• Title/Summary/Keyword: participatory communication

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Participatory Design Process for the Utilization of the Military Relocation Site - The Case of the Idea Competition for the Fukaya Communication Site in Yokohama - (군기지 이전지 활용에 관한 참여설계과정 - 요코하마 후카야 통신소 이전지 아이디어 공모사업 사례 -)

  • Park, Ji-Hyun;Son, Yong-Hoon;Tsuge, Kiharu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.3
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    • pp.10-25
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    • 2011
  • Since 1950, the city of Yokohama has been demanding the return of US. military base sites in Yokohama. Yokohama has established a systematic utilization plan for these relocation sites. The Fukaya communication site is one of former US. military bases verified for return in 2004. The Fukaya communication site is distinctively circular in shape and is entirely national land. Yokohama took an idea competition to its citizens to create a new park at the relocation of the Fukaya communication site, involving lots of citizen opinion in its utilization goals. This study determined the process of the idea competition at the Fukaya communication site in encouraging civic participation and analyzing citizen demands for the utilization of the relocation site. Through the idea competition, Yokohama city was able to obtain several ideas on the new park from various angles such as the function and shape of the urban open spaces. Citizens showed great interest in creating a park as green infrastructure on the Fukaya communication site. In addition, beyond utilization as an urban open space, many ideas suggested new lifestyles for the region in connection with the natural environment in the vicinity. Yokohama city tried to share the process and results of the idea competition with as many citizens as it could through a variety of means such as Participation, Judging, Support, Observation and Understanding. The case study on the idea competition at the Fukaya communication site is a good example of community design practice in public projects, and is full of suggestions for military bases in Korea, which has just established the plan of utilizing relocation sites as parks. Based on this case study, it can be concluded that it is important to make a systemic form for utilization planning with a clear process, open information and partnership in a variety of participatory design processes in order to ensure maximum civic utilization of relocation sites.

A Study on the Analysis of Policy PR Content Using Digital Platform - Focusing on YouTube Analysis by Five Government Departments (디지털 플랫폼을 이용한 정책 홍보 내용분석 연구 정부 5개 부처의 유튜브 분석을 중심으로)

  • Yu, Hyun-Joong;Jeong, Hyeon Ju;Kim, Won-Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.595-603
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    • 2023
  • Recently, many public institutions have been conducting promotional activities using digital platforms. Communication methods using digital platforms have a very important meaning in that they can create new values that did not exist before by connecting and sharing information with various users. To this end, we tried to analyze YouTube videos of five government ministries and examine them. As a result of YouTube analysis by government ministries, most of them were mainly used as channels for policy promotion, and many were used as channels for new information. Although the message is delivered through the production of various contents, it was possible to look at cases where the target as a channel for communication was not clear and the purpose was unclear. In order to communicate with the people, it should be used as a channel for communication through content suitable for clear target setting and purpose.

A Critical Examination of Public Sphere Communication in the Decision-making Process in Relation to Seoul City Hall Plaza (서울시청 앞 광장조성 관련 공론장에서의 의사소통에 대한 비판적 검토)

  • Kim Yun-Geum;Lee Kyu-Mok
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.5
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    • pp.11-22
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    • 2004
  • A few years ago, many people proposed that a plaza be added to Seoul City Hall. The proposal, however, did not materialize because of traffic confusion. The June 2002 World Cup cheering in front of Seoul City Hall has prodded the public to reconsider the plaza. Even though the exercise failed to gain support, many democratic procedures, opening a Web page and design competitions, and so on were attempted while the design and management of Seoul City Hall Plaza was being deliberated. In the future, the need for proper communication and democratic procedures in the process of making decisions regarding public spaces is expected to increase because of the strengthening of the requirement of participatory and deliberative democracy. An examination of the nature and extent of the communication that has been carried out in relation to the plan to add a plaza to Seoul City Hall will be very helpful in gathering feedback to guide decision-making in regards to the use of other public spaces. Thus, this study has a three-fold purpose. : (1) to examine the theories that may justify the need for public input in relation to decisions made regarding the use of public spaces, and to propose the criteria to be used for the methods of communication (2) to examine the contents and conflicts of communication in relation to the decision made regarding the design and management of Seoul City Hall Plaza and (3) to examine the potential distortion of that communication by analyzing the communication according to the criteria previously proposed. The study method that is used herein is the analysis of articles about the subject matter, which have been posted on the Seoul City Hall Plaza Website and which have been published in newspapers such as the Chosun ilbo, Donga ilbo, the Jungang ilbo, and the Hankyoreh. Diverse article contents are also discussed. As result, there are many differences in the contents and viewpoints of the newspapers that are included in this study. In addition, the related Internet bulletin board has not been used actively, but has contributed to forming public opinion on this issue. Finally, the public demanded to be given acceptable reasons for the results of the design competition, and for the decision to make the grass plaza, which ignores the chosen design in the newspapers or on the Web page. However, their demand was rejected. The communication therefore became distorted and consequently did not become successful in bringing about its intended result.

A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.42-57
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    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.

From Information to Knowledge: The Information Literacy Conundrum

  • Todd, Ross J.
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.131-153
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    • 2010
  • The fusion of learning, information, and technology presents dynamic challenges for all librarians, educators and students in 21st century libraries and schools. At the heart of this fusion is the growth of a pervasive, integrated information environment characterized by vast quantities of digital content, open choice, collaborative and participatory digital spaces, and the transition of the web environments from consumption of information to creation of information. This environment heralds important opportunities for librarians and teachers to rethink, re-imagine and recreate a dynamic approaches to information literacy instruction. Drawing on an extensive body of research undertaken through the Center for International Scholarship in School Libraries (CISSL), and published research on both information literacy and constructivist learning, this paper provides a critical examination of the current status of information literacy: its multiple conceptualizations, competing models, viewpoints, and its operationalizations in educational and library environments. The paper will challenge information literacy practices which center on simplistic, reductionist approaches to information literacy development, and the separation of information process and knowledge content. In particular it will address apparent contradictions in espoused conceptions of information literacy which revolve around "knowledge": knowledge construction, critical thinking, problem solving and the development of knowledgeable people; and information literacy practices which revolve around "information": a predominant focus on skills of access and evaluation of resources and with less attention given to engaging with found information to develop deep knowledge and understanding. The paper will present a series of challenges for moving forward with information literacy agendas in libraries and schools.

Developing a University-Community Partnership Model Integrating Research and Intervention to Improve Food Decisions in Families and Communities

  • Gillespie, Ardyth H.
    • Korean Journal of Community Nutrition
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    • v.3 no.1
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    • pp.120-132
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    • 1998
  • A major goal of the Community Plant Food Project is to develop partnerships between the Cornell Community Nutrition Program and Community-based organizations, including Cooperative Extension. A core principle behind this work is integrating research and intervention. Based on our work in Rochester, New York, we have developed a process and principles for effective partnerships. This new paradigm what we call the University-Community Partnership Model is a team effort that builds on the experiential literature in the fields of communication, leadership, community and team development, sociology, and participatory research and action. We have applied this model both to increase our understanding of Family Food Decision-making and to develop programs for families. In this project, we have used a variety of qualitative methods to understand food decisions from the perspectives of families and community stakeholders, including a group method for analyzing our qualitative interview data. For our survey of families, we developed the Enhanced Response Method, an approach for improving the validity and reliability of community surveys with families and, at the same time, building relationships with families and other stakeholders in the community for integrated and sustainable interventions. Because the knowledge we develop through the partnership and the interventions we seek to implement are products of the process, we are constantly seeking to refine this knowledge and to adapt emerging interventions through an ongoing evaluation process we call the Continuous Improvement Method.

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Characteristics of contemporary fashion shows affected by intermedia (인터미디어 특성이 나타난 현대 패션쇼 연출 특성)

  • Lee, Seulah;Lee, Yoon Mee;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.27 no.6
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    • pp.582-598
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    • 2019
  • Intermedia is a term that refers to the convergence of different media. It has not only enabled the delivery of brand message but also developed interactive communication in a contemporary fashion show context. This study investigates the presentation methods of contemporary fashion shows affected by intermedia. We examined the research and theory related to intermedia and fashion shows by accessing articles since the 2000s concerning 252 shows by 30 designers that tended to demonstrate the use of intermedia. Our analysis highlighted four particular characteristics: "medium scalability" (the unity of art and fashion and the unity of life and fashion); "synesthetic flow" (the audience's emotional immersion, represented by the actual performance and performances of the models); "participatory accessibility" (performance participation through action and instrumental support); and "immaterial symbolization" (an intuitive symbol that emphasizes both the direct outward appearance and the metaphorical symbolism so that the object is expressed in a figurative sense). From these results, we identified considerable synergy between the characteristics of intermedia and contemporary fashion shows. Therefore, it might be useful to conduct an experimental study on this area of research.

The Information Behavior of Indonesian Faculty Members on Social Media

  • Kurniasih, Nuning
    • Journal of Information Science Theory and Practice
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    • v.7 no.4
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    • pp.45-55
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    • 2019
  • Currently there are many groups of Indonesian faculty members on social media. This research aims to find out the information behavior of Indonesian faculty members on social media, especially on Facebook, Telegram, and WhatsApp. The focus of this research is in-depth understanding of the needs, search, organization, and use of information by Indonesian faculty members on social media. This research is qualitative research using a virtual ethnographic approach. The research data was obtained through participatory observation, in-depth interviews, and a literature review. The selection of informants was done by purposive sampling, while triangulation was done by data sources and theories triangulation. The results showed that the information behavior of Indonesian faculty members on social media began with the need for information, choosing social media, choosing and entering into one or several groups, sharing information, and discussing in a group. Some faculty members keep the information, and some choose to ask when they need the information, even though the information has been discussed. The information obtained is used when they need it, and they usually share their experiences with other group members.

User-Participated Design Method for Perforated Metal Facades using Virtual Reality (가상현실 기반 사용자 참여형 타공패널 파사드 설계 방법론)

  • Jang, Do-Jin;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.4
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    • pp.103-111
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    • 2020
  • Perforated metal sheets are used as panels of facades for controlling environmental factors while ensuring user's visibility. Despite their functional potentials, only a specific direction of facades or an orientation of a building was considered in the relevant studies. This study proposed a design methodology for the perforated panel facades that reflects the location on the facades and the user's requirements. The optimization of quantitative and qualitative performance is achieved through communication between designers and users in a VR system. In optimizing quantitative performances, designers use machine learning techniques such as clustering and genetic algorithm to allocate optimal panels on the facades. In optimizing qualitative performances, through the VR system, users intervene in evaluating performances whose preferences are depending on them. The experiment using the office project showed that designers were able to make decisions based on clustering using GMM to optimize multiple quantitative performances. The gap between the target and final performance could be narrowed by limiting the types of perforated panels considering mass customization. In assessing visibility as a qualitative performance, users were able to participate in the design process using the VR system.

A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.