• Title/Summary/Keyword: visual ethnography

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A Semiotic Analysis of the Process of Documentation : Visual Ethnography (기록(documentation) 과정에 대한 기호학(semiotics)적 분석 : 시각적 문화기술연구)

  • Kim, Misuk
    • Korean Journal of Child Studies
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    • v.27 no.6
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    • pp.199-215
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    • 2006
  • In this study of the documentation process, a toddler's behavior was interpreted through use of text and picture both of which are subjective representations of reality. Two teachers deconstructed and reconstructed their knowledge of a photographed toddler by first referring to scientific theories from a text. They used these theories to analyze markings drawn on paper by the toddler in the photograph. But, the theories from the text were transformed into a new theory in the documentation process of reflecting on the history of markings in different contexts. Thus, the semiotics of pictures and texts changed in addition to change in meanings. This demonstrates the variability of signs, as in the concept of "rhizome" (Deleuze and Guattari, 1999).

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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The influence of traditional values on the development of fashion in Bali

  • Arumsari, Arini;Sachari, Agus;Kusmara, Andryanto Rikrik
    • The Research Journal of the Costume Culture
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    • v.27 no.3
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    • pp.264-273
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    • 2019
  • Fashion as a field of cultural studies is a very complex field that is very interesting to discuss, especially in Indonesia as the very rich country in cultures and past traditions. This research will discuss the development of fashion in Bali, one area that is opulent in its cultures. Based on the research conducted by today's fashion development, Bali is still strongly influenced by factors inherited from traditional values that exist in the Balinese culture. This research is conducted by applying the qualitative method with the ethnography approach to unravel any factor in Bali so that it becomes the foundation and triggers the rapid development of fashion by still maintaining the values of the tradition. Considering that the values of tradition as a whole have a good impact on the preservation of the natural balance and various factors that exist in society, whether these factors still exist in other regions of Indonesia and they are possible to be developed in various regions of Indonesia. So hopefully the development of fashion in Indonesia as a whole can maintain the local content that characterizes the Indonesian Nation and have a positive impact on the balance of nature and also to the community in Indonesia and the world culture.

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.333-339
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    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).