• Title/Summary/Keyword: cultural media

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An Investigation into the Relationship between Metaverse Usage Patterns and Cultural Tastes: A Study of Avatar Formation among Generation Z

  • Hyun Ah Park;Kyung Han You
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.6
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    • pp.1675-1691
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    • 2024
  • The metaverse is an emerging interactive domain that enables people to participate in an array of activities utilizing cutting-edge technologies. Generation Z perceives no substantial distinction between their virtual and actual identities, regarding the virtual world as an extension of reality. As an attempt to apply Bourdieu's theory of cultural taste and cultural capital to the area of the metaverse avatar, investigates the impact of users' cultural tastes on the avatars they create and experience in the metaverse. The research employed both focus group interviews and individual in-depth interviews with users of Generation Z. The study demonstrated that Generation Z users exhibit unrestricted engagement in the metaverse, although their behavior is significantly affected by their economic situation. One's cultural tastes, influenced by diverse interactions with their parents, greatly impact how they engage in cultural activities in the metaverse. Three categories were identified from the perception of avatars: Idealized Self-Representation Avatars, Atypical Self-Representation Avatars, and Integrated Self-Representation Avatars. Perceiving avatars as an extension of the self was associated with higher cultural capital. Participants held divergent perspectives on the metaverse, with certain individuals regarding it as a realm of imagination or a limitless arena for activities.

A Study on Establishing 'Social Media Committee' Based on the Social Trust (소셜트러스트 기반의 소셜미디어 전담기구('소셜미디어위원회') 설립 방안 연구)

  • Moon, Hyung-Nam
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.41-58
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    • 2012
  • Although the social media plays leading role in the change the political, economic, social and cultural environment in all fields, it is not really understanded the overall management of social media in society. With understandings on the influence of social media, the purpose of this study is to investigate the characteristics of social media and to provide some suggestion to make use effectively of social media in society. To achieve th purpose of this study, the responsibility and the effort of government was examined. As a result, the Social Media Strategy Broad (tentative title 'Social Media Committee') suggests to protection of the users' rights and active support of the current utilization. This study is expected to show the meaningful implication of social media strategy and standard of the social media utilization in policy, education etc.

On the Identification of Strains and the Cultural Characteristics of Flammulina velutipes in Korea (한국산 팽나무 버섯의 계통류별과 그 배양적 특성에 관한 연구)

  • 윤정구
    • Korean Journal of Microbiology
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    • v.12 no.4
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    • pp.159-179
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    • 1974
  • In order to investigate morphological and cultural characteristics of strains in species, Flammulina velutipes, the author collected isolates of Flammultina velutipes at 49 locations in Korea and cultivated these isolates on the various kinds of solid media. After investigating the cultural characteristics, appeared on the various media, he obtained the following results : 1. The variation of colors in the fruit bodies is connected with the variation of climatic environments(composite effects between mean temperature in January and number of rain days of 1mm and over precipitation). The author, therfore, can find out the trend that brown type is distributed in the midland climatic region and yellow type in the southern climatic regoin. 2. Two types can be classified into several strains respectively : the strain of abundant or insufficient productivity, and strain of selectivity or non-selectivity of media. 3. According to the results of mutual comparison of soluble mycelial proteins by disc electrophoresis using polyacrylamide gels, each type has special common protein fractions(brown type : band located at 26..5mm position from surface of gel, yellow type : band located at 24.5mm position from surface of gel), and each strain has special protein fractions too. Therefore this phenomenon seems to support the results obtained by the above-stated morphological and cultural studies. 4. In the adaptability of strains to the temperature, every strain has the nature of growing in lower temperature(the optimum temperature of 20.deg.C to 25.deg.C) except that YI-1 strain has the optimum temperatue of $25^{\circ}C$-26^{\circ}C. And mycelial growth of every strain is discontinued at $35^{\circ}C.$ 5. In the adaptability of strains to the H-ion concentration, every strain has wide adaptable range of H-ion concentration, and has optimum range of pH 5.5 to 6.6 in mycelial growth excepting YA01, BI-2 and YI-1. 6. In the utility of carbon sources, the mycelial growth of every strain is very poor on the media containing xylose(average diameter of mycelial growth : 18mm), and most strains utilize favorably sucrose(39mm), maltose(37mm) and dextrose(35mm) in mycelial growth. In the utility of nitrogen sources, every strain utilizes favorably organic nitrogens(36 mm)more than inorganic nitrogens (25 mm), and utilizes fully peptone nad asparagine in organic nitrogens. Especially BA-1, BIK-2 and YA-1 strains grow vigorously on each media containing various carbon and nitrogen sources. 7. The characteristic tests of the number of days required for mycelial growth, the number of days requried for sprout of young bodies, the length of stipe and the number of fruit bodies formation seem to be useful methods in the early selection of the strain of the abundant productivity.

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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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Understanding the Kenyan Broadcasting Market for Successful Export of Korean Media Content (한국 방송콘텐츠의 성공적인 케냐 진출을 위한 현지 시장의 인식과 장애요인에 관한 연구)

  • Lee, Young-Eun
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.421-434
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    • 2016
  • This research paper aims to inform and suggest methods in which Korea Media content could successfully enter the African broadcasting market. It also seeks to suggest preparatory steps and propose various policies that Korean government could provide, to aid the export process. In order to maximize the Korean media content exposure in the Kenyan market, increased financial support for subtitles and dubbing as well as launching a Korean culture center is suggested. In addition, to encourage more diverse channels to show the Korean content, joint content production between Korea and Kenya should be considered. Moreover, in analyzing the social, cultural, ethnic and local characteristics of the Kenyan people, the paper seeks to identify the most efficient method in which Korean wave could be more widespread in Kenya. Since virtually no prior research papers exist on Kenyan's social and cultural characteristics and their thought process on the Korean media content, this paper seeks to provide valuable insight and policy implications for Korean media policy makers.

Cultural characteristics of Cordyceps militaris strain 'Yedang 3' on various media and nutritional conditions

  • Lee, Byung-Joo;Lee, Mi-Ae;Kim, Yong-Gyun;Lee, Kwang-Won;Choi, Young-Sang;Lee, Byung-Eui;Song, Ho-Yeon
    • Journal of Mushroom
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    • v.11 no.3
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    • pp.124-130
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    • 2013
  • The effects of environmental and nutritional requirement such as temperature, pH, different media, carbon, nitrogen, and carbon-to-nitrogen ratio on the mycelial growth of Cordyceps militaris strain 'Yedang 3' were studied. The optimum temperature and pH for the growth of mycelium were $20-25^{\circ}C$ and pH 6-7, respectively. Out of ten media tested, mushroom complete media (MCM) was the best medium for fast mycelial growth, and Sabouraud's dextrose agar yeast extract (SDAY), malt extract yeast extract agar (YMA) also were favored. The color and shape of colonies varied in different media. The best carbon sources for mycelial growth were fructose, mannitol, and sucrose, whereas the best nitrogen sources were tryptone and peptone. However, mycelia grew slowly in inorganic nitrogen compounds such as $NH_4Cl$, $(NH_4)_2SO_4$, $NH_4NO_3$, and $NaNO_3$. The optimum C:N ratio observed on the culture media was 30-40 range. These results provided basic information on cultural characteristics of vegetative growth and might be useful for spawn production in Cordyceps militaris.

The General Mass Media System Theory -Based on Theories of Habermas, Luhmann, Delueze, Guattari, and Derrida (하버마스, 루만, 들뢰즈.가타리, 데리다의 이론을 통한 일반 대중매체 체계론의 제안)

  • Park, Daemin
    • Korean journal of communication and information
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    • v.67
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    • pp.119-151
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    • 2014
  • The absence of the commensurable general mass media system theory has been problematic in empirical communication studies. This study first suggests the static mass media system theory based on modified Habermas's two level society, and then develops the dynamic mass media system theory based on the boundary-agencement theory that synthesizes Luhmann's boundary theory and Delueze & Guattari's agencement theory. In the static mass media system theory, the mass media system interpenetrates other social subsystems and the life world as a part of the cultural system coordinated by generalized language media. In the dynamic mass media system theory, the mass media system is a boundary of all social subsystems. The mass media system also articulates its self-referential observations to other-referential observations from other subsystems, mediated interpenetrations between the social subsystems and the life world. Especially, performances in the mass media system deterritorizes social systems to the life world, and reterritorizes the life world to social systems. The general mass media system theory can provide commensurability for various empirical mass media system studies, and prevent biases when researchers choose research topics.

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A Concept of Media-Environment and Its Policy Implications: Focusing on the Policy Discussions Concerning the Public Interest Idea (미디어 환경개념의 정책적 함의: 공익성 관련 논의를 중심으로)

  • Kim, Pyung-Ho
    • Korean journal of communication and information
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    • v.43
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    • pp.152-172
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    • 2008
  • The convergence of media poses serious challenges to technologies, industries and policy makers. At the core of the challenges lies a socially and culturally problematic condition of 'media unlimited.' Under the circumstances, the idea of public interest of the media seems to lose its intervening leverage as it flounders in countering 'the media torrent' rushing from the exponential growth of ICTs that overwhelms contemporary life and society. It is an urgent task for the critical community to blaze fresh new thoughts about the idea to intervene in the current age of media excess. Beyond the conventional content-conduit-centered perspective on the media, this study suggests a media-environment concept based on media ecology as an engaging leverage to replenish the public interest idea. The environmental approach to the media means literally to conceptualize the media as environment--a cultural eco-system. This study explores the potential of ecological approach in enriching the conceptual terrain of policy discussions and policy-making processes concerning the public interest idea that hopefully enlightens all the media actors concerned.

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The Properties & Limits of Trans-media Contents in TRAIN TO BUSAN and SEOUL STATION: Focusing on the Multimedia expansion of 'Possible Worlds' (<부산행>과 <서울역>에 나타난 트랜스미디어 콘텐츠의 속성과 한계: '가능 세계'의 멀티미디어적 확장을 중심으로)

  • Huh, Eunhee
    • Journal of Korea Multimedia Society
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    • v.23 no.8
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    • pp.1118-1127
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    • 2020
  • Train to Busan(2016) and Seoul Station(2016) contain trans-media properties in terms of the expansion of 'possible worlds' from the original story, and show the cultural and economic potential of the domestic trans-media contents with industrial systems added to the artist's competence of Dir. Yeon Shang-ho, an animator and film director. But they also have limits of the lack of continuity in time and characters between each media, various derived contents and suitable marketing strategy. For the development of Korean trans-media contents, it is necessary to extend the range of contents, find changes in production time and style, and improve the distribution environment to encourage a user to integrate contents from each platforms.

A Study on Gender Identity Expressed in Fashion in Music Video

  • Jeong, Ha-Na;Choy, Hyon-Sook
    • International Journal of Costume and Fashion
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    • v.6 no.2
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    • pp.28-42
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    • 2006
  • In present modern society, media contributes more to the constructing of personal identities than any other medium. Music video, a postmodernism branch among a variety of media, offers a complex experience of sounds combined with visual images. In particular. fashion in music video helps conveying contexts effectively and functions as a medium of immediate communication by visual effect. Considering the socio-cultural effects of music video. gender identity represented in fashion in it can be of great importance. Therefore, this study is geared to the reconsidering of gender identity represented through costumes in music video by analyzing fashions in it. Gender identity in socio-cultural category is classified as masculinity, femininity, and the third sex. By examining fashions based on the classification. this study will help to create new design concepts and to understand gender identity in fashion. The results of this study are as follows: First. masculinity in music video fashion was categorized into stereotyped masculinity, sexual masculinity. and metro sexual masculinity. Second, femininity in music video fashion was categorized into stereotyped femininity. sexual femininity, and contra sexual femininity. Third, the third sex in music video fashion was categorized into transvestism, masculinization of female, and feminization of male. This phenomenon is presented into music videos through females in male attire and males in female attire. Through this research, gender identity represented in fashion of music video was demonstrated, and the importance of the relationship between representation of identity through fashion and socio-cultural environment was reconfirmed.