consider video lectures to be appropriate technologies for online / hybrid courses. In general, 37,5% of respondents find video lectures useful; however, 35,0% do not agree with this statement. 83,3% of students have rated the high level of ease of access to video. In total, 95% of students find lecture videos easy to use. In general, positive attitude of students to video lectures has been revealed.

Theoretical Foundations of the Evolution of the Use of Multimedia Technologies in Modern IT Education in Ukraine

  • Zbanatska, Oksana;Zadorozhnya, Olena;Hurbanska, Antonina;Hurbanska, Svitlana;Grinberg, Larysa;Melnyk, Alla
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.473-476
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    • 2021
  • The article used a complex system of research methods: observation of the course of the educational process, analysis of literature on pedagogy, teaching methods, modern pedagogical technologies; analysis of the experience of using multimedia in the study of disciplines. The theoretical significance of the article: the definition of multimedia programs is given, the advantages and disadvantages of using multimedia programs are revealed, the basic principles of teaching using multimedia programs are revealed.

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.

A Study on the Sustainability of Social Enterprises Focusing on Companies in the Field of Culture and Arts (문화예술분야 사회적기업의 지속가능성에 대한 탐색적 연구)

  • Lee, Jeong-Yeon
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.668-680
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    • 2021
  • Recently, measures for successful settlement and sustainability of social enterprises have become an important topic. Accordingly, researches related to social enterprises are increasing, but studies measuring sustainability are still insufficient. In this study, in order to seek the sustainability and development of social enterprises in the field of literature and arts, a theoretical model for the sustainability of social enterprises in the field of culture and arts was presented. To this end, interviews were conducted with social enterprises in the field of culture and arts, and the results were analyzed to derive the concept and categorization of sustainability of social enterprises in the field of culture and arts. In addition, the integration between the derived categories is illustrated. For a social enterprise in the field of culture and arts to be sustainable, differentiated culture and arts services are important, and each company must constantly strive for its mission and vision, and a differentiated branding strategy unique to companies is required. This research is expected to lay the foundation for empirical research on social enterprises in the culture and arts sector as data for entrepreneurs and prospective entrepreneurs who run social enterprises in the field of culture and arts.

The effect of Art Experience on Consumption of Art and Culture: Focusing on Art Exhibition Visits (문화예술 경험 요인이 문화예술향유에 미치는 영향 - 미술 전시회 관람을 중심으로 -)

  • Lee, Ah Young;Kim, Bumsoo
    • Korean Association of Arts Management
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    • no.58
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    • pp.89-119
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    • 2021
  • This study empirically analyzes the factors that affect the people's enjoyment of pure culture and arts, especially art exhibitions. We use 56,588 sample data from the "The Survey of Cultural Enjoyment" collected by the Ministry of Cultrure, Sports and Tourism over the last 10 years and perform multiple regression and Multi-Way ANOVA to analyze the effect of individual's cultural experience on art exhibit visits. The results of the analysis show that the experience of participating in culture and arts events, culture and arts education, and participation in culture and arts clubs have a positive effect on the art exhibition visits. We also identify the positive interaction effects between the three independent variables. In other words, it was found that the average number of visits to art exhibitions was higher for groups who had experience of participating in culture and arts events, culture and arts education, and culture and arts clubs. This study provides a first empirical analysis on personal factors influencing art exhibition visits in Korea and lays the groundwork for future studies in developing a comprehensive predictive model for cultural art visits. In addition, we give policy implications and suggestions specifically, mid-term policies related to promoting art exhibition visits as an extension of individual's engagement with pure culture and arts through big data analysis.

A Study on the Regional Application of Cooperative Integrated Arts Activities (협력종합예술활동의 지역 적용 방안 고찰)

  • Young Joo Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.551-556
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    • 2023
  • The study is to analyze the success strategies of the Cooperative Integrated Arts Activities in Seoul and to explore ways to implement it to the local public school. According to research, Cooperative Integrated Arts Activities fulfill the purpose of providing universal arts education by being implemented in the school curriculum. They are also characterized by active administrative and financial support and interactive participatory arts education with assured diversity. Therefore, when applying to a local public school, it is necessary to consider factors such as active administrative support, sustainable allocation of human and material resources, customized arts education that engages the all students and reflects their unique characteristics, social distribution through sharing, and continuous monitoring.

A Study on the Effects of Culture and Arts Viewing Activities on Self-Esteem and Life Satisfaction (문화예술관람이 자아존중감과 삶의 만족도에 미치는 영향에 관한 연구)

  • Kim, June;Choi, Bae-Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.545-557
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    • 2018
  • The purpose of this study was to examine the effects of culture and arts viewing on self-esteem and life satisfaction. To put it concretely, this study investigates the effects of culture and arts viewing on self-esteem and life satisfaction, respectively. In addition, it examines whether the indirect effect of culture and arts viewing on life satisfaction through the mediation of self-esteem is significant. In order to accomplish the purpose of this study, quota sampling was conducted by distributing 250 questionnaires in Seoul, Daegu and Busan metropolitan cities, respectively. The survey was conducted for 13 days, from June 18 to 30, 2018. A total of 604 responses were used for the final analysis since 224, 181 and 199 responses were respectively collected from Seoul, Daegu and Busan. Results from the analysis of collected data showed that self-esteem increased with more culture and arts viewing and life satisfaction significantly increased with more culture and arts viewing activities. The study results also showed that life satisfaction increased with higher self-esteem. In addition, it was found that the indirect effect of increased culture and arts viewing on higher life satisfaction through the mediation of self-esteem is significant.