• 제목/요약/키워드: cultural difference

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Reconsideration on the Agglomeration Factors of Cultural Industries

  • 반택 성사
    • 한국경제지리학회지
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    • 제11권3호
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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역사적 현실과 문화적 기억 : 기록 문학과 구술 문학에 나타난 표트르 대제의 형상 (Historical Reality and Cultural Memory: The Image of Peter I in Russian Literature and Folklore)

  • 서선정
    • 비교문화연구
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    • 제29권
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    • pp.201-232
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    • 2012
  • In the world history in the rein of totalitarianism cultural project of government had been activated, and consequently of it official culture had been organized. But at the same time on the other side of it people('narod'), who didn't have cultural means for active expression of own opinion on the reality, had expressed world-view and judgement informally in everyday language. In the literature of autocracy, subjected to censorship, had been expressed and fixed mythically idealized image of sovereign and his works. But in the folklore the image of ruler had been created by liberal fantasy of people. This article examined russian literature and folklore texts of 18 century, when russian people suffered from rapid and dramatic changes, caused by Peter I. Although russian literature of 18 century had gone over to the new literary regime, it still accepted political mechanism as dominant of age, and consequently in the literary texts of this century Peter I was represented as ideal person and great monarch. But various images in folklore texts show that people's opinion on ruler and his activities couldn't be controlled. In other worlds, diverse images of Peter I in folklore texts reflect clear and plain historical consciousness of people. This analysis reveals not only difference between mechanism of idealization of government and historical consciousness of people, but also meaning of cultural memory as indicator of historical reality.

온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 - (Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play -)

  • 최한정;유승호
    • 한국게임학회 논문지
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    • 제19권2호
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    • pp.95-110
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    • 2019
  • 본 연구는 'World of Warcraft'를 플레이, 분석을 통하여 계급 생산/재생산을 경제적 차원에서 문화적 차원으로 확장시킨 부르디외의 문화자본 관점에서 유저 사이의 상호작용 특성을 파악하였다. 연구의 결과는 첫째, 게임 능력은 체화된 객관화된 제도화된 상태의 문화자본적 속성을 보이고 있었다. 둘째, 문화자본 차이에 따른 상호작용 유형은 잠복관찰, 호혜성, 배제의 방식으로 나타났다. 본 연구를 통해 게임의 공간에서 플레이 능력이 문화자본적 속성을 지니고 있으며, 게이머 간의 구별짓기적 속성으로 인해 개인의 플레이 행위가 권력축적과정과 연결되어 게임장에서의 계급재생산에 기여함을 밝혀냈다.

역사문화환경의 도시적 재생을 위한 제도개선방안 연구 - 경주 황남·인왕 한옥지구 사례를 중심으로 - (A Study on the System Improvement Plan for Urban Regeneration of Historical and Cultural Environment - Focusing on the case of Hwangnam and Inwang Hanok district in Gyeongju -)

  • 김남희;이희정
    • 건축역사연구
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    • 제30권4호
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    • pp.91-102
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    • 2021
  • This study is a case study of system improvement measures for urban regeneration of the historical and cultural environment. The example areas are Hwangnam and Inwang Hanok districts in Gyeongju City, which operate various systems to solve the urban decline problem caused by the historical and cultural environment regulations. The subjects of this study are resident support programs and district unit planning systems under the advanced promotion system established in the case area. As research methods, literature studies, field surveys, and in-depth interviews were conducted. Through this, the background and purpose of introduction of each system, major plan contents, and problems of the system application process were analyzed. This study drew the following implications through case studies. First, in order to more effectively promote the urban regeneration of the historical and cultural environment, it is necessary to improve the related systems in an integrated and systematic manner. Second, in order to resolve the policy distrust of local residents in the historical, cultural and environmental management system, a wider variety of planned alternatives to narrow the difference in interests between the public and private sectors should be presented.

석조문화재 모니터링을 위한 하이퍼스펙트럴 이미지분석의 활용 (Utilization of Hyperspectral Image Analysis for Monitoring of Stone Cultural Heritages)

  • 전유근;이명성;김유리;이미혜;최명주;최기현
    • 보존과학회지
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    • 제31권4호
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    • pp.395-402
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    • 2015
  • 이 연구에서는 하이퍼스펙트럴 이미지를 활용하여 석조문화재의 훼손상태 모니터링에 대한 활용성을 검토하였다. 이를 위해 하이퍼스펙트럴 데이터의 보정방법, 영상분류 및 정규화 식생지수 산출방법을 석조문화재에 적용하였다. 이 결과 각 물질의 분광정보를 기반으로 한 객관적인 훼손지도 작성, 정밀도 높은 훼손율의 산출 및 식생들의 활력도 모델작성 등 다양한 분석이 가능하였다. 따라서 하이퍼스펙트럴 이미지 분석을 활용하여 석조문화재를 모니터링 한다면 효율적으로 훼손상태 변화를 파악할 수 있을 것이다.

한국과 중국 문화색채 특성 - 전통극을 중심으로 - (A Study on the Attributes of Cultural Color in Korea and China - Focus on Traditional Performance -)

  • 김지언;김지영
    • 한국의류학회지
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    • 제33권3호
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    • pp.457-466
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    • 2009
  • The purpose of this study is to research the similarity and difference of color application in culture of Korea and China. The subject of this research is the costume color of Changgeuk and Beijing opera. First, a bibliographical inquiry includes the attributes of cultural color in Korea and China and the costume attributes of Changgeuk and Beijing opera. Second, this survey analyzes Munsell's 3 attributes(Hue, Value, Chroma), tone by extracted color data. The results of this study are as follows: 1. The cultural color factors of Korea and China are classified geographical factor, internal cultural factor and external cultural factor. 2. Changgeuk costume much more used high value and medium & low chroma for korean temperate climate. But Beijing opera costume prefers high-medium value and low chroma color, various ranges of color because of China huge land and various climates, as geographical factor. 3. Changgeuk costume much more used YR color(no-dyeing color) because of korean white robe preference. Beijing opera costume much more used R color than Changgeuk costume because of traditional preference of R color, as infernal cultural factor. 4. Changgeuk costume and Beijing opera costume show the practical use of ascetic cole. like as jade green. Ojungsaek much less used than Obangsaek by the theory of exponents of the five elements doctrine, as external cultural factor.

문화적 차이를 중심으로 본 사회적 로봇 디자인을 위한 인간 동작의 분석 (Human Motion Analysis for Designing Social Robots Based on Cultural Difference)

  • 양의정;황원일
    • 대한산업공학회지
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    • 제38권2호
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    • pp.133-143
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    • 2012
  • The study on social robots has been actively conducted in the robot research community. In the area of robot design, however, there are few studies regarding robot motions that are one of the methods for interaction between humans and robots. This is a preliminary study to find preferred human motions that can be applied to social robots. We conducted a two-phased empirical study about preferred human motions. In the first phase, four representative human motions, such as 'greeting', 'I don't know', 'positive answer', and 'giving', were captured through 28 body makers and video recording. 10 young and 6 elderly Singaporeans participated in the motion capture process. In the second phase, the communication efficiency, emotion, and satisfaction of the human motions recorded in the first phase were measured by a questionnaire and 31 young Koreans, 35 young Singaporeans participated to investigate cultural differences. We drew the conclusion that motions used in the same culture are efficient in communication and also give friendliness and satisfaction. In addition, regardless of user's culture, young people's motions and female motions were preferred in terms of communication efficiency, emotional aspect, satisfaction.

자기결정성이론과 학습몰입이론을 적용한 MOOC 지속사용의도에 관한 연구 : 한·중 문화차이 분석 (A Study on the Intention of Continuous use of MOOC Applying Self-Determination Theory and Learning Flow Theory : Focused on Differences between Korean and Chinese Culture)

  • 김추향;지용득;김광용
    • 한국IT서비스학회지
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    • 제17권1호
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    • pp.121-134
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    • 2018
  • Massive Open Online Course (MOOC) is online education that anyone can register for free and has internet access. MOOC is also called Education Revolution and is spreading rapidly all over the world. Although recent MOOC high-quality classes may enhance the value of MOOC, MOOC learning still needs much research. Since MOOC has low learning completion rate and continuous use rate, various studies on the reasons that learners give up at the beginning of learning have not been tried yet This research is studied for the continuous intention of use of MOOC applying self-determination theory and learning flow theory based on technology acceptance model. In particular, the research are conducted for cultural difference in continuous usage of MOOC between Korean and Chinese. The research results show that self-determination theory applying perceived autonomy, perceived competence, and perceived relatedness and learning flow is useful to explain continuous use of MOOC. The research also shows that Hofstede theory works well in explaining the cultural difference between Korea and China in continuous usage of MOOC. The result shows that korean is more influenced by perceived external motivation like perceived usefulness and chinese is more influenced by internal motivation like learning flow in continuous use of MOOC.

방한 외국인 한국에 대한 국가이미지가 패션문화상품 선호도에 미치는 영향 (Foreign Visitors' Korean National Image Influencing Preference of Fashion Cultural Products)

  • 장세정;이유리
    • 한국의류학회지
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    • 제32권4호
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    • pp.669-680
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    • 2008
  • Korea's national image can be delivered through cultural products, and cultural products can finally contribute to the affirmative attitude and recognition towards Korea. In an empirical study, a questionnaire was developed based on literature review and focus group interviews with foreigners who visit Korea were executed. Subjects of this study were foreign visitors from US, China, and Japan. Finally, a total of 247 copies were used for analyses. Descriptive analyses, factor analysis, regression analysis, ANOVA, Duncan test, and paired sample t-test were conducted for data analysis, Results are as follows. Firstly, as a result of factor analysis, I found that there were seven factors to form the image of Korea; culture/art, openness, lechnology/quality, food culture, passionate narcissism, conservativeness, and pursuit of quality of life. Secondly, Several image factors were found to influence positively or negatively on their attitude toward fashion cultural products. Especially, culture/art factor was found to influence positively to Chinese and Japanese and lechnology/quality factor was found to influence positively to Japanese and American. Meanwhile, conservativeness factor was found to influence negatively to Chinese. This study will be of help to practitioners of the fashion cultural product industry for building marketing strategies whose target market is foreign visitors from different cultural backgrounds.

패션문화상품에 대한 태도와 구매의도 -방한 미국인, 일본인, 중국인의 비교 연구- (Attitude toward Fashion Cultural Products and Purchase Intention - A Comparison of American, Japanese, and Chinese Who Visited Korea -)

  • 조윤진;이유리
    • 복식
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    • 제57권10호
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    • pp.74-86
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    • 2007
  • An empirical study was conducted on fashion cultural products, targeting foreigners from diverse cultures. Its purpose was to identify foreigners' attitudes toward fashion cultural products of which design sources were derived from the Korean culture. The quantitative research using questionnaires was targeted at Americans, Chinese and Japanese who visited Korea. The questionnaires were back-translated into different languages for completion by the test subjects. Out of a total of 424 surveys returned, 393 were deemed usable. As a result of data analyses using SPSS 12.0 and AMOS 5.0, we found that: First, two attitude factors, the authenticity and aesthetic elements, exerted a significant effect on the intent to purchase. However, the last attitude factor, care and carriage convenience, did not significantly influence the purchase intention. Second, there was no significant difference in the attributes regarded as important when purchasing fashion cultural product between people from the U.S. and Japan. However, people from China showed differences in the attributes compared to the U.S. and Japan. Third, we found that attitudes toward fashion cultural products were different among respondents of three countries. It was revealed that the Chinese liked Korea's fashion cultural products the most, followed by Americans and Japanese. This research is significant because investigating foreigners' attitudes toward fashion cultural products for reaching out to a broader market abroad would contribute to help building an market entry planning.