• Title/Summary/Keyword: culture and arts education

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A Case Study on Corporate Social Responsibility(CSR) of Domestic Cosmetics Companies (국내화장품기업의 사회공헌활동(CSR)에 대한 사례분석)

  • Yoon, Jin-Suk;Lee, Jae-Ha
    • Journal of Convergence for Information Technology
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    • v.8 no.5
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    • pp.219-228
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    • 2018
  • The purpose of this study is to analyze the cases of social contribution activities of cosmetics companies and to suggest directions for related activities to be continued more effectively in the future. The case was analyzed through the report, public information, and interview with the person in charge. The main results derived from previous studies and case studies. First, social contribution activities of cosmetics companies are performed in a variety of ways such as education, business, medical care, health, environmental protection, culture, art, donation etc. Second, corporate social contribution activities and diversity were found to be highly correlated with firm size. Third, the effectiveness of social contribution activities can be enhanced through collaboration with social enterprises and professional organizations. Forth, strategic approach to social contribution activities, systematic public relations, and CEO's sense of responsibility have a major influence on related activities. Based on the results of this study, it has been suggested that CSR activities of cosmetics companies can be made more effective.

Analysis of the Utilization of Mobile Applications by Generation Z using Topic Modeling :Focusing on Users' Essay Data (토픽모델링을 활용한 Z세대의 애플리케이션 효용성에 대한 분석: 이용자의 에세이 데이터를 중심으로)

  • Park, Ju-Yeon;Jeong, Do-Heon
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.43-51
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    • 2022
  • The purpose of this study is to provide basic information necessary for the establishment of mobile service marketing strategies, educational service development, and engineering education for Generation Z by analyzing the utilitization of various applications by Gen Z. To this end, 177 essays on mobile service usage experience were collected, major topics were analyzed using topic modeling, and these were visualized through word cloud analysis. As a result of the study, the main topics were related to 'transportation' such as movement and public transportation, 'personal management' such as schedule management, financial management, food management, 'transaction' such as checkout, meeting, purchase, 'leisure' such as eating out, travel, study, culture. Additionally, words such as time, thought, people, life, bus, information, confirmation, payment, KakaoTalk, and so on were found to have a high of frequency of use. Also, there was found to be a difference between topics by college. This study is meaningful in that it collected essays, which are unstructured data, and analyzed them through topic modeling.

Web Accessibility Evaluation of Domestic Broadcasting System (국내 언론사 사이트의 웹 접근성 평가)

  • You, Kangsoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.2
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    • pp.252-259
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    • 2014
  • The obligation of web accessibility in public center, education center, medical center and rehabilitation center started from 2009 has plan to adapt it to a corporation and culture and art until 2015 by stages. This study analysed in the aspect of statistics how well the domestic broadcasting system follows web accessibility which was evaluated by six automatic checking guidelines provided in KWA-H 4.3 automatic evaluation device. With Kruskal-Wallis' test result of nonparametric analysis, an item of basic language statement seemed to be highly followed(p=0.041) with broadcasting system> internet newspaper> the daily press> sports newspaper in order. An item of label offering was followed(p=0.015) with sports newspaper> broadcasting system> the daily press> internet newspaper in order.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

The practitioners' perceptions on settlement of cultural welfare policy (문화복지 제도정착에 관한 실천가 인식)

  • Choi, Jong Hyug;Yu, Young Ju
    • Korean Journal of Social Welfare Studies
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    • v.43 no.2
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    • pp.179-206
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    • 2012
  • This study was based on politic reality which is being developed within the ambiguity of cultural welfare, and discussed what sort of awareness the practitioners show in the settlement process of the cultural welfare policy in depth. 4 elements were discovered in the settlement process of the cultural welfare policy which the practitioners are aware of. The elements are value(pursuit of comprehensive mankind), element of practice(process of operation), elements of external influences(process of policy settlement), and elements of internal influences(reinforcement of practitioners capability). This means that not only the process of policy settlement in a narrow sense, but also value, practice, and reinforcement of practitioners' capability for the provision of better service should be considered for the settlement of the policy. This study which analyzed the cultural welfare practitioners' awareness of policy settlement process is significant in that it provides the basic data for future settlement of the cultural welfare policy.

Research on Jeon-gyeong Based on Big Data (빅데이터를 기반으로 한 『전경(典經)』 연구)

  • Jang Young-chang;Kim Dug-sam
    • Journal of the Daesoon Academy of Sciences
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    • v.50
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    • pp.69-98
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    • 2024
  • The development of artificial intelligence poses a greater threat to humanity than any other ideology or material phenomenon that has changed human society and culture so far. Based on these changes, the proper direction for research on Daesoon Thought should be determined such that education in the current digital age approached skillfully and the path forward is made more apparent. First, the digitization of Daesoon Thought has accumulated greatly in recent years, and these archives are accessed through data mining which can be activated to find data, specify meanings and patterns, and reveal significance and values. Second, by applying the results of data mining to Daesoon Thought education, the causal, correlational, and response relationships between events, characters, and relics can be studied. Daesoon Thought education that demonstrates imagination should be provided through the 'creation of personal networks,' the 'creation of a timeline of events,' and the 'creation of an electronic cultural map of where those events occurred.' Third, digital archives should not only be focused on structured materials such as newsletters and papers. Ideas about data mining and data visualization should be actively developed and research should be expanded toward data science. In addition, the creation of a common platform for digital Daesoon Thought should be regarded as essential. Through this research, Daesoon Thought can be guided to take on this fundamental challenge in order to emerge as a future leader in this digital age and advent of digital humanities.

Music practice by court musicians and Akjang yoram 『樂章要覽』 (궁중 악인(樂人)의 음악 연습과 『악장요람(樂章要覽)』)

  • Lee, Jung-hee
    • (The) Research of the performance art and culture
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    • no.43
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    • pp.357-380
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    • 2021
  • Akjang yoram 『樂章要覽』 is a book that summarizes only the important contents from the Akjang 樂章. Akjang 樂章 is arranged in the first half, and score 樂譜 is arranged in the second half. It seems that Akjang yoram 『樂章要覽』 passed through a total of four stages through the time when the handwriting and the lyrics were written. The presence of various handwriting and traces of modifications means that it has been passed through by several people, so it is not unrelated to the fact that several traces remain on the back of the cover of Akjang yoram 『樂章要覽』. The first part of the Akjang 樂章 is a method of presenting the name and lyrics of the accompanying music based on the ritual procedure, and in particular, the lyrics are written in Chinese characters and Hangeul sounds to improve readability. The score in the second half complies with the ritual procedures, but boldly omits overlapping melodies, and is composed based on the music, and various symbols are used to capture the expression of court music. This structure is a reflection of the direction we practiced to harmonize with the music after prior ritual procedures and diction. This was a device to increase the efficiency of music education and music practice for the court musician. The characteristics of the musical pieces are that they consist of essential musical pieces that must be mastered as musicians. In addition, the name Kim Hyung-sik 金亨植 is noted on the back cover of Akjang yoram 『樂章要覽』, and he was a court musician who was active in the age of King Sunjo 純祖. In other words, the musical pieces included in Akjang yoram 『樂章要覽』 are the core repertoire played by court musicians like Kim Hyung-sik 金亨植. Akjang yoram 『樂章要覽』 is a 'music practice booklet' containing the daily life of court musicians. Akjang yoram 『樂章要覽』 is a booklet designed for the purpose of teaching the court musicians to sing while correctly pronouncing the lyrics in major ceremonies. It is even more noteworthy in that Kim Hyung-sik 金亨植 was an owner. In addition to the fact that Kim Hyung-sik's name remains, and in the practicality of being used by various court musicians reflecting and modifying the changes of the times, it is meaningful in that it contains the path of court musicians who spent a lot of time and time to transmit court music.

An Analysis of 2009 Revised Elementary Mathematics 6th Grade Textbooks and Teacher's Manuals Based on STEAM-related Subject Contents (2009 개정 초등 수학 6학년 교과서 및 교사용 지도서의 STEAM 관련 교과 내용 분석)

  • Kim, Hae Gyu
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.1
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    • pp.163-192
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    • 2016
  • In this study, we analyzed what STEAM-related subject contents, except mathematical knowledge, are contained in 2009 revised elementary mathematics 6th grade textbooks and teacher's manuals. The STEAM-related subject contents in the textbooks and the teacher's manuals were examined by unit, by semester, and by strand of the content in the elementary school mathematics curriculum. The results are the following: First, in each unit and in each strand of mathematics, the most frequent STEAM-related subject content is storytelling, followed by the STEAM-related subject contents of technology and engineering, natural science, and social studies in order. On the other hand, the number of culture, physical education, music and fine arts contents is very small. Second, the number of STEAM-related subject contents in the textbook for the second semester(textbook 6-2) of the 6th grade year is 61 more than that in the textbook for the first semester(textbook 6-1). The number of non-storytelling STEAM-related subject contents in textbook 6-2 is 107, 2.7 times more than that in textbook 6-1. Third, the teacher's manual for textbook 6-1 is insufficient in complementing the textbook units which lack in STEAM-related subject contents, while the teacher's manual for textbook 6-2 is comparatively good in its complementing role. Therefore, it is recommended that we develop different STEAM materials for our 6th grade mathematics classes.

A Study on Social Value Creation in Social Enterprise by Sector - Focusing on Social Enterpreise in Incheon (업종별 사회적기업의 사회적가치 창출에 관한 현황 연구 - 인천의 사회적기업을 중심으로)

  • Yong-Gu kim;Jae Ho Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1119-1126
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    • 2023
  • This study measured the social value of social economy enterprises in Incheon Metropolitan City using the Social Value Index (SVI) developed by the Korea Social Enterprise Promotion Agency. The results showed that the social value orientation of the business activities of SSEs averaged 9.3 out of 15 points, and their innovation efforts were 8.0 out of 10 points. The average monetary and non-monetary social contribution efforts of SSEs was 5.1 out of 10. When comparing the average sales and social value scores by industry, the manufacturing sector shows that social enterprises have higher average sales and social value orientation of business activities, but lower social return efforts. Social work facility management and business support services have high average sales, but low social value orientation of business activities and efforts to make monetary or non-monetary social contributions. On the other hand, education services; arts, sports, and leisure-related services; and publishing, video, broadcasting, communication, and information services have lower average revenues but higher social value orientation of business activities. These SVI indicators are well utilized by local governments, but not yet by the central government. In the future, governments and public institutions should reflect the differences between sectors when formulating policies for social enterprises.

The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.