The Journal of the Convergence on Culture Technology
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v.7
no.1
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pp.300-308
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2021
The epidemic of COVID19 caused a big change in design collaboration, which has been conducting using face-to-face interaction. Designers actively used video conferencing and online document tools in situations where face-to-face meetings were difficult, and this gave them an opportunity to experience that non-face-to-face collaboration can be more effective in a specific design process. In this regard, this study attempted to find out which activities during the design process are more compelling in face-to-face collaboration or non-face-to-face collaboration. To do this, three user experience design projects conducted after the COVID19 epidemic were analyzed through a retrospective interview method. As a result, during four design stages, 'Discover, Define, Develop, Deliver', face-to-face collaboration is necessary for the areas that require creative problem solving through active interaction. In contrast, non-face-to-face collaboration is preferred and more effective when designers need their own space and proceed their design work. In addition, the aspects of design tools supporting non-face-to-face collaboration were also illustrated. Findings discovered through this study are expected to contribute to research on the design process later.
This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.
Daily science classes, which have been continued as part of the spread of participatory science culture, has taken the lead in popularizing science as an effective out-of-school experiential and research activity. However, due to the recent COVID-19 situation, daily science classes have also become an environment in which there is no choice but to switch to non-face-to-face or to combine face-to-face and non-face-to-face education. Therefore, in this study, we examine how elementary school students participating in the non-face-to-face daily science class program change their usual fields of interest, perception of science and technology, interest about science, and scientific competency. In addition, the educational effectiveness of the non-face-to-face daily science class improved by comparing the differences in perceptions of students and parents, and future operation plans were sought. As a result of the study, after participating in the non-face-to-face daily science class program, students' interest in science and technology development, future technology, environmental pollution, and social media increased, and their interest in games decreased. Also, students' interest in science and technology activities, interest in science, and scientific competency also increased. This shows that non-face-to-face daily science class education is effective. Therefore, it was suggested that it is necessary to diversify the learning topics and content levels of the daily science class program, to expand the opportunities of non-face-to-face science education for underprivileged learners, and to develop and share science content using the latest media.
The Journal of the Convergence on Culture Technology
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v.7
no.4
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pp.325-330
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2021
This study set out to investigate the forms, attributes, and escape methods of post-subjects projected on the investigator's works in connection with rhizomatic thinking proposed as a way of social transformation by Deleuze and Guattari and examine their social connotations. Post-subjects projected on the investigator's works are not completed wholes of some sort, but like materials whose constant premise is change and creation. In the investigator's works, post-subjects have conscious and unconscious desire. It is the desire of creation with positive attributes including Deleuze's and Guattari's pursuit of changes in a contradicting society. When desire is deployed in post-subjects, they will carry out an escape. This way of escape is rhizomatic proposed by Deleuze and Guattari. It deconstructs contradicting things and repeats connection, contact, and severance with the outside world, building a new order. Rhizomatic post-subjects appearing in the investigator's works depict the escape process and method in abstract ways through the variable installation of objets combined with a color field of repeating brushes. In this work, the goal of post-subjects is to make a safe landing in a space where beings are recognized for their values and free and creative lives. These post-subjects are nomads creating a new landscape continuously, wandering around vast plains, and also artists and literary figures resisting a contradicting society. That is, they are connected to the concept of a war machine proposed by Deleuze and Guattari as a concept of social transformation and to the concept of Nietzsche's Agon to devise and create new values and politics based on street passion. They seek after a space where they can co-exist with otherness recognized rather than the complete deconstruction of the old order.
Journal of The Korean Association of Information Education
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v.26
no.2
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pp.105-120
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2022
In addition to the rapid changes in the times caused by the pandemic, the revision of the new curriculum coincides with the change in the proportion of the three elements of learners, society, and subjects that make up the curriculum. In particular, along with the proportion of 'social' in the curriculum, the scope of the word 'educational community' has increased, and the allowable range of curriculum restructuring centered on it has expanded. In order for the intended direction of education to be properly established in the new curriculum, various educational method studies are needed to cultivate newly emerged competencies and literacy. In this study, after selecting the contents and goals of the convergence curriculum based on various criteria for subject selection, the data science program was designed by reconstructing Living Lab's PDIE methodology. As an evaluation factor for this, we tried to analyze the effectiveness of 'creativity', 'problem-solving ability', 'communication ability', 'collaboration ability' among future competencies emphasized in the curriculum. As a result of the study, it was effective in improving creative and communication skills, and this study focuses on verifying the effectiveness of School Living Lab, suggesting the necessity of post-research that expands the application space of research and diversifies the role of educational community subjects.
Short-form content, which means "short video content within 10 minutes," is rapidly emerging as a recent trend among MZ generations based on the fact that it can be viewed whenever there is a short running time, and they are physically short, colorful, and deliver a lot of information in a compressed time, showing differences in both long-form content and format. In addition, entertainment videos such as information delivery videos, eating shows, web entertainment, and dance challenges are mainly produced and distributed, so there is no need to take expertise as a creative work of video experts, and consumers often become producers by directly participating in production using low-end equipment such as smartphones. For these reasons, shortform content creates new image styles rather than general existing image forms such as long-form contents, and this study focuses on changes in editing styles. This study summarized the following five characteristic changes by analyzing the editing style of short form content that has changed compared to long form content according to the 'visual' aspect. The use of frames, memes, screen division, blue screen, and subtitles are included, and by organizing each characteristic, we identified the editing style of shortform content that has emerged as a recent trend and learned about the changes.
This is a case study of therapeutic song making activities aimed at improving the self-identity of adolescents in residential treatment facility. The participants were three male teenagers (16 to 18 years of age). The song making intervention was conducted individually with the participants once a week over 13 weeks, and each session lasted 60 minutes. The participants took the lead in making songs by discussing on the self-image and his/her role in the relationship and using musical elements to reflect his/her perception. For analysis, an evaluation method was used to analyze the pre- and post-test results for each sub-domain of the self-identity scale, and changes in the verbal and musical responses during each session. Two of the participants demonstrated higher post-test results compared to their pre-test performance, and their highest post-test scores were for the subdomains of intimacy and initiative respectively. In terms of verbal and musical responses per session, all three participants improved their subjectivity through the self-exploration process, which contributed to the establishment of a more positive self-image. This study suggests that facility youth engaging in making creative songs can positively change their perception of their present and future selves and have a positive effect on their sense of identity.
The rapid change of the culture and art environment is led to new art & cultural education and differences in culture and art education facilities, away from the traditional closed space culture and art education. Phenomena such as plays out of the theater, exhibitions out of the art museum, and pictures taking a walk indicate that cultural and artistic educational facilities can no longer stay in the existing paradigm and are changing along with the changes in the cultural and creative world. Therefore, to develop a site-specific theater education program centered around a specific place rather than a theater or studio, in line with the changing times of cultural and artistic educational facilities, this researcher analyzes Brecht's radio play experiment and the recent performative performance experiment. Furthermore, using the regional and community values of arts and culture education confirmed as the motive for research on site-specific theater programs, I analyze the implementation and application process by experimenting with theater programs out of the theaters and studios. As a prior study, research on site-specific performances is being conducted relatively actively, but earlier studies were dealing only with the Ligna group performance cases are lacking. However, I would like to use the previous research on site-specific performance cases as an epistemological background. As a result of the study, for the place-specific theater program through a total of 10 learners, a text based on a specific place was created that did not depend on traditional literary texts. Through this, the possibility of a site-specific theater education program could be confirmed.
The Journal of the Convergence on Culture Technology
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v.8
no.3
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pp.143-148
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2022
The subject of this paper is the practical examples of technoculture that critically thinks network technology, a strong material foundation in the era of data capitalism in the 21st century, and appropriates its socio-cultural metaphor as an artistic potential. In order to analyze its alternatives and the meaning of cultural politics, this paper examines the properties and influence of data capitalism after the 2008 global financial crisis, and the cultural and artistic context formed by its reaction. The first case considered in this paper, Furtherfield's workshop, provided a useful example of how citizens can participate in social change through learning and education in which art and technology are interrelated. The second case, Greek hackerspace HSGR, developed network technology as a tool to overcome the crisis by proposing a new progressive cultural commons due to Greece's financial crisis caused by the global financial crisis and a decrease in the state's creative support. The third case, Paolo Cirio's project, promoted a critical citizenship towards the state and community systems as dominant types of social governance. These technoculture cases can be evaluated as efforts to combine and rediscover progressive political ideology and its artistic realization tradition in the context of cultural politics, paying attention to the possibility of signifying practices of network technology that dominates the contemporary economic system.
This study was designed to insist on the need of introducing the position of dramaturgs as professionals at performance venues. A dramaturg is a professional staff member that proposes an artistic orientation in the making process of performing arts works such as play and dance. Dramaturgs are divided into production dramaturgs participating in individual works and permanent dramaturgs resident in the theater. In the present study, discussions developed around plans to make use of permanent dramaturgs at local public theaters. The study introduced the advantages of the dramaturg position at culture and arts centers serving as a public theater in the community and proposed institutional improvement measures for it. At a culture and arts center, a dramaturg will play the roles of expanding culture and arts service to local residents, increasing creative chances for local artists, contribution to the vitalization of local culture, and narrowing the cultural gap between the Seoul metropolitan region and the rest of the nation. The introduction of a permanent dramaturg system should be supported by efforts across various aspects including the revision of Culture and Arts Promotion Act and Public Performance Act, improvement of the management system of culture and arts centers, change of performance evaluation methods for performance venues, and introduction of a cultivation course for the public sector.
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