• Title/Summary/Keyword: culture of the play

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A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design- (MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로-)

  • Park, Na-Young
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.49-58
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    • 2007
  • The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.

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Cultural Diversity and Communication Barrier (문화적 다양성이 커뮤니케이션에 미치는 영향)

  • Yang, Chun-hee
    • Journal of Distribution Science
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    • v.3 no.2
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    • pp.121-142
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    • 2005
  • We're living in a world of one global village. The globalization of business is acceleration as more companies cross national borders to find customers, materials and money. Many foreign companies and organizations are doing their business aggressively in Korea and many Korean companies and rushing into foreign market. When people communicate for business with someone from another culture, there could be difficult communication barriers to overcome resulting from differences in their values, beliefs, norms for behavior, expectations, attitudes and so on. To do successfully business, we need to understand culture background and communication style that is different from nation, race, language. Communication barriers stemming from cultural differences may vary. Largely, they can be divided into value system, non-verbal communication, and perception process. Value system can be divided into individualism versus group orientation, avoidance of uncertainty degree, power distance, and high- context culture versus low-context culture. Also non-verbal communication method and perception process may play decisive roles in communication effectiveness. Especially nonverbal communication barriers which sometimes play more important roles than the verbal parts are composed of eye contact, gesture, kinesics, proxemics, chronemics, paralanguage and language of color Cross-cultural communication affect business situation. I expect that if we understand cultural background, and then we overcome cross-cultural communication barriers. To overcome and to adapt inter-cultural business, we need to develope curriculum on the cross-cultural education which I will study in the next paper.

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『The Death of a Salesman』 reinterpreted by Media Transformation: Focusing on (2017) by Asghar Farhadi (매체 변환을 통해 재해석된 『세일즈맨의 죽음』: 아쉬가르 파라디 감독의 영화 <세일즈맨>(2017))

  • Choi, Young-hee;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.193-198
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    • 2022
  • Arthur Miller's play has been reproduced for a long time, and has been made into a film several times. Director Asghar Farhadi made a film set in Iran in the 21st century, showing the film (2017), which excludes "Death" from the original title. is not just a movie of . In , the play is summoned in the form of performing a play. There are many movies in this form, but is an exquisite fabrication so that the reality outside the play and the content in the play harmonize with each other. The play depicts the tragedy of the head of the family who falls at the end of the American dream. The movie transforms this tragedy into a conflict between a young couple living in Iran in the 21st century. In addition, is completed as an independent work that not only rearranged the space and characters of the original work, but also reinterpreted the meaning of death, creating the effect of media conversion such as theater and film.

The Effect of Job Autonomy of Early Childhood Teachers on Teaching Creativity and Play Support Competency (유아교사의 직무자율성이 교수창의성과 놀이지원역량에 미치는 영향)

  • Jung yujin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.513-518
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    • 2024
  • This study was to investigate the relationship and impact the job autonomy, teaching creativity and play support competency of early childhood teachers. As the research subjects, 252 early childhood teachers in G City were randomly sampled, and a questionnaire survey was conducted. The collected data were subjected to Pearson's correlation analysis and multiple regression analysis through the SPSS 21.0 program. The results of this study showed a positive correlation between job autonomy, teaching creativity and play support competency of early childhood teachers, and job autonomy affect teaching creativity and play support competency. The results of this study are expected to reveal the impact of job autonomy on teaching creativity and play support competency, providing basic data for creating an environment to guarantee and the development of job training programs for early childhood teachers.

A Study on Pre-service Early Childhood Teachers' Perception of Play-oriented Education through Metaphorical Analysis (은유(metaphor)분석을 통한 예비유아교사들의 놀이중심교육에 대한 인식연구)

  • Kim, Hyeyoon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.357-362
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    • 2023
  • This study aims to investigate the perception of pre-service early childhood teachers regarding play-oriented education through metaphorical analysis, in order to comprehend its meaning that pre-service early childhood teachers perceive. A questionnaire was used, which asked the participants to express play metaphorically and provide reasons for their choices. The collected data were analyzed using a systematic metaphorical analysis approach. The results revealed that the metaphorical expressions of pre-service early childhood teachers regarding play-oriented education were categorized as instructional methods being the most prominent, followed by environment, enjoyment/happiness, autonomy, growth and development, interactive relationships, child-directedness, the essence of life, interest, creativity, potential, variability, everyday life, ambiguity of beginnings and endings, naturalness, and others. Based on these findings, it is expected that one can attain insights regarding the methods of training pre-service early childhood teachers on how to implement play-centered education in the revised Nuri curriculum.

A Study of Aleksandr Vampilov's Play and Film (알렉산드르 밤필로프 희곡의 영상화 연구 《9월의 휴가》를 중심으로)

  • Ahn, Byong Yong
    • Cross-Cultural Studies
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    • v.29
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    • pp.7-24
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    • 2012
  • "Duck Hunting" is the most psychological play with unique structure written by Aleksandr Vampilov. The play describes protagonist hero's furious behavior with psychological instability, therefore, this play tends to be recognized as serious and complicated one. After the death of Vampilov, "Duck Hunting" was reproduced as a film, titled as "Vacation in September." This study is designed to shed light on the play's psychological-dramatic factors by focusing on the structure of narrative and spatial-temporal objet. Also, this study compared the screenshots of the play with their textual meanings, then concentrated on main character's psychological features. By focusing on protagonist hero's mind, this study tries to look into the features of the play and its meanings for modern period. The film's plot is a kind of story telling structure based on main character's memory. The short stories of main character represents that Jilov(main character's name)'s losing his own life. The audience can acknowledge that Jilov's life as a duck hunter who is cynical, ideological, lazy, and self-interest oriented person. This play provokes the audience to compare their life to Jilov's one because such comparison helps the audience recognize their lives as surplus style of life with nihilism. Jilov as a character represents one of Soviet's generation with the feeling of great loss in 1960s.

Characteristics of Hanfu Street Snaps on TikTok (틱톡에 나타난 한푸 스트리트 스냅의 특성)

  • Zhang, Luyue;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.519-529
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    • 2022
  • This research analyzed the characteristics of Hanfu street snaps in the Chinese version of TikTok to determine the development and meaning of Hanfu. Based on grounded theory, this study selected 102 representative cases by sorting Hanfu street snaps on TikTok according to popularity. Subsequently, through open coding, the cases were organized and summarized into five main categories. The findings are as follows: 1) The national cultural pride has enabled a greater number of Hanfu fans and groups to upload short videos promoting the Hanfu movement on TikTok to expand the influence of the activities and popularize cultural knowledge. 2) The users attempted cross-cultural communication by participating in cultural festivals in Western countries wearing Hanfu. 3) The 'See now buy now' function of TikTok enables numerous Hanfu merchants to upload short videos about Hanfu products to promote their products and boost sales. 4) As 'gamification' affects everyday life, computer game enthusiasts among them wear Hanfu in the form of role-playing. 5)As a unique "meme" phenomenon on TikTok, wearing Hanfu to make interesting videos has also become a form of entertainment. Thus, although the characteristics of Hanfu street snaps on TikTok originated from the transmission of Hanfu culture, the culture has now been transformed through social media into symbolic consumption and play culture.

Design and Implementation of the ChamCham and WordChain Play Robot for Reduction of Symptoms of Depressive Disorder Patient (우울증 진단 환자의 증상 완화를 위한 참참참, 끝말잇기 놀이 로봇 설계 및 구현)

  • Eom, Hyun-Young;Seo, Dong-Yoon;Lee, Gyeong-Min;Lee, Seong-Ung;Choi, Ji-Hwan;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.561-566
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    • 2020
  • We propose to design and to implement a recreational and end - of - play robot for symptom relief in patients with depression. The main symptom of depression is the loss of interest and interest in life. The depression diagnosis patient confirms the emotional analysis revealed by his / her robot through the robot, and performs the greeting or ending play. After analyzing the emotions in the expressions after the play, the function of the embodying robot is confirmed by receiving the report. A simple play can not completely cure a patient with a diagnosis of depression, but it can contribute to symptom relief through gradual use. The design of the play-by-play robot is using Q.bo One, an open-source robot that can interact with Thecorpora. Q.bo One's system captures a user's face, takes a picture, passes the value to the Azure server, and checks the emotional analysis before and after the play with the accumulated data.Play is implemented in Rasubian, the OS of Q.bo One, using the programming language Python and interacting with external sensors. The purpose of this paper is to help the symptom relief of depressive patients in a relatively short time with a play robot.

A Study on the Training Plan of Local Culture Promotion Personnel through the Migrant Women in Uljin-gun

  • Koo, Ja-Bong
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.186-198
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    • 2019
  • The means to train plan of local culture promotion personnel through the migrant women refers to the knowledge education of local cultural personnel through the accurate recognition of Korean culture and local culture and related information to foreign immigrants and workers in each region of the country. Through education courses in four areas, such as international manners, local promotion education, cultural heritage, and experience learning, the immigrant women will present a leading direction in which they can expect to play a role as experts in regional culture and public relations through the mother country's language.

The Effect of Pan Play Counseling in the Midst of COVID-19 on the Reduction of Anxiety in College Students (COVID-19 상황에 판놀이 상담이 대학생의 불안 감소에 미치는 효과)

  • Kim, Kyung Hee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.317-324
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    • 2021
  • The purpose of this study was to conduct pan play counseling that contains Korean cultural characteristics to see if it affects college students' anxiety reduction in coronavirus situations. Counseling was conducted for 40 minutes once a week. The associations of participants were recorded for each session. The score of anxiety test decreased in the participants' pre-and post-anxiety tests. The effectiveness of pan play counseling was verified. Case analysis applied phenomenological research method. Structural decisions through case analysis were in the order of regression, expression, differentiation, and integration. In the results of case analysis, participants feel confused through encounters in the early stages and regress unconsciously. Emotions of negativity that could not be erupted in the expression structure appear as consciousness, and the participants awaken. Participants expressed emotions such as fear, anxiety, loneliness, anger, and irritation. Consciousness of the unconscious causes a transformation of ego. The ego gains discernment as the great drama emerges from the differentiated structure. In other words, it builds confidence. The goal of counseling is to reinforce the ego, realizing the potential to overcome anxiety. In the last integration's structure, a wedding, a baby, and a old wise man appeared, showing that a transformation took place. In the results of this study, it was verified that pan play counseling has a healing effect. This study is expected to serve as an opportunity to develop Korean counseling techniques that incorporate Korean culture.