Earticle

현재 위치 Home 검색결과

결과 내 검색

발행연도

-

학문분야

자료유형

간행물

검색결과

검색조건
검색결과 : 301
No
141

문화산업론과 문화산업 연구의 계보학

김성은

[NRF 연계] 한국문화산업학회 문화산업연구 Vol.15 No.4 2015.12 pp.49-65

...culture industry since Adorno and Horkheimer’s idea of ‘Culture Industry’ presented and the representative studies about cultural industries in South Korea. It was occasioned by UNESCO’s significant studies that concept of ‘cultural industries’ pointing to various industries that exist in reality replaced ‘culture industry’, Frankfurt School’s philosophical concept. In addition the mainstream of studies about cultural industries was changed direction to observe the current status of cultural industries and establish a development strategy for them. As a result, the studies of cultural industries have been led by business administration or economics instead of philosophy and sociology since 1970s. Also the new discipline called ‘cultural economics’ has grown bigger and led the studies of cultural industries. Depending on the added value of cultural industries is higher, governments began to be involved, directly or indirectly, in the studies about strategy development of cultural industries. But they are still occurred the criticisms that the recent studies have only to concentrate on the market value of cultural industries and the arguments that we need more pluralistic and interdisciplinary studies of them because it should not be overlooked their social value and influence, even though acknowledging the fact that economic analysis is the most important. Therefore, this study has a few suggestions for the future development of the studies about cultural industries after examining the various criticisms about the general trend of recent studies. First, empirical researches must be combined with the various cultural theory. Second, it is need to strengthen the study about workers of cultural industries. Finally, it is desirable to widen studies to the overall cultural surroundings commercialized instead of being limited to the media industries.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 연구는 Adorno와 Horkheimer의 문화산업 개념 제시 이래 문화산업론의 변화와 전환, 한국에서 문화산업 연구의 전개 등을 계보학적으로 성찰하였다. 문화산업 개념은 유네스코의 연구를 계기로 프랑크푸르트학파의 철학적 개념인 ‘단수로서의 문화산업’ 대신 ‘복수로서의 문화산업’, 즉 현실에 존재하는 다양한 문화산업체를 가리키게 되었으며, 문화산업론은 문화산업의 현황을 파악하고 발전 전략을 세우는 방향으로 전환되었다. 따라서 1970년대 이후 문화산업 연구의 중심지는 철학, 사회학에서 경영학, 경제학 쪽으로 옮겨가게 되었으며, 특히 문화경제학이라는 새로운 분과학문의 영향력이 커졌다. 또한 문화산업의 부가가치가 크게 증대함에 따라 각국의 정부에서 직간접적으로 관여하는 문화산업의 발전 전략 연구가 증가하였다. 그러나 문화산업의 시장가치에만 집중하는 획일적인 연구 경향을 비판하고 다원적, 학제적 연구가 필요하다는 주장 역시 끊임없이 제기되고 있다. 문화산업 연구에서 경제적 분석이 가장 중요하다는 사실을 인정하더라도 문화산업의 사회적 영향력과 중요성을 간과해서는 안 되기 때문이다. 이 연구에서는 기존 문화산업 연구의 일반적 경향에 대한 다양한 비판들을 검토한 후 향후 문화산업 연구의 확장과 발전을 위해서 첫째, 실증적인 연구를 다양한 문화 이론과 결합시킬 것, 둘째, 문화산업 종사자들에 대한 연구를 강화할 것, 셋째, 연구 대상을 미디어산업에 국한하지 않고 일상의 상업화된 문화적 환경들까지 연구 범위를 확대할 것 등 몇 가지 방안을 제시하였다.

This study reflected genealogically historical changes or conversions of the theories about culture industry since Adorno and Horkheimer’s idea of ‘Culture Industry’ presented and the representative studies about cultural industries in South Korea. It was occasioned by UNESCO’s significant studies that concept of ‘cultural industries’ pointing to various industries that exist in reality replaced ‘culture industry’, Frankfurt School’s philosophical concept. In addition the mainstream of studies about cultural industries was changed direction to observe the current status of cultural industries and establish a development strategy for them. As a result, the studies of cultural industries have been led by business administration or economics instead of philosophy and sociology since 1970s. Also the new discipline called ‘cultural economics’ has grown bigger and led the studies of cultural industries. Depending on the added value of cultural industries is higher, governments began to be involved, directly or indirectly, in the studies about strategy development of cultural industries. But they are still occurred the criticisms that the recent studies have only to concentrate on the market value of cultural industries and the arguments that we need more pluralistic and interdisciplinary studies of them because it should not be overlooked their social value and influence, even though acknowledging the fact that economic analysis is the most important. Therefore, this study has a few suggestions for the future development of the studies about cultural industries after examining the various criticisms about the general trend of recent studies. First, empirical researches must be combined with the various cultural theory. Second, it is need to strengthen the study about workers of cultural industries. Finally, it is desirable to widen studies to the overall cultural surroundings commercialized instead of being limited to the media industries.

142

문화콘텐츠산업이 국민경제에 미치는 경제효과 분석

정행득, 이상호

[NRF 연계] 한국문화산업학회 문화산업연구 Vol.14 No.3 2014.09 pp.83-92

...Culture Industry on National Economy. For the last 40 years, fast follower strategy enabled Korean economy to grow and develop tremendously. However, recent external environment such as global economic crisis and catch-up of late emerging economies is forcing Korea to find a new momentum for sustainable economic growth. Korea should change its economic policy direction toward the paradigm in which innovation and creative ideas generate new markets and related jobs. For this changing process, most important role is given to the so called culture industry. In order for the culture industry to develop and lead the national economy, it is very important to create economic values through the organic cooperation between culture and industry. Organic cooperation among cultural art, culture industry and cultural heritage is critical to establish new system of value creation in the national economy. From this perspective, this paper analyzes the economic spill-over effects of culture industry and suggests appropriate policy measures to foster development of culture industry.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

지난 40여년간 한국경제의 성장을 가져다주었던 빠른 추격형(fast follower) 전략이 글로벌 경제 위기와 신흥 산업국가의 추격 등에 따라 점차 한계에 봉착하고 있어 한국경제는 지속가능한 새로운 성장 모멘텀을 필요로 하고 있다. 창조와 혁신을 통해 시장과 일자리를 창출하는 경제 패러다임으로 전환하여 첨단 기술, 문화, 예술 등 각국의 강점에 기반한 경제성장 전략을 추진해야 하는 것이다. 우리나라 문화콘텐츠산업이 성장, 발전하고 그를 통해 고용 창출 등 국가 경제 기여도를 높이기 위해서는 무엇보다도 문화콘텐츠산업의 발전에 대한 산업정책적 마인드 함양이 필요하다. 우리나라의 문화콘텐츠산업에서 문화와 산업의 유기적 협력에 기초한 창조적 영역 융복합화 및 가치 창출이 중요하다. 문화예술, 문화산업, 문화유산 영역의 유기적 협력에 기초하여 관광 등 다양한 분야와의 창조적 결합을 통해 문화와 산업이 융합되는 새로운 가치창출 체계가 구축되어야 한다. 본 연구는 우리나라 문화콘텐츠산업의 현황을 다각적으로 살펴보고 문화콘텐츠산업의 경제적 파급효과를 분석함으로써 국가경제 발전에 기여하는 문화콘텐츠산업의 발전 방안을 모색하고 있다.

An Analysis of the Economic Effects of Culture Industry on National Economy. For the last 40 years, fast follower strategy enabled Korean economy to grow and develop tremendously. However, recent external environment such as global economic crisis and catch-up of late emerging economies is forcing Korea to find a new momentum for sustainable economic growth. Korea should change its economic policy direction toward the paradigm in which innovation and creative ideas generate new markets and related jobs. For this changing process, most important role is given to the so called culture industry. In order for the culture industry to develop and lead the national economy, it is very important to create economic values through the organic cooperation between culture and industry. Organic cooperation among cultural art, culture industry and cultural heritage is critical to establish new system of value creation in the national economy. From this perspective, this paper analyzes the economic spill-over effects of culture industry and suggests appropriate policy measures to foster development of culture industry.

143

『메뚜기의 날』(The Day of the Locust)과 미국의 문화 산업

강석진

[NRF 연계] 한국영미어문학회 영미어문학 Vol.93 2009.12 pp.39-56

...culture. West's novel can be sharply contrasted to John Schlesinger's 1975 film. Instead of attacking the process of mass production, Schlesinger replicates or restores conventions of Hollywood culture industry. Westian powerful critique of mass culture and sign of cultural despair are largely absent in the screen. Instead a series of spectacles meet the desire of the modern spectators: the bloody cockfights, the collapse of the stage, and a date with a sexy girl beside a fountain. Unlike West's work, characters are frequently finalized by the Hollywood code and thus fail to resist authoritarian powers. Schlesinger's screen adaptation provides a case study of Hollywood industry's capacity to take advantage of subversive counternarratives.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Nathanael West‘s The Day of the Locust offers the most insightful critiques of spectacles of capitalism during the thirties. His novel fully demonstrates the emergence of mass man in a consumer society; his spectacles show us the universal equality of cultural products in the age of mechanical reproduction. His characters are frequently not proper humans but mechanical toys or helpless automatons. Mass production ultimately results in the grotesque sameness and the loss of individuality. The Day of the Locust, in this context, shares the vision of Walter Benjamin's works which cover a sustained analysis of mass culture. West's novel can be sharply contrasted to John Schlesinger's 1975 film. Instead of attacking the process of mass production, Schlesinger replicates or restores conventions of Hollywood culture industry. Westian powerful critique of mass culture and sign of cultural despair are largely absent in the screen. Instead a series of spectacles meet the desire of the modern spectators: the bloody cockfights, the collapse of the stage, and a date with a sexy girl beside a fountain. Unlike West's work, characters are frequently finalized by the Hollywood code and thus fail to resist authoritarian powers. Schlesinger's screen adaptation provides a case study of Hollywood industry's capacity to take advantage of subversive counternarratives.

144

나주지역의 차 문화산업 활성화 방안 연구 - 금성산 야생차밭 개발과 녹색관광 -

김현택, 박지영

[NRF 연계] 한국차학회 한국차학회지 Vol.14 No.2 2008.08 pp.51-68

...industry of Naju has been still lagging behind other regions despite its superb historic and cultural resources. If wild tea field at Geumseongsan(M.T), etc, which has not been known very well, is developed and relayed to the tea culture, more fruitful and abundant cultural development would be attained. Recently, the green tourism is coming into the spotlight as a new form of tourism. That is a development for environment-friendly tourism industry using the natural, historic, social and cultural resources of rural community in order to highlight the character of the region. This study purposes to enhance the applicability of tea industry along with the rich cultural assets of Naju, as part of effort at green tourism. In response to that, I considered a green tourism which applies tea culture industry to differentiate Naju from other regions. Specifically, this study tries to explore the measure to develop the tour resources based on the green tea culture using the wild tea from Geumseongsan, Deokryongsan, Baekryongsan, and systematize such efforts.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Naju was the political, economic and cultural center of Honam along with Jeonju from Goryo of Wanggeon to Chosun Dynasty. Natural resources of Naju, like Geumseongsan(M.T), blends well with its pivotal historic and cultural assets. However, the cultural tourism industry of Naju has been still lagging behind other regions despite its superb historic and cultural resources. If wild tea field at Geumseongsan(M.T), etc, which has not been known very well, is developed and relayed to the tea culture, more fruitful and abundant cultural development would be attained. Recently, the green tourism is coming into the spotlight as a new form of tourism. That is a development for environment-friendly tourism industry using the natural, historic, social and cultural resources of rural community in order to highlight the character of the region. This study purposes to enhance the applicability of tea industry along with the rich cultural assets of Naju, as part of effort at green tourism. In response to that, I considered a green tourism which applies tea culture industry to differentiate Naju from other regions. Specifically, this study tries to explore the measure to develop the tour resources based on the green tea culture using the wild tea from Geumseongsan, Deokryongsan, Baekryongsan, and systematize such efforts.

145

한국의 테마파크와 아도르노의 문화 산업론

김혜연

[NRF 연계] 한국비평이론학회 비평과이론 Vol.13 No.1 2008.06 pp.159-178

...Culture Industry." Adorno insists that the mass culture is already determined and dominated by a few powerful manipulators of the culture industry. And he tries to reveal the mechanism of the way how the mass consumes the cultural commodities and contributes to the continuation of the monopolistic system of the culture industry. This paper argues that such strategies of culture industry operate in Korea's most famous theme parks, Lotteworld and Everland. Both theme parks owned by large corporations, Lotte and Samsung, reduce all persons to the inferior and innocent consumers. In Lotteworld and Everland, the mass as a subject in the system of theme parks, continuously consumes the copies or imitations that are produced under the same standards or criteria. Such subjugation of the mass is accelerated by postponement of satisfaction, and the power does not leave the customer alone. Furthermore, the theme parks display diverse violences in amusing and comic shows in order that the customer of the theme parks laugh observing the violence. In laughing, the customers forget that they are actually mutilated and fragmented themselves by the violence. Therefore, Lotteworld and Everland are the condensed and concrete model of subjugation of the mass in the late capitalism.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

The aim of this paper is to expose the fascism of the typical theme parks in South Korea, Lotteworld and Everland through T. W. Adorno's criticism on the "Culture Industry." Adorno insists that the mass culture is already determined and dominated by a few powerful manipulators of the culture industry. And he tries to reveal the mechanism of the way how the mass consumes the cultural commodities and contributes to the continuation of the monopolistic system of the culture industry. This paper argues that such strategies of culture industry operate in Korea's most famous theme parks, Lotteworld and Everland. Both theme parks owned by large corporations, Lotte and Samsung, reduce all persons to the inferior and innocent consumers. In Lotteworld and Everland, the mass as a subject in the system of theme parks, continuously consumes the copies or imitations that are produced under the same standards or criteria. Such subjugation of the mass is accelerated by postponement of satisfaction, and the power does not leave the customer alone. Furthermore, the theme parks display diverse violences in amusing and comic shows in order that the customer of the theme parks laugh observing the violence. In laughing, the customers forget that they are actually mutilated and fragmented themselves by the violence. Therefore, Lotteworld and Everland are the condensed and concrete model of subjugation of the mass in the late capitalism.

146

한, 일 FTA와 문화산업에 관한 연구

박희종, 김민수, 전형구

[NRF 연계] 국제지역학회 국제지역연구 Vol.9 No.3 2005.11 pp.587-610

...culture industry. Korean culture industry should escape from the existing passive stage, adjust to the market system of world culture industry through the promotion of Korea-Japan FTA and be equipped with the competitiveness and intellectual property rights, which are the cores of culture industry. In culturally advanced nations such as Japan, the boundary between the spheres of popular culture industry has disappeared and the maximum profits have been obtained based on synergy effect through the collaboration of various fields. Therefore, Korean culture industry should have a synthetic strategy on culture industry so as to strengthen the linkage system corresponding to the market system found in culturally advanced nations. Through these efforts, those who are concerned in this industry do not simply think of music, broadcasting, movies and games as the sales subjects, but sell their relevant cultural products and create them as Korean tourist items. In doing so, we will have a good opportunity to let people around the world be aware of various Korean cultures.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

최근 한국은 칠레와 싱가포르와 FTA를 체결하고 앞으로 중국, 미국, 일본 등 무역비중이 높은 국가들과의 동시다발적인 FTA 체결을 계획 중에 있다. 특히 일본과는 연내 타결을 목표로 최근까지 정부 간 협상을 진행 중에 있는데 한국과의 FTA를 문화산업의 적극적인 진출과 지적재산권의 강화 차원에서 접근하고 있음이 나타나고 있다. 한국 역시 문화산업을 새로운 성장의 동력으로 채택하고 있어 양국 간 FTA 협상과정에서 일본의 입장을 이해하는 것이 필요하다. 일본은 ‘지적재산입국’을 표방하면서 정부조직 정비 및 활동을 강화하고 있으며 한국과의 FTA에서 강도 높은 지적재산권 보호를 요구하고 있다. 우리나라의 경우 아직까지 지적재산권에 대한 인식이 미흡하고 일본과 같은 국가차원의 지적재산권전략이 마련되어 있지 않다. 보유하고 있는 지적재산권의 활용도를 높이고, 기업들이 수익을 얻을 수 있도록 원활한 지적재산에 관한 국내 법률의 정비가 시급한 사안이며, 문화산업의 핵심인 음악, 영화, 방송, 게임산업 등에서 한・일 FTA 추진을 기회로 지적 재산권에 대한 대대적인 정비가 필요하다.

It is time to have a strategic change in Korean culture industry. Korean culture industry should escape from the existing passive stage, adjust to the market system of world culture industry through the promotion of Korea-Japan FTA and be equipped with the competitiveness and intellectual property rights, which are the cores of culture industry. In culturally advanced nations such as Japan, the boundary between the spheres of popular culture industry has disappeared and the maximum profits have been obtained based on synergy effect through the collaboration of various fields. Therefore, Korean culture industry should have a synthetic strategy on culture industry so as to strengthen the linkage system corresponding to the market system found in culturally advanced nations. Through these efforts, those who are concerned in this industry do not simply think of music, broadcasting, movies and games as the sales subjects, but sell their relevant cultural products and create them as Korean tourist items. In doing so, we will have a good opportunity to let people around the world be aware of various Korean cultures.

147

한복 문화 산업의 발전을 위한 탐색적 연구

박은주, 이영주

[Kisti 연계] 한국패션비즈니스학회 패션비즈니스 Vol.27 No.2 2023 pp.140-152

...culture industry were performed to listen to professional and future-oriented opinions for the development of Hanbok culture and the Hanbok industry. Interviews were conducted with 12 experts to identify the perception of the Hanbok culture industry and to confirm the possibility of sustainable development of Hanbok as a global culture. First, the results of this study should be preceded by the establishment of concepts such as traditional Hanbok, daily Hanbok, fusion Hanbok, and new Hanbok, and design, education, and government support suitable for each field are required. Second, the responsible craftsmanship of the Hanbok industry, the development of Hanbok design with the aesthetics and convenience of Hanbok designers, multi-dimensional research with high academic use, and systematic support for various Hanbok-related programs and events by the government are needed. Third, the government should promote and actively wear Hanbok through various media to revitalize the Hanbok culture, such as establishing a Hanbok wearing day, reviving etiquette education in school, and providing local-based Hanbok wearing experience education. Fourth, in order to cultivate professional manpower, detailed Hanbok education by field is necessary, and specialized education tools, such as distribution, VMD, and stylist are proposed.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

In this study, in-depth interviews with Hanbok experts on the development direction of the Hanbok culture industry were performed to listen to professional and future-oriented opinions for the development of Hanbok culture and the Hanbok industry. Interviews were conducted with 12 experts to identify the perception of the Hanbok culture industry and to confirm the possibility of sustainable development of Hanbok as a global culture. First, the results of this study should be preceded by the establishment of concepts such as traditional Hanbok, daily Hanbok, fusion Hanbok, and new Hanbok, and design, education, and government support suitable for each field are required. Second, the responsible craftsmanship of the Hanbok industry, the development of Hanbok design with the aesthetics and convenience of Hanbok designers, multi-dimensional research with high academic use, and systematic support for various Hanbok-related programs and events by the government are needed. Third, the government should promote and actively wear Hanbok through various media to revitalize the Hanbok culture, such as establishing a Hanbok wearing day, reviving etiquette education in school, and providing local-based Hanbok wearing experience education. Fourth, in order to cultivate professional manpower, detailed Hanbok education by field is necessary, and specialized education tools, such as distribution, VMD, and stylist are proposed.

148

인천시 공예문화산업의 현황과 과제 - 인천 공예사업체 실태 분석을 중심으로 -

최영화

[NRF 연계] 인천대학교 인천학연구원 인천학연구 Vol.1 No.42 2025.02 pp.97-130

...culture industry in Incheon and propose sustainable development strategies for the region’s craft sector. The craft culture industry is gaining attention as a high-value-added and creative industry that can simultaneously enhance local economies and cultural identities. However, in Incheon, the sector faces various challenges, including insufficient systematic support, low public awareness, and limited distribution networks. The research employed a mixed-methods approach, combining a survey of 86 craft business practitioners in Incheon and in-depth interviews with five craft artisans specializing in ceramics, metalwork, leather, woodcraft, and paper crafts. The survey examined the operational conditions, distribution structures, and policy demands of craft businesses, while the in-depth interviews identified detailed challenges and policy needs across three dimensions: hardware(infrastructure), software(support programs), and humanware(education and networking). The findings reveal the need for physical infrastructure, such as permanent exhibition and sales facilities, to integrate functions of creation, exhibition, sales, and education. In the software dimension, key tasks include developing regionally specialized craft products, enhancing support for craft masters, and promoting branding and tourism linkages. In the humanware dimension, the results highlight the necessity of programs that enhance the skills of craft practitioners, offer modern design and technology education, and provide support for participation in domestic and international craft fairs. Based on these findings, the study emphasizes the importance of establishing a systematic craft culture industry promotion plan grounded in the 「Ordinance on the Promotion and Support of the Craft Culture Industry of Incheon Metropolitan City」. This would provide a sustainable foundation for the craft culture industry to contribute to Incheon’s economic and cultural development.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 연구는 인천 공예문화산업의 현황을 종합적으로 분석하고, 이를 바탕으로 지역 공예문화산업의 지속 가능한 발전 방안을 모색하는 데 목적이 있다. 공예문화산업은 지역 경제와 문화적 정체성을 동시에 강화할 수 있는 창의적이고 고부가가치적인 산업으로 주목받고 있으나, 인천시의 경우 체계적인 지원 부족과 낮은 인지도, 제한된 유통망 등 여러 문제에 직면해 있다. 연구 방법으로는 인천시 공예사업체 종사자 86명을 대상으로 한 설문조사 방식의 실태조사와 공예인 5명을 대상으로 한 심층 인터뷰를 병행하였다. 실태조사를 통해 공예사업체의 운영 현황, 유통 구조, 정책적 요구를 파악하였으며, 심층 인터뷰에서는 공예문화산업의 하드웨어(기반시설), 소프트웨어(지원사업), 휴먼웨어(교육 및 교류) 측면에서의 구체적인 과제와 정책적 수요를 심도 있게 도출하였다. 연구 결과, 하드웨어 측면에서는 공예품 창작·전시·판매·교육 기능을 복합적으로 수행할 수 있는 공예품 상설전시판매장 등 물리적 기반시설의 필요성이 도출되었으며, 소프트웨어 측면에서는 지역특화 공예품 개발 및 공예명장 지원, 공예 브랜드화와 관광 연계 강화가 주요 과제로 나타났다. 휴먼웨어 측면에서는 공예인 역량 강화와 교류를 위한 프로그램 지원의 필요성이 확인되었다. 본 연구는 이러한 결과를 바탕으로 인천시 공예문화산업의 진흥을 위한 정책적 과제를 제시하며, 특히 「인천광역시 공예문화산업 육성과 지원에 관한 조례」에 근거하여 체계적인 진흥계획 수립이 필요함을 강조한다. 이를 통해 공예문화산업이 인천지역의 경제적, 문화적 성장에 기여할 수 있는 지속 가능한 기반을 마련할 수 있을 것으로 기대된다

This study aims to comprehensively analyze the current status of the craft culture industry in Incheon and propose sustainable development strategies for the region’s craft sector. The craft culture industry is gaining attention as a high-value-added and creative industry that can simultaneously enhance local economies and cultural identities. However, in Incheon, the sector faces various challenges, including insufficient systematic support, low public awareness, and limited distribution networks. The research employed a mixed-methods approach, combining a survey of 86 craft business practitioners in Incheon and in-depth interviews with five craft artisans specializing in ceramics, metalwork, leather, woodcraft, and paper crafts. The survey examined the operational conditions, distribution structures, and policy demands of craft businesses, while the in-depth interviews identified detailed challenges and policy needs across three dimensions: hardware(infrastructure), software(support programs), and humanware(education and networking). The findings reveal the need for physical infrastructure, such as permanent exhibition and sales facilities, to integrate functions of creation, exhibition, sales, and education. In the software dimension, key tasks include developing regionally specialized craft products, enhancing support for craft masters, and promoting branding and tourism linkages. In the humanware dimension, the results highlight the necessity of programs that enhance the skills of craft practitioners, offer modern design and technology education, and provide support for participation in domestic and international craft fairs. Based on these findings, the study emphasizes the importance of establishing a systematic craft culture industry promotion plan grounded in the 「Ordinance on the Promotion and Support of the Craft Culture Industry of Incheon Metropolitan City」. This would provide a sustainable foundation for the craft culture industry to contribute to Incheon’s economic and cultural development.

149

불법복제의 인터페이스: 20세기 후반 한국 비디오 게임 문화/산업을 중심으로

임연경

[NRF 연계] 동악어문학회 동악어문학 Vol.91 2023.10 pp.69-102

...culture/industry of the 1980s and 1990s. The socio-technical interface is a conceptual term coined to describe the way in which the social, which corresponds to the externality of the game, relates to the technical and aesthetic, which supports the internality of the game. Through the interface, the techno-aesthetic form of the video game is simulated while exerting its own political and economic effects. The social, economic, and cultural infrastructure of piracy of Famicom, which had configured the landscape of Korean video game culture/industry in the second half of the 20th century, did not remain a video game externality, but shaped and transformed video game internality. This was manifested to players in degraded images and texts, sometimes as deformed and modified hardware of the consoles and cartridges. The social outside of the game transformed the technical and aesthetic inside, and these pirated video game products distributed through informal channels functioned as socio-technical interfaces that transnationally mediated and spread ludic capitalism within and beyond the boundaries of the system of the capitalism.ㅤ

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

이 논문은 1980년대~1990년대 한국의 비디오 게임 문화/산업에서 나타난 미디어 불법복제의 기술 문화 현상을 통해 비디오 게임 매체가 기술-사회적인 인터페이스로 작동함을 논증하고자 한다. 기술-사회적 인터페이스란, 게임의 외부성에 해당하는 사회적인 것들이, 게임의 내부성을 지탱하는 기술적이며 미학적인 것들과 관계 맺는 방식을 설명하기 위해서 창안된 개념어이다. 여기에서 인터페이스는 비디오 게임의 기술 미학적 형식을 통해 그 자체로 정치경제적 효과를 발휘한다. 20세기 후반 한국의 비디오 게임 문화/산업이 일본의 가정용 콘솔 게임기 패미컴을 불법복제했던 기술 문화 현상은 비디오 게임의 외부성과 내부성을 조직하고 변화시켰다. 패미컴의 이동(불가능성)은 정치경제적인 인프라 안에서 이루어졌으며, 이것은 다시 새로운 정치경제적 인프라를 조직하기도 했다. 불법복제된 패미컴은 변형되고 개조된 하드기기로, 게임 프로그램 내의 열화된 이미지와 텍스트로 플레이어에게 현시되었다. 이렇게 불법복제되어 유통되고 기술 미학적으로 변형된 비디오 게임 상품은 다시 유희 자본주의 체제의 경계에서 이 자본주의를 초국가적으로 매개하고 확산시키는 기술-사회적 인터페이스로 기능했다.

In this paper, I argue that the video game as a medium operates as a socio-technical interface through the techno-cultural phenomenon of media piracy in the Korean video game culture/industry of the 1980s and 1990s. The socio-technical interface is a conceptual term coined to describe the way in which the social, which corresponds to the externality of the game, relates to the technical and aesthetic, which supports the internality of the game. Through the interface, the techno-aesthetic form of the video game is simulated while exerting its own political and economic effects. The social, economic, and cultural infrastructure of piracy of Famicom, which had configured the landscape of Korean video game culture/industry in the second half of the 20th century, did not remain a video game externality, but shaped and transformed video game internality. This was manifested to players in degraded images and texts, sometimes as deformed and modified hardware of the consoles and cartridges. The social outside of the game transformed the technical and aesthetic inside, and these pirated video game products distributed through informal channels functioned as socio-technical interfaces that transnationally mediated and spread ludic capitalism within and beyond the boundaries of the system of the capitalism.ㅤ

150

영화문화산업의 투자자 보호를 위한 회계처리 공시 개선방안

이가희, 송재익, 고윤성

[NRF 연계] 한국세무학회 세무와 회계저널 Vol.24 No.2 2023.04 pp.9-37

...culture industry. As the scale of capital inflow and outflow of the film culture industry increases, the number of investors and stakeholders who require accurate accounting information for the film culture industry has been increasing. However, an awareness of the importance of accounting information and the related research for the film culture industry is highly lacking and since The Korean Film Council developed the 「Accounting Standards for Film and Culture Industry」 in 2004. There has been no further revisions made. Therefore, this study analyzed the disclosed accounting information of 5 domestic listed companies that comply with the Korea International Financial Reporting Standards (K-IFRS) and investigated each accounting treatment. It was also compared to the accounting treatment standard proposed by the Korean Film Council. The accounting treatment of the film culture industry was reviewed, and the measures to improve accounting transparency for protecting investors in the film culture industry were suggested. The way of achieving purposes of this study is to revise the accounting treatment standard for the film culture industry and implement correct accounting, such as revenue recognition, uniformity of account items, inventory recognition standards, and cost of sales according to the progress. In addition, it is necessary to offer accounting guidelines for the specific industries such as the film culture industry in which there are many small businesses and lack of professional accounting manpower. As an improvement plan for the disclosure, it is requisite to find a way to provide ease and consistent information for the external information users. Furthermore, a distribution of guidelines and education should be provided continuously and steadily for professional practitioners in charge of writing financial statements in the film culture industry companies.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 연구는 영화문화산업의 투자자 보호를 위한 회계투명성 개선방안을 제시함을 목적으로 한다. 영화문화산업의 자본의 유입 및 유출되는 규모가 커지며 영화문화산업의 정확한 회계정보를 필요로 하는 투자자 및 이해관계자가 증가하고 있다. 하지만 영화문화산업에 대한 회계정보의 중요성에 대한 인식 및 관련 연구가 매우 부족한 상황이며, 영화문화산업의 회계처리를 위해 영화진흥위원회에서 2004년에 「영화문화산업 회계처리 기준안」을 제시한 이후 별도의 개정 역시 이루어지지 않고 있다. 따라서 본 연구는 통일된 기준 내에서의 비교를 위해 한국국제회계기준(K-IFRS)를 따르는 국내 상장사 5개의 공시된 회계정보의 사례를 분석하여 각각의 회계처리를 알아보고 영화진흥위원회에 서 제시하는 기준안과도 비교하였다. 이를 통해 영화문화산업의 회계처리를 살펴보고 영화문화산업의 투자자 보호를 위한 회계투명성 개선 방안을 제시하였다. 그 방안으로는 영화문화산업의 회계처리 가이드라인을 작성하여 수익인식 기준, 계정과목의 통일성 부여, 재고자산 인식 기준, 진행률에 따라 매출원가를 계상하는 등 투명한 회계처리를 유도해야 할 것이다. 또한 소규모 기업이 많고, 회계전문인력이 부족한 영화문화산업과 같은 특정한 산업군을 위한 회계처리 가이드라인을 제시할 필요가 있다. 또한 공시를 위한 개선방안으로 외부정보이용자를 위한 용이하고 통일성 있는 정보를 제공할 수 있는 방안을 모색해야 할 것이며, 영화문화산업 기업의 재무제표를 작성하는 실무자들에게도 지속적이고 꾸준한 가이드 배포와 교육을 제공해야 할 것이다.

The purpose of this study is to suggest the measures to improve accounting transparency for protecting investors in the film culture industry. As the scale of capital inflow and outflow of the film culture industry increases, the number of investors and stakeholders who require accurate accounting information for the film culture industry has been increasing. However, an awareness of the importance of accounting information and the related research for the film culture industry is highly lacking and since The Korean Film Council developed the 「Accounting Standards for Film and Culture Industry」 in 2004. There has been no further revisions made. Therefore, this study analyzed the disclosed accounting information of 5 domestic listed companies that comply with the Korea International Financial Reporting Standards (K-IFRS) and investigated each accounting treatment. It was also compared to the accounting treatment standard proposed by the Korean Film Council. The accounting treatment of the film culture industry was reviewed, and the measures to improve accounting transparency for protecting investors in the film culture industry were suggested. The way of achieving purposes of this study is to revise the accounting treatment standard for the film culture industry and implement correct accounting, such as revenue recognition, uniformity of account items, inventory recognition standards, and cost of sales according to the progress. In addition, it is necessary to offer accounting guidelines for the specific industries such as the film culture industry in which there are many small businesses and lack of professional accounting manpower. As an improvement plan for the disclosure, it is requisite to find a way to provide ease and consistent information for the external information users. Furthermore, a distribution of guidelines and education should be provided continuously and steadily for professional practitioners in charge of writing financial statements in the film culture industry companies.

151

문화산업에 의해 물화된 몸과 그 비판으로서의 아도르노의 몸

최준호

[NRF 연계] 고려대학교 철학연구소 철학연구 Vol.36 2008.09 pp.215-241

...culture industry. It will thereby be examined that what sense such an insight makes under the contemporary situation where body is widely being regarded just as a kind of commodity. For Adorno, human being's body is never reduced to spiritual element. In this sense, the body is undoubtedly material or physical. On the other hand, however, it is not just a mass of matter. In other words, it refers to the metaphor of the non-identical thing that is not reduced to the thinking of identity. By the way, culture industry throughly excludes this meaning from the concept of body. The body promoted by culture industry is the one that can entirely be reduced to an exchange value, namely the so-called fetishized one. How can we then liberate ourselves from such a body? According to Adorno, we can accomplish it, only when we criticize the prejudiced positions of body. Therefore, for Adorno, the authentic body can not be defined as the one that lies in a point of time and space. That body can rather be described as the transfigured one that is only revealed in the course of the development of critical thinking to the prejudiced positions of body. Adorno's concept of the transfigured body allows us to make it clear that the discourses of body which superficially seem to be indifferent to the fetishized body, especially some discourses based upon postmodernism, are not in fact far away from the fetishied one. Namely, Adorno's insight into the reified body can make us find it out that there is an affinity between the discourses of body supported by culture industry and the ones based on postmodernism. Nevertheless, Adorno's discourse of body contains a serious problem. The reason is as follows: His critical insight into the fetishized body could also come to nothing, in sofar as human being can not give up his own identity and therefore fail to conform to the thinking of identity.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

논문은 『계몽의 변증법』을 중심으로 ‘문화산업에 의해 물화된 몸’에 대한 아도르노의 비판적 통찰을 살펴보고 있다. 이를 통해서 일상의 차원에서는 물론이고 학문적 차원에서도 몸에 관한 담론이 광범위하게 전개되고 있지만 사실상 ‘상품으로서의 몸’ 혹은 ‘물질적 쾌락의 상징으로서의 몸’ 그 이상의 몸에 대한 성찰이 적절하게 이루어지고 있지 않는 상황에서, 아도르노의 비판적 사유와 그러한 사유에 바탕을 둔 몸 개념에 담긴 의의를 헤아려보는 데 논문의 목적이 놓여 있다. 아도르노에게 몸은 정신적인 것으로 환원되지 않는 육체적인 것이다. 다른 한편 그것은 단순한 물질 덩어리, 그것도 감각적 쾌락의 덩어리로 환원되지 않는다. 몸은 질료의 덩어리로 환원되지 않는, 다르게 말해 동질적인 것으로 환원되지 않는 비동일적인 것의 메타포이다. 그것은 동일성 사유의 지배에서 벗어난 비동일적인 것을 함축하고 있다. 그런데 문화산업은 몸에 담긴 이러한 의미를 철저하게 배제시킨다. 문화산업에 의해 조장되는 몸은 단순한 질료 덩어리이며, 본능적인 쾌의 실현을 약속하는 것 같지만 사실은 기만하고 있는 단순한 질료 덩어리이다. 즉 그것은 교환가치로 환원된 몸, 다시 말해 철저하게 물화된 기만된 몸에 다름 아니다. 그렇다면 이러한 물화된 몸으로부터 벗어나는 길은 어디에 있는가? 이에 대한 아도르노의 견해는 ‘문화산업에 의해 결박된 몸의 해방은 몸에 대한 편향된 입장들에 대한 비판적 사유과정을 통해서만 가능하다’는 말로 요약된다. 그리고 이런 까닭에 아도르노에게 굴레에서 벗어난 몸이 특정한 시점과 특정한 지점에 의해서 정의될 수 있는 것이 아니다. 다시 말해 그에게 문화산업으로부터 자유로워진 몸이 미래의 어떤 곳에 정해진 몸일 수 없다. 그에게 그 굴레에서 벗어난 몸은 편향된 입장들에 대한 비판적 사유과정에 의해서 “변용된 몸”인 것이다. 아도르노의 이러한 견해는 표면적으로는 물화된 몸의 조장과는 무관해 보이는 몸에 관한 담론들, 특히나 포스트모더니즘 논의에 의해 뒷받침되고 있는 몸에 관한 담론들이 사실상은 몸을 상품화하려는 것과 동전의 양면일 수 있다는 사실을 직시하게 한다는 점에서 적지 않은 의의를 지닌다. 즉 아도르노의 논의는 얼핏 보면 물화된 몸, 기만된 몸과 무관한 것처럼 보이는 주장들이 사실은 그러한 기만된 몸의 변주곡에 불과하다는 사실을 적절하게 지적해준다는 것이다. 그러나 이러한 사실에도 불구하고 문제는 남는다. 아도르노 자신이 인정하고 있듯이, 인간이 자기정체성을 유지하고자 하는 한에서 동일성 사유는 불가피한 것이며, 그러한 한에서 그의 철학에는 출구가 없다고 말할 수 있기 때문이다. 그리고 몸에 대한 그의 견해 역시 이 문제로부터 자유롭지 못한 것이 사실이다.

This paper scrutinizes Adorno's critical insight into the body reified by culture industry. It will thereby be examined that what sense such an insight makes under the contemporary situation where body is widely being regarded just as a kind of commodity. For Adorno, human being's body is never reduced to spiritual element. In this sense, the body is undoubtedly material or physical. On the other hand, however, it is not just a mass of matter. In other words, it refers to the metaphor of the non-identical thing that is not reduced to the thinking of identity. By the way, culture industry throughly excludes this meaning from the concept of body. The body promoted by culture industry is the one that can entirely be reduced to an exchange value, namely the so-called fetishized one. How can we then liberate ourselves from such a body? According to Adorno, we can accomplish it, only when we criticize the prejudiced positions of body. Therefore, for Adorno, the authentic body can not be defined as the one that lies in a point of time and space. That body can rather be described as the transfigured one that is only revealed in the course of the development of critical thinking to the prejudiced positions of body. Adorno's concept of the transfigured body allows us to make it clear that the discourses of body which superficially seem to be indifferent to the fetishized body, especially some discourses based upon postmodernism, are not in fact far away from the fetishied one. Namely, Adorno's insight into the reified body can make us find it out that there is an affinity between the discourses of body supported by culture industry and the ones based on postmodernism. Nevertheless, Adorno's discourse of body contains a serious problem. The reason is as follows: His critical insight into the fetishized body could also come to nothing, in sofar as human being can not give up his own identity and therefore fail to conform to the thinking of identity.

152

냉전 초기 코카콜라와 미국 문화산업의 세계화

김덕호

[NRF 연계] 한국미국사학회 미국사연구 Vol.21 2005.05 pp.105-140

...culture industry.’ It will maintain that we regard it a sort of the culture industry when we consider the importance of the food culture to fight between the traditional and the American culture. In chapter three, it will show during the early Cold War era how the globalization of Coca-Cola could be realized. First, as the American government tried to send the free trade and market economy to the whole world, the Coca-Cola Company had exported these American economic creeds. Second, even though the Company had sold Coca-Cola all over the world, its business was basically ‘local business’ owned by specific local area’s bottlers in a specific country. The Company had exercised the win-win strategy between itself and the local Coca-Cola bottling companies. Third, although it had aimed at its localization, at the same time it had worked toward the universality of its image and quality. Through the advertising of ‘universal image,’ it had tried to imprint to its consumers that the quality of Coca-Cola had always been the same no matter where they had lived. In sum, Coca-Cola’s intention had aimed at the globalization exteriorly, however, it also intended to the localization interiorly. Thus, the Coca-Cola Company had practiced earlier than any other American big business the essence of ‘glocalism’ which claimed “think globally, act locally.”

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 논문은 코카콜라 수출회사에서 만든 격월간지인 코카콜라 오버시즈(Coca-Cola Overseas)를 중심으로 코카콜라가 어떻게 전 세계에 깊숙이 뿌리내리게 되었는지를 추적할 것이다. 냉전초기 미국의 대표적 문화산업의 세계화가 어떻게 진행되었는지, 또한 ‘코카콜라 식민화’라는 문화 제국주의의 실체를 검토를 통하여 유럽이나 제3세계의 미국화 여부도 확인해보고자 한다. 2장에서는 코카콜라를 ‘문화산업’의 범주로 볼 수 있는 가를 다룰 것이다. 비록 코카콜라가 아도르노와 호르크하이머가 정의하는 전통적인 의미의 ‘문화산업’은 아니지만, 세계화 논쟁에서 미국의 다국적 기업에 의한 문화산업에 저항하는 전통문화의 정체성에 있어서 음식문화가 차지하는 비중을 고려해 볼 때 주요한 문화산업으로 분류하는 것도 가능하다고 주장한다. 3장에서는 냉전 초기 코카콜라의 세계화가 어떻게 가능했는가를 밝히고자 했다. 첫째, 자유무역과 시장경제를 전 세계에 전파하려는 미국 정부의 의지와 마찬가지로 코카콜라사도 전 세계에 미국적 경제신조를 수출했다. 둘째, 코카콜라사는 자신들이 비록 전 세계를 상대로 코카콜라를 판매하지만 사실상 특정 국가와 지역이 주체가 된 ‘지역 기업’임을 강조했다. 즉, 코카콜라사는 자신과 지역의 보틀링 회사 모두가 사업에서 이익을 취하는 윈-윈 전략을 구사했다. 셋째, 코카콜라사가 비록 지역화를 목표로 했지만, 코카콜라 품질과 이미지의 보편성을 지향했다. 즉, 비록 코카콜라가 지역 기업이지만 그 품질은 전 세계 어디서나 동일하다는 주장을 광고의 ‘보편적 이미지’를 통해 소비자들에게 각인시켰다. 결국, 코카콜라사의 외연적 세계화는 동시에 내용상 지역화를 지향하고 있었다. 그렇기 때문에 “생각은 전지구적으로, 행동은 지역적으로(think globally, act locally)” 하자는, ‘글로칼리즘(glocalism)’의 본질을 다른 어떤 미국의 대기업보다도 먼저 실천하고 있었다.

This article tries to trace how Coca-Cola put down roots around the world mostly by way of analysing the Coca-Cola Overseas which had been bimonthly issued by the Coca-Cola Export Company since 1948. It also investigates the problems of ‘Coca-Colonization’ or American cultural imperialism in order to identify whether Europe and the Third World had been americanized. In chapter two, it will deal with the problem whether Coca-Cola could be placed into the category of the ‘culture industry.’ It will maintain that we regard it a sort of the culture industry when we consider the importance of the food culture to fight between the traditional and the American culture. In chapter three, it will show during the early Cold War era how the globalization of Coca-Cola could be realized. First, as the American government tried to send the free trade and market economy to the whole world, the Coca-Cola Company had exported these American economic creeds. Second, even though the Company had sold Coca-Cola all over the world, its business was basically ‘local business’ owned by specific local area’s bottlers in a specific country. The Company had exercised the win-win strategy between itself and the local Coca-Cola bottling companies. Third, although it had aimed at its localization, at the same time it had worked toward the universality of its image and quality. Through the advertising of ‘universal image,’ it had tried to imprint to its consumers that the quality of Coca-Cola had always been the same no matter where they had lived. In sum, Coca-Cola’s intention had aimed at the globalization exteriorly, however, it also intended to the localization interiorly. Thus, the Coca-Cola Company had practiced earlier than any other American big business the essence of ‘glocalism’ which claimed “think globally, act locally.”

153

코로나19 시대에 VR 기술이 스포츠 문화 산업에 미치는 영향: 베이징 동계 올림픽을 중심으로

방원희, 주근

[NRF 연계] 사회혁신기업연구원 혁신기업연구 Vol.9 No.2 2024.06 pp.317-333

...industry has been affected to varying degrees, resulting in huge losses to the economies of countries as well. The sports industry has not been spared, with gyms and stadiums unable to function; open for business, causing a major impact on our healthy lives and the sports industry. Popular summer and winter Olympic committee groups, some competitions have chosen to postpone for the safety of athletes the most concerning is the 2020 Olympics in Tokyo, Japan. With the development of the epidemic in Japan originally 2020 Olympics was forced to be held in 2021, as scheduled the Tokyo Olympics in Japan did not bring benefits to Japan, from an economic point of view, Japan bore a huge economic loss, although Japan used renewable resources, but only to reduce the loss, the satisfaction and experience of athletes is also very poor. There is also the already held Winter Olympics in Beijing in February 2022, although the Beijing Winter Olympics will not sell tickets to the public for Olympic events, the difference is that the Beijing Winter Olympics use VR technology. Using the characteristics of VR technology, you can also feel the immersive feeling at home. It can make the audience have a very pleasant experience and a high degree of satisfaction. In this thesis, the application of VR technology in the Beijing Winter Olympics is studied and discussed in the context of the experience economy theory. 200 Chinese students in Korea were selected for the experience experiment in this study, and the results of the experiment show that the four elements of the experience economy have a positive impact on the overall sense of experience and influence the participants' willingness to use it. Most of the participants had a supportive attitude towards VR technology and were positive attitude towards the use and consumption of VR technology. This result will hopefully serve as a reference in future research.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Since the world was hit by COVID-19 in 2020, every industry has been affected to varying degrees, resulting in huge losses to the economies of countries as well. The sports industry has not been spared, with gyms and stadiums unable to function; open for business, causing a major impact on our healthy lives and the sports industry. Popular summer and winter Olympic committee groups, some competitions have chosen to postpone for the safety of athletes the most concerning is the 2020 Olympics in Tokyo, Japan. With the development of the epidemic in Japan originally 2020 Olympics was forced to be held in 2021, as scheduled the Tokyo Olympics in Japan did not bring benefits to Japan, from an economic point of view, Japan bore a huge economic loss, although Japan used renewable resources, but only to reduce the loss, the satisfaction and experience of athletes is also very poor. There is also the already held Winter Olympics in Beijing in February 2022, although the Beijing Winter Olympics will not sell tickets to the public for Olympic events, the difference is that the Beijing Winter Olympics use VR technology. Using the characteristics of VR technology, you can also feel the immersive feeling at home. It can make the audience have a very pleasant experience and a high degree of satisfaction. In this thesis, the application of VR technology in the Beijing Winter Olympics is studied and discussed in the context of the experience economy theory. 200 Chinese students in Korea were selected for the experience experiment in this study, and the results of the experiment show that the four elements of the experience economy have a positive impact on the overall sense of experience and influence the participants' willingness to use it. Most of the participants had a supportive attitude towards VR technology and were positive attitude towards the use and consumption of VR technology. This result will hopefully serve as a reference in future research.

154

중국과의 비교를 통한 한국 차문화 산업의 현황과 발전 방안

엄영욱, 조원일, 이식, 신승식, 김성순, 전영의

[NRF 연계] 한국중국문화학회 중국학논총 Vol.72 2021.12 pp.179-200

...culture industry and explores ways to restore and develop Korean tea culture by referring to the responses of the neighboring countries of Japan and China. In order for the Korean tea industry and tea culture to expand, based on a strong tea industry, high-quality tea should be created to satisfy consumers' needs, health, convenience, and reasonable prices, and effective promotion and marketing should be carried out. In addition, it is necessary to reinterpret the traditional tea house and inherit the spirit of tea.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

항바이러스, 항인플루엔자 등 예방 건강이 중요하게 대두되고 있는 이 펜데믹 시대에 우리의 전통 차는 그 어느 때보다 더 중요한 음료가 될 수 있다. 그런데도 커피와 콜라를 비롯한 각종 새 브랜드 음료문화에 의해 밀려나 한국의 차 문화는 심각하게 위협받고 있다. 본고는 한국 차 문화산업과 음료의 현황을 살펴보고, 인접국가인 일본과 중국의 대응을 참고하여 한국의 차문화를 어떻게 회복, 발전시킬수 있을 것인지 방안을 탐색하였다. 우리의 차 산업과 차문화가 확대되기 위해서는 고려시대의 다반사처럼 생활음료가 되어야 하는데 그러기 위해서는 차문화가 침제하게 된 다양한 원인을 분석해서 대응해야 한다. 차생산지 확대, 품종개량, 재배기술과 제다기계 완비, 경쟁력 있는 제다공장 설립, 수직적 유통구조의 개선, 차품평 기준의 제도적 뒷받침 등이 절실히 요구된다. 든든한 차산업 바탕 위에 소비자의 욕구를 만족시켜줄 수 있는 다양한 맛과 건강, 편리성, 합리적 가격을 고려한 고품격의 차를 만들어 효과적인 홍보와 마케팅을 해야 한다. 이외에 전통찻집의 현대적 재해석과 차의 정신계승이 필요하다.

This paper examines the current status of the Korean tea culture industry and explores ways to restore and develop Korean tea culture by referring to the responses of the neighboring countries of Japan and China. In order for the Korean tea industry and tea culture to expand, based on a strong tea industry, high-quality tea should be created to satisfy consumers' needs, health, convenience, and reasonable prices, and effective promotion and marketing should be carried out. In addition, it is necessary to reinterpret the traditional tea house and inherit the spirit of tea.

155

중국의 인터넷플러스(+) 문화산업의 내용과 그 유형 분석

유봉구

[NRF 연계] 중앙대학교 외국학연구소 외국학연구 Vol.41 2017.09 pp.291-320

...industry. The country has thus established opportunities for the transformation of its manufacturing industry through the fusion of the internet and manufacturing, which will enable it to better compete with the developed nations in the area of reindustrialization. The internet, the key to the concept of the Internetplus(+) concept, is the starting point of the Internetplus(+) policy in the culture industry. The term Internetplus(+) consists of two parts: "Internet" and "plus(+)." The "plus(+)" signifies "connection" and "fusion," as the Internetplus(+) plan will include the creation of entirely new meanings through the connection and fusion of the internet and industry.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

In China, internet usage is increasingly rapidly, and it is becoming the new engine of the nation's economy; it is becoming the new normal, or xinchangtai. Internetplus(+) was approved at the national level in 2014, and the State Council announced its "China Manufacturing 2025" policy in May 2015, as attempts at a revolutionary transition of China’s manufacturing industry. The country has thus established opportunities for the transformation of its manufacturing industry through the fusion of the internet and manufacturing, which will enable it to better compete with the developed nations in the area of reindustrialization. The internet, the key to the concept of the Internetplus(+) concept, is the starting point of the Internetplus(+) policy in the culture industry. The term Internetplus(+) consists of two parts: "Internet" and "plus(+)." The "plus(+)" signifies "connection" and "fusion," as the Internetplus(+) plan will include the creation of entirely new meanings through the connection and fusion of the internet and industry.

156

전통문화산업 현장의 창의적 체험활동 프로그램 개발 -부천 공방거리를 중심으로-

김영순, 강현민, 응웬뚜언아잉

[NRF 연계] 한국문화산업학회 문화산업연구 Vol.11 No.1 2011.04 pp.167-187

...culture as well as others. By learning traditional culture, students can consider the distinct characteristic of their own culture and culture universality. Also creative activities education in traditional culture industry field make it possible for students to develop creativity and build their character. This study provides activitity program for the Bucheon Atelier Street. This program composes cognitive constituents which are problem-solving, divergent thinking, visualization skills, critical thinking. Also, it includes factors which are diversity, autonomy, creativity,curiosity, interest, immersion. In addition, it help to build character implements which are cooperation, responsibility, consideration, pride. This program consist of 5 steps: beforehand activity, researching material activity, experiencing an on-the-spot activity, other experiencing activity,arrange activity. Beforehand activity is planning and getting prior knowledge process. Researching material activity is about 7 intangible cultural assets in Bucheon Atelier Street. Other experiencing activity is producing brochure or advertisement poster. Lastly, writing essay and presenting and evaluating are conducted in the arrange activity.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Today, it is crucial to understand one's own traditional culture as well as others. By learning traditional culture, students can consider the distinct characteristic of their own culture and culture universality. Also creative activities education in traditional culture industry field make it possible for students to develop creativity and build their character. This study provides activitity program for the Bucheon Atelier Street. This program composes cognitive constituents which are problem-solving, divergent thinking, visualization skills, critical thinking. Also, it includes factors which are diversity, autonomy, creativity,curiosity, interest, immersion. In addition, it help to build character implements which are cooperation, responsibility, consideration, pride. This program consist of 5 steps: beforehand activity, researching material activity, experiencing an on-the-spot activity, other experiencing activity,arrange activity. Beforehand activity is planning and getting prior knowledge process. Researching material activity is about 7 intangible cultural assets in Bucheon Atelier Street. Other experiencing activity is producing brochure or advertisement poster. Lastly, writing essay and presenting and evaluating are conducted in the arrange activity.

157

문화산업 논리의 구현체로서 디즈니 만화영화 : 문제점과 극복방안

선우현

[NRF 연계] 한국사회와철학연구회 사회와 철학 Vol.16 2008.10 pp.101-130

...culture industry that embodies the logic of capital in the industrial society, and the cultural commodity which cultivates the man of non- reflective and non-subjective character. Therefore it is required acutely to recognize critically and realize reflectively the substance of Disney animations in Korean society. Taking theses matters into consideration, this paper is intented to examine closely and critically the fact that Disney animated cartoons carry on the role and the function completely as the cultural commodity which embodies perfectly the logic of culture industry under the modern capitalistic regime.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

디즈니 만화영화는 우리 아이들에게 건전한 오락과 즐거움을 제공하고 상상력과 창의적 사고를 자극하며 건강한 심성을 함양하는데 기여하는 등 전반적으로 유익하고 훌륭한 ‘교육적 매체’라는 인식이 한국사회에 널리 퍼져 있다. 실제로도 유아나 아동을 자녀로 둔 학부모나 일선 교육현장에서 아이들을 돌보고 가르치는 교사들의 경우, 디즈니 만화영화에 대해 ‘교육적으로 바람직하다’는 견해가 압도적인 추세를 이루고 있다. 하지만 표면적으로는 폭력적이거나 선정적인 장면이 거의 없는, 무해하고 유익한 게다가 교훈적이기까지 한 내용을 갖춘 건전한 아동용 오락물로서 비쳐지고 있지만, 그 내면에는 어린 아이들에게 치명적인 악영향을 미칠 수 있는 문화상품적인 속성과 논리가 자리하고 있다. 그에 따라 어른의 시선에서도 쉽사리 포착되지 않는 비가시적(非可視的) ‘상징 폭력’을 지속적으로 우리 아이들에게 행사하고 있는 것이 디즈니 만화영화의 실체라 할 수 있다. 실상이 이렇다면, 디즈니 만화영화는 현대 산업사회의 자본의 논리를 체현하고 있는 ‘문화산업(Kulturindustrie)’의 매체 중 하나이자 무반성적이며 비주체적인 개인을 형성해 내는 ‘문화상품’에 다름 아니라는 사실에 대한 비판적 자각과 인식이 절실하게 요구되는 것이 작금의 한국적 현실인 셈이다. 이러한 문제 상황을 염두에 두면서, 이 글은 우리 아이들에게 흔히 유익하고 유 용한 이른바 시청각 교육매체로서 간주되고 있는 디즈니 만화영화가 실은 현대 자본주의 체제 하에서 문화산업의 논리를 완벽하게 구현하고 있는 문화상품으로서 그 역할과 기능을 충실하게 수행하고 있다는 사실을 비판적으로 규명해 보는데 일차적 목적을 갖고 있다. 이를 위해 이 글은 먼저 오늘날의 문화산업의 논리와 본성, 그 부정적 기능과 역할을 비판적으로 소개하고 이러한 논의에 의거하여 우리 아이들에게 직간접적으로 미치는 디즈니 만화영화의 본질적 한계와 문제점을 비판적으로 지적해 보려 한다. 이어 디즈니 만화영화의 문화산업적 속성에 따른 부정적 영향과 폐해로 인해 우리 아이들의 정체성과 가치관, 세계관이 왜곡된 방식으로 형성·정립되는 위험한 사태를 방지하기 위한 이론적·실천적 방안의 모색과 관련하여, 몇 가지 대안적 견해를 제시하고자 한다.

Disney animated cartoons seem to be harmless and instructive, what is more very educative for our children as a sound entertainment. But in them, there are a good many fatal properties and ideological elements which can have injurious and evil effects on the majority of children. For that reason, Disney animations continuously exercise invisible symbolic violences on most children. In light of these actual circumstances, Disney animated cartoons must be the major medium of culture industry that embodies the logic of capital in the industrial society, and the cultural commodity which cultivates the man of non- reflective and non-subjective character. Therefore it is required acutely to recognize critically and realize reflectively the substance of Disney animations in Korean society. Taking theses matters into consideration, this paper is intented to examine closely and critically the fact that Disney animated cartoons carry on the role and the function completely as the cultural commodity which embodies perfectly the logic of culture industry under the modern capitalistic regime.

158

關於漢字文化產業研究理論框架構建的探索

章毓育

[NRF 연계] 경성대학교 한국한자연구소 漢字硏究 Vol.26 2020.04 pp.95-113

...culture industry” and “Chinese character culture industry research” by integrating the basic theories of Chinese character culture and cultural industry, combining the practical attempts of Chinese character researches and cultural creative designs. This paper also defines the nature of “Chinese character culture industry research” by sorting out the contents of the related subjects, and puts forward the research contents of this specific field. In this way, this study tries to construct a theoretical framework of Chinese character culture industry research.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Based on the intention and idea of Chinese character-based cultural industrialization, this paper puts forward the concepts of “Chinese character culture industry” and “Chinese character culture industry research” by integrating the basic theories of Chinese character culture and cultural industry, combining the practical attempts of Chinese character researches and cultural creative designs. This paper also defines the nature of “Chinese character culture industry research” by sorting out the contents of the related subjects, and puts forward the research contents of this specific field. In this way, this study tries to construct a theoretical framework of Chinese character culture industry research.

159

문화산업영역 진출을 위해 갖춰야 할 직업 소양과 언어 능력

서정남

[NRF 연계] 한국어교육학회 국어교육 Vol.146 2014.08 pp.57-86

...Culture Technology. Also, the globalization and becoming multimedia of cultural industry is a powerful and inevitable trend. A cultural industry leading, higher value-added contents are ones that have a narrative, or topics that could become a daily gossip. The principle who could create and produce the most added value is the storyteller. Therefore it is necessary that, taking into account this situation, in the Korean Literature / Korean Language Education area modify major curriculum, develop and manage detailed curriculum subject. A person who is able to pull out and provide good topic, or a person who has a great discerning eye and pick out which would turn out to be worthy anywhere, or a person who specializes in planning and perform pitching and presentations that lure investment capital properly can receive the best hospitality. This study concerns and seeks for a breakthrough on developing and managing education programs, so that good storytellers, the excavators of great stories, would appear from young students of Korean Literature and Korean Language Education. In addition, this study presents few measures of subjects and composition of content that could be adopted in the aim of training a professional who could capture the public’s ambitions and preferences, and manufacture that into an entertainment.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

In today’s rapidly changing situations, studies of Korean Literature / Korean Language education area are facing a huge ordeal. Not only it faces demands of overall reorganization of the department’s curriculum and reestablishment of academic identity, but in some local universities it stands in a crossroads of maintenance or abolition. So far we have passed industrialization and post-industrialization rapidly and entered into information and technology centric society, however, the identity of academic discipline was firm, and the curriculum also maintained its constant frame for years. At some point it has reached the critical point. Therefore, although it may be late, it is meaningful to seek coping plans of this situation. The biggest topic in the information and technology centric society is Culture Technology. Also, the globalization and becoming multimedia of cultural industry is a powerful and inevitable trend. A cultural industry leading, higher value-added contents are ones that have a narrative, or topics that could become a daily gossip. The principle who could create and produce the most added value is the storyteller. Therefore it is necessary that, taking into account this situation, in the Korean Literature / Korean Language Education area modify major curriculum, develop and manage detailed curriculum subject. A person who is able to pull out and provide good topic, or a person who has a great discerning eye and pick out which would turn out to be worthy anywhere, or a person who specializes in planning and perform pitching and presentations that lure investment capital properly can receive the best hospitality. This study concerns and seeks for a breakthrough on developing and managing education programs, so that good storytellers, the excavators of great stories, would appear from young students of Korean Literature and Korean Language Education. In addition, this study presents few measures of subjects and composition of content that could be adopted in the aim of training a professional who could capture the public’s ambitions and preferences, and manufacture that into an entertainment.

160

지역 영상산업 지원제도 연구: 경기도 지역영상미디어센터 지원 조례를 중심으로

김나윤, 최선화

[NRF 연계] 글로벌문화콘텐츠학회 글로벌문화콘텐츠 Vol.50 2022.02 pp.21-37

...culture facility that provides each resident with the experience of creating culture and communicating through media. Regional media centers are expected to increase in quantity along with the recent video content-oriented trend, but institutional and policy support must be preceded in order for regional media centers to grow qualitatively through internalization, and ordinances are the basis for planning and promoting regional cultural policies. This study analyzed the background, current status, and contents of the Ordinance for Supporting the Regional Media Center in Gyeonggi-do, identified the performance and impact of the ordinance enactment, and proposed a plan for the regional media center to faithfully and in a desirable direction in the future. Ordinance for Supporting the Regional Media Center in Gyeonggi-do, the first of its kind among metropolitan governments, can be used as basic data for other local governments to enact and revise ordinances. Furthermore, from an institutional perspective, the quality of the media center can be improved. It will be able to contribute to increasing the value and role of regional video media centers by promoting and contributing to the spread of proper video culture and the development of the video industry.

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

지역영상미디어센터는 연령⋅지역 등 미디어 활용격차로 인해 발생하는 소외감을 해소시킬 수 있는 공공 미디어 공간이며, 주민 각자가 문화를 만들고 미디어를 통해 소통하는 경험을 제공하는 종합적인 영상문화 시설이다. 최근 영상 콘텐츠 중심의 트렌드와 함께 지역영상미디어센터는 양적으로 보다 증가될 것으로 예상되지만 지역영상미디어센터가 내실화를 통해 질적으로 성장하기 위해서는 제도적⋅정책적인 지원이 선행되어야 하며 조례는 지역의 문화정책을 기획하고 추진하기 위한 제도로써 기반이 된다. 본 연구는 경기도의 미디어센터 지원 조례를 중심으로 추진 배경과 현황, 내용을 분석하고 조례 제정으로 인한 성과와 영향을 파악한 후 향후 지역영상미디어센터가 본연의 역할에 충실하고 바람직한 방향으로 나아가기 위한 방안을 제안하였다. 광역자치단체 중 가장 먼저 제정한 경기도 지역영상미디어센터 지원 조례는 다른 자치단체들이 조례를 제⋅개정하는데 유용한 기초자료로 활용될 수 있으며, 나아가 제도적 측면에서 미디어센터의 질적인 내실화가 이루어 질 수 있도록 촉진하고 올바른 영상문화 확산과 영상산업 발전에 기여하여 지역영상미디어센터의 가치와 역할을 증대시키는데 이바지 할 수 있을 것이다.

The regional media center is a public space that can resolve the alienation caused by the media utilization gap, such as age and region, and is a comprehensive video culture facility that provides each resident with the experience of creating culture and communicating through media. Regional media centers are expected to increase in quantity along with the recent video content-oriented trend, but institutional and policy support must be preceded in order for regional media centers to grow qualitatively through internalization, and ordinances are the basis for planning and promoting regional cultural policies. This study analyzed the background, current status, and contents of the Ordinance for Supporting the Regional Media Center in Gyeonggi-do, identified the performance and impact of the ordinance enactment, and proposed a plan for the regional media center to faithfully and in a desirable direction in the future. Ordinance for Supporting the Regional Media Center in Gyeonggi-do, the first of its kind among metropolitan governments, can be used as basic data for other local governments to enact and revise ordinances. Furthermore, from an institutional perspective, the quality of the media center can be improved. It will be able to contribute to increasing the value and role of regional video media centers by promoting and contributing to the spread of proper video culture and the development of the video industry.

 
페이지 저장