• 제목/요약/키워드: korea local culture

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사회적 자본이 제주지역 공동체 문화인 괸당문화와 지역발전에 미치는 영향 (Effect of Social Capital on Goendang culture (a traditional community culture on Jeju) and Local Development)

  • 황경수
    • 한국산학기술학회논문지
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    • 제16권3호
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    • pp.1764-1772
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    • 2015
  • 본 연구의 목적은 사회적 자본 수준이 제주도의 지역 공동체 문화의 하나로 논의되고 있는 괸당문화에 대한 영향력과 지역사회발전을 위한 긍정요소로 어떠한 영향이 있는지 살펴보기 위한 직접설문조사로 제주지역주민 600명을 대상으로 실시하였고, 최종분석에는 594부가 사용되었다. 수집된 자료는 SPSS 18.0을 이용하여, 기술통계, T-test, ANOVA 분석 및 다중회귀분석을 실시하였다. 분석결과, 첫째, 조사대상자의 사회적 자본의 수준은 네트워크(평균 4.01점), 신뢰(평균 3.80점), 규범(평균 3.43점), 협력(평균 3.00점), 참여(평균 2.80점)의 수준으로 나타났고, 둘째, 사회적 자본은 대체로 도농지역, 행정구역, 월평균소득에 따라 집단간 차이가 있었다. 마지막으로 사회적 자본의 하위 요인 중 네트워크와 참여가 높을수록 괸당문화의 필요성이 높다고 인식하고 있으며, 규범과 참여가 높을수록 괸당문화는 지역사회발전에 중요한 영향요인으로 작용할 수 있음을 확인하였다. 따라서 이러한 연구결과들을 통하여 사회적 자본의 육성은 괸당문화를 긍정적 공동체문화로서 지역발전에 중요한 요소로 활용할 수 있다는 시사점을 갖는다.

Economic Effect of Local Feed Utilization in Korea

  • Lee, Byung Oh;Yang, Jeong Hee;Park, Sang Youn;Lee, Byeong Soon
    • International Journal of Advanced Culture Technology
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    • 제6권4호
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    • pp.214-225
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    • 2018
  • Rice straw is the principal forage for Korean cattle. Limited supply of domestic forage forces Korea to depend on imported forage. Utilizing locally available domestic feed as an alternative would lead to self-sufficiency and stability in cattle farm management. Locally available feed can be utilized as forage. The challenge of collecting local feed has been overcome by machines that have been developed to harvest feed. Local feed can be completely consumed in the production regions, thus reducing transportation costs and increasing price competitiveness. Hitherto, studies have focused on feed technologies and price competitiveness, among other factors, while the substitution of forage has not been examined. This study conducts a quantitative analysis to estimate the extent to which local feed can replace existing forage. We find that local feed is cheaper, and abundantly available, and can thus replace high-quality forage.

지역 임산물의 공유가치창출에 대한 소비자의 인식에 따른 지역 임산물의 구매행동에 관한 연구 - 정읍시를 중심으로 - (Effect of Consumers' Perceived Creating Shared Value on Purchasing Behavior of Non-timber Forest Products in Jeongeup City, Korea)

  • 오지은;이경원;강남이;조미숙;나예슬
    • 한국식생활문화학회지
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    • 제36권5호
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    • pp.421-429
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    • 2021
  • Local non-timber forest products can be easily accessed by tourists. These also provide opportunities for tourists to experience the local culture. Many local governments are paying constant attention to the development of non-timber forest product brands to revitalize the local economy and increase the profits of local farmers. Although there are many forest products and tourism resources in each region of Korea, there is no local specialized strategy to sell non-timber forest products and promote consumers' purchase intentions. In this study, we aimed to explore the consumers' perceived creating shared value (CSV) and its association with purchasing behavior of non-timber forest products in Jeongeup city, Korea. Data were collected from 1,066 consumers who had purchased non-timber forest products. Purchasing patterns of local specialty products differed depending on consumers' perceived CSV levels. In addition, consumers with higher levels of perceived CSV showed higher awareness and familiarity with Jeongeup city and experienced Jeongeup city's non-timber forest products. Our findings suggest that improving consumer perception towards CSV of non-timber forest products can be used as a marketing strategy for local non-timber forest products to revitalize the local economy.

Research on disaster management personnel improvement measure of local government

  • Young Ran Kim;JungHyun Kim
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.1-9
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    • 2023
  • The purpose of this study is to examine the disaster management system of local governments by diagnosing the current status of disaster management experts in Korea, deriving problems and improvement measures, and looking at local governments' total labor cost system. The status and status of disaster management personnel were compared and analyzed to find ways to improve the local government's disaster management response system under the Framework Act on Disaster and Safety Management in Korea. Considering Korea's reality, because national security and disaster management exist together, we devised a plan to improve on-site response capabilities and seek solutions by deriving the problems of the currently operating security and safety-related organizations.

부산 감천문화마을의 지역자산 기반 재생과정 연구 (A Local Asset Based Regeneration Process of Gamcheon Culture Village Busan)

  • 이연숙;박재현
    • KIEAE Journal
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    • 제14권3호
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    • pp.111-120
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    • 2014
  • In the late 20th century, Korea has accelerated urban sprawl and demolition based redevelopment without considering local characteristics. As a result, quantitative supplement of housing has been saturated and has pushed revitalization especially. The purpose of this research is to delineate the local asset based regeneration of Gamcheon Culture Village Busan. The research methods are field visit, site observation, in-depth interview, library and internet research, data were collected and analyzed with the contents analysis techniques. As results, elements of hardware, software and humanware resources and the dynamics of the whole process such as how the resources connected and utilized, and how the external resources have been converged into these to regenerate Gamcheon Culture Village in diverse dimensions, such as cultural, social, economical and physical one were analysed. This research is expected to share the wisdom of revitalizing with collaborations. Through enhancing negative resources of decayed area to positive ones, the case produced the synergy.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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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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Islamization or Arabization? The Arab Cultural Influence on the South Sulawesi Muslim Community since the Islamization in the 17th Century

  • Halim, Wahyuddin
    • 수완나부미
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    • 제10권1호
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    • pp.35-61
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    • 2018
  • This paper explores the influence of Arab culture on the culture of Bugis-Makassar, the two major ethnic groups in South Sulawesi, Indonesia, particularly after their Islamization in the early 17th century. The paper argues that since then, the on-going process of Islamization in the region has also brought a continuous flow of ideas and cultural practices from Mecca to Indonesia by means of the hajj pilgrims, Arab traders, and the establishment of Islamic educational institutions that emphasized the teaching and use of Arabic language in education. These factors, among others, have facilitated a cultural inflow which enabled cultural practices borne of West Asia (Middle East) to be integrated into local customs and beliefs. The paper particularly depicts the most observable forms of Arabic cultural integration, acculturation, and assimilation into the Bugis-Makassar culture such as the use of Arabic in Islamic schools and religious sermons; the Arab-style dressing by religious scholars, teachers, and students; the wearing of the hijab (head cover) by women; and the change of people's names from local into Arabic. By utilizing the historical and anthropological approach, this paper investigates this dynamic process of adaptation and integration of a foreign culture that first came through the Islamization of a local culture, exploring the role of an Islamic missionary and educational institutions in mediating and maintaining such cultural integration processes.

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<차사본풀이> 스토리텔링 개발 전략 연구 (The Study Establishes Development Strategies on Chasabonpuri)

  • 이창훈
    • 한국콘텐츠학회논문지
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    • 제16권11호
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    • pp.560-573
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    • 2016
  • 지역의 문화콘텐츠 중에서도 지역의 신화와 전설을 자원화하려는 노력들은 십 수 년 전 부터 활발하게 벌어져 왔다. 제주지역도 마찬가지로 다양한 설화자원을 콘텐츠 상품으로 개발하려 노력해 왔다. 하지만 아직까지 가시적인 성과를 내고 있는 지역은 거의 없고, 축제나 지역 행사에 마스코트로 개발되는 수준에 머물러 있을 뿐이다. 이는 지역에 문화콘텐츠 개발 인프라 부족, 지역의 문화자원에 대한 개발 계획 부재와 이에 대한 전략적 접근도 이뤄지지 않고 있기 때문이다. 이런 문제점을 바탕으로 이 글에서는 제주지역 신화자원의 개발 전략을 수립하고 이를 문화콘텐츠로 개발하기위한 방안도 함께 모색해보고자 한다.

지역 공공극장 운영 활성화를 위한 드라마투르그 제도 도입 연구 (A Study on the Introduction of a Dramaturg System for the Active Management of Local Public Theaters)

  • 황아람
    • 예술경영연구
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    • 제60호
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    • pp.69-92
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    • 2021
  • 본 연구는 공연장 전문인력으로서 드라마투르그라는 직무 도입의 필요를 주장하기 위한 목적으로 수행되었다. 드라마투르그란 연극, 무용 등 공연예술 작품 제작 과정에서 예술적 지향을 제시해주는 전문 스태프를 의미하는 것으로 개별 작품에 참여하는 프로덕션 드라마투르그와 극장 내 상주하는 상임 드라마투르그로 구분된다. 본고에서는 상임 드라마투르그를 지역 공공극장에 활용하기 위한 방안 모색을 중심으로 논의를 진행하였다. 특히 지역에서 공공극장의 역할을 수행하는 문화예술회관에 드라마투르그 직무 도입 통한 이점과 이를 위한 제도적 개선 방안을 제시하였다. 문화예술회관 내 드라마투르그는 지역주민 대상의 문화예술서비스 확대, 지역 예술가의 창작기회 확대, 지역문화 활성화에 기여, 중앙과 지방 간의 문화격차 해소에 기여하는 역할을 수행한다. 이러한 상임 드라마투르그 제도 도입을 위해서는 기존 문화예술진흥법 또는 공연법 개정, 문예회관 운영 시스템 개선, 공연장 성과평가 방식 변화, 공공부문의 양성과정 신설 등 다방면의 노력이 함께 추진되어야 한다.

로컬푸드와 브랜드의 이미지일치성이 소비자의 구매의도에 미치는 영향에 관한 연구 (A Study on the effects of local food brand image congruence for the intention of purchase)

  • 이은영
    • 문화기술의 융합
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    • 제6권1호
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    • pp.389-393
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    • 2020
  • 세계적으로 로컬기반의 상품, 특히 농식품에 대한 관심과 중요성이 커지고 있는데 비해 이에 대한 체계적인 연구는 여전히 부족한 실정이다. 최근에는 농식품에 대해서도 소비자들이 브랜드를 중요하게 생각하는 경향을 보여주고 있어 로컬푸드와 로컬푸드 브랜드의 관계에 대해 연구를 시작하였다. 본 연구에서는 로컬푸드를 대상으로 로컬푸드상품과 로컬푸드 브랜드에 대한 이미지일치성이 브랜드선호와 구매의도에 미치는 영향을 살펴보았다. 연구의 결과 로컬푸드상품과 브랜드에 대한 이미지일치성이 강할수록 브랜드선호에 긍정적인 영향을 미치는 것으로 나타났다. 또한 브랜드 선호가 강할수록 고객의 재구매의도도 높게 나타났다.