년 - 년
목공 프로그램에 관한 체계적 문헌고찰 : 목공문화산업적 함의
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.20 No.4 2020.12 pp.97-107
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본 연구는 국내·외 목공 프로그램 연구에 관해 체계적으로 분석하여, 현재까지 진행된 목공 프로그램 중재 연구의 전체적인 연구 경향과 대상자별 목공 활동의 효과성을 정리하여 추후 이루어질 목공 프로그램 중재 연구의 기초자료를 마련하고자 하였다. 연구 분석을 위해 2020년 7월까지 출판된 문헌들을 대상으로, 국외 문헌의 경우 ‘ProQuest’, ‘Google scholar’를, 국내 문헌은 ‘한국학술정보(KISS)’, ‘한국교육학술정보원(RISS)’, ‘누리미디어(DBpia)’를 통해 검색하였다. 총 260,690편의 논문이 검색되었고, 1차 중복논문 배제 후 포함기준과 배제기준을 바탕으로 선정된 최종 26편의 논문이 분석에 사용되었으며, 근거 수준 I이 8편(30.76%), II가 1편(3.84%), III이 9편 (34.61%), IV가 2편(7.69%), V이 6편(23.07%)이었다. 분석결과 26편의 논문 중 국내논문이 21편(80.76%), 국외논문이 5편(19.23%)이었으며, 프로그램 적용 대상자에는 만 5세 이하 유아가 10편(38.46%), 청소년(초,중,고)이 6편(23.07%), 성인이 3편(11.53%), ADHD 남아 대상이 2편(7.69%), 특수학교 재학 학생 대상 3편(11.53%), 성인 산업재해장애인 대상이 2편(7.69%)을 차지하였다. 중재 기간은 6주~9주 사이, 회기는 10~19 회기가 가장 많았다. 연구 결과, 현재까지 진행된 목공 프로그램 중재연구는 유아를 대상으로 한 연구가 총 10편으로 가장 많았으며, 대상별로 나타난 목공 프로그램의 효과성으로는 유아에게는 수·과학적, 공간 지각적, 언어적, 사회적, 신체적, 창의적 능력, 청소년에게는 문제해결 능력, 자기효능감, 창의성, 사회적 능력, 정서 감각, 일반 성인과 노인, 성인 산업재해장애인에게는 사회적 접촉 증가로 인한 사회적 능력과 성취감, 자부심 함양, 자기 정체성 개발에 긍정적인 영향을 주는 것으로 나타났다. 본 연구 결과는 향후 진행될 목공 프로그램의 개발에 기반이 될 중요한 기초자료로서 중요한 시사점을 제시하고 있다.
The purpose of this study is to establish basic data for woodworking program intervention studies in the future by analyzing domestic and overseas research on woodworking programs and by summarizing the overall research trend of woodworking programs and the effectiveness of woodworking activities by subject. This literature review used papers published until July 2020 from 'ProQuest', 'Google Scholar', 'KISS', ‘RISS', and 'DBpia'. A total of 260,690 papers were searched, and the final 26 papers selected based on the inclusion and exclusion criteria after excluding the first duplicate thesis, were used for analysis. The evidence level I was 8 (30.76%), II was 1 (3.84%), III was 9 (34.61%), IV was 2 (7.69%), and V was 6 (23.07%). The analysis results showed that among 26 papers, there were 21 (80.76%) domestic papers and 5 (19.23%) overseas papers. For the program application subjects, 10 papers (38.46%) on children under the age of 5, 6 (23.07%) on adolescents, 3 (11.53%) on adults, 2 (7.69%) on ADHD boys, 3 (11.53%) on special school students, and 2 (7.69%) on adults with disabilities from industrial accidents. Next, the most frequent intervention period was between 6 and 9 weeks, and 10 to 19 sessions accounted for the largest percentage. The study demonstrated showed that 10 intervention studies have been conducted on young children, which is the largest percentage among studies. As for the effectiveness of woodworking programs had a positive contribution to the overall mental, physical, and social development of young children. For adolescents, problem solving ability, self-efficacy, creativity, social ability, and emotional sense had a positive effect. Finally, adults, the elderly were positively affected by their social abilities, a sense of achievement, and pride for their development of self-identity. The study results give major implications as the basic data for the development of woodworking programs to be carried out in the future.
[NRF 연계] 한국엔터테인먼트산업학회 한국엔터테인먼트산업학회논문지 Vol.14 No.7 2020.10 pp.175-191
...culture industry in Korea. The research methodology is content analysis into law articles of local culture promotion act and framework act on the promotion of culture industries and some related acts, to review the relations between local culture promotion and the promotion of culture industries. The results of this study are the followings: Firstly, the policies for the promotion of culture industries should connect to the policies of local culture promotion. 1) Local culture industries are related with the facilities like living cultural centers and the activities of the arts organizations or clubs of residents. 2) The industrial condiitions should be considered in the process of designation of cutural city and cultural area. 3) The local cuture industry policies should be connected to raise the funds for local culture promotion. 4) The local culture industries should be connected to the cultivation of professional personnel for local cultural promotion. Secondly, for the activation of the local culture industries, the obstructive factors should be eliminated and the facilitating factors should be utilized. 1) The purpose of the culture industries should be defined as concrete and clear through the clearly prescribing the range of culrure industries. 2) The roles which have been dispersed to various agents should assigned as designated clealy and the cooperative system should be construced. 3) In designating cultural cities and cultural area, conceptual elements should be considered and the brand of the local culrure industries should be presented. 4) The background industries such as tourism industries should be utilized. 5) Governance systems should be constructed and utilized.
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이 연구의 목적은 지역문화진흥을 위한 정책부문들에 지역문화산업이 연계되어 활성화될 수 있는 정책대안을 모색하고자 한다. 연구방법은 지방문화진흥의 정책들과 지방문화산업에 관한 정책을 연계하여그 활성화를 위한 대안을 모색한다. 연구의 결과를요약하면 다음과 같다. 첫째, 지역문화진흥과 연계하여 지역문화산업을 활성화해야 한다. 1) 지역문화산업은 생활문화센터 등시설이나 주민들의 생활문화 동호회 활동과 연계해야 한다. 2) 문화도시 및 문화지구의 지정 과정에서지역의 산업적 여건을 고려해야 한다. 3) 지역문화진흥기금을 조성하고자 할 때, 지역문화산업 정책을 연계시켜야 한다. 4) 지역문화진흥을 위한 전문인력의양성에 있어서 지역문화산업과 관련시켜야 한다. 둘째, 지역문화산업 활성화에 대한 장애요인들을제거하고 촉진요인들을 활용해야 한다. 1) 문화산업의 범위를 명확하게 규정함으로써 문화산업정책의목표를 구체화하고 명확히 해야 한다. 2) 문화산업정책에 있어서 여러 기관들에 분산되어 있는 역할을명확히 규정하고, 상호 협력체계를 구축해야 한다. 3) 문화도시와 문화지구의 지정에서 문화산업의 개념요소들을 반영하고 지역문화산업을 브랜드화 해야 한다. 4) 관광산업과 같은 지역문화산업의 배경산업을활용하도록 한다. 5) 지역문화산업 발전을 위한 거버넌스 체제를 구축하고 활용해야 한다. 지역문화산업의 활성화의 궁극적인 목적은 지역문화진흥에 기여하고자 하는 것이다. 이 연구의 결과가지역문화산업을 활성화는 정책대안으로 활용되어서지역문화 진흥에 기여하기를 기대한다.
The purpose of this study is to find out the policy alternatives for the activation of the local culture industry in Korea. The research methodology is content analysis into law articles of local culture promotion act and framework act on the promotion of culture industries and some related acts, to review the relations between local culture promotion and the promotion of culture industries. The results of this study are the followings: Firstly, the policies for the promotion of culture industries should connect to the policies of local culture promotion. 1) Local culture industries are related with the facilities like living cultural centers and the activities of the arts organizations or clubs of residents. 2) The industrial condiitions should be considered in the process of designation of cutural city and cultural area. 3) The local cuture industry policies should be connected to raise the funds for local culture promotion. 4) The local culture industries should be connected to the cultivation of professional personnel for local cultural promotion. Secondly, for the activation of the local culture industries, the obstructive factors should be eliminated and the facilitating factors should be utilized. 1) The purpose of the culture industries should be defined as concrete and clear through the clearly prescribing the range of culrure industries. 2) The roles which have been dispersed to various agents should assigned as designated clealy and the cooperative system should be construced. 3) In designating cultural cities and cultural area, conceptual elements should be considered and the brand of the local culrure industries should be presented. 4) The background industries such as tourism industries should be utilized. 5) Governance systems should be constructed and utilized.
한-아르메니아 문화교류 현황 및 문화사업 공동 진흥을 위한 제언
[NRF 연계] 한국노어노문학회 노어노문학 Vol.29 No.2 2017.07 pp.279-308
...culture. Even considering this fact, compared to other former Soviet-bloc countries, there has been insufficient level of exchange between the two countries. However, having survived numerous rises and falls amongst strong surrounding nations for a long time, both Korea and Armenia may share sentimental bond with similar geopolitical factors. Above all, it can be said that both nations have plenty of reasons to relate to each other after continuously trying to maintain their brilliant cultural heritage and spirit through constant suffering and ordeal caused by strong neighboring nations. In this context, this paper attempts to propose several propositions for further development of cultural industry in both countries and reflect past inadequate measures in their past intermittent efforts by examining the new Korea-Armenia collaboration, specifically, under the premise that the cultural value is the key to understanding the country. In addition, the writer highlights and describes the stories which are seemingly unrelated to systematically relate to one another based on the fact that Armenia is the first state to adopt Christianity as the state religion, the fact that Mt. Ararat which symbolizes the Armenian spirit can be connected to the biblical story of Noah’s Ark and the fact that Armenia is the birthplace of wine after the discovery of the world’s first winery. Moreover, because of its heavenly inherited nature and clean water, Armenia is the town of cognac, and Armenian cognac bears the history of diaspora hardship. The writer also suggests that Armenia’s painful history can be transformed to historical and cultural values for peace of mankind, as cognac may become the nation’s consolation as well as being the emblem for peace. Korean film professionals as well as Korean movie fans are likely to identify with the works of internationally acknowledged Armenian film directors such as Sergei Parajanov, Mikhail Vartanov, and Artavazd Peleshian. Koreans not only relate to the completed movies that convey the Armenians national and cultural values but also to the stories of hardship which can alternately become another theme for a new movie scenario. This paper also focuses on what Korean culture and art community should learn from Armenian artists. In order to do so, it introduces various Armenian works that symbolize historical and ideological turning point in Armenian genocide films, works of diaspora directors which deal with Armenian national identity, documentaries and experimental films with various image processing techniques. These kinds of efforts will definitely help to diversify domestic studies in criticizing the art works dealing with genocide or dispute material. Research on the contents combining regional studies and humanities with art will attribute to enhance the awareness and values for both Korean and Armenian movies while simultaneously establish educational materials satisfying both academic and popular aspects and interest for war and human rights. At this time when further understanding and consideration are needed for people and nations that experienced genocide, Korean art society foremost should look into the creative works and output of Armenians who ceaselessly produce films about the historic tragedy which occurred 100 years ago in order to achieve recognition among the international society. The moral force and future direction of Armenian artists can be seen in their effort to heal the national trauma and not forget the painful past through producing movies. A closer look into Armenian’s art will be a crucial experience for u...
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2017년은 한-아르메니아 수교 성립 25주년이 되는 해지만, 아르메니아에 대한 국내의 인지도는 여전히 낮은 수준이다. 물론 오랜 세월 소련의 위성국가였던 탓에 한국이 아르메니아의 문화를 접할 기회가 없었다는 점이 가장 큰 요인일 것이다. 그럼에도 불구하고 소연방에 속해있던 다른 국가와 비교한 경우에도 아르메니아는 활발한 교류나 협력이 미비한 것이 사실이다. 하지만 한국과 아르메니아는 강대국에 둘러싸여 오랜 세월 부침을 겪어야 했던 지정학적 요인으로 깊은 정서적 유대감을 공유할 수 있는 국가이며, 무엇보다 그 수난과 고통의 세월에도 각자의 찬란한 문화유산과 정신적 가치를 지켜오기 위해 부단히 노력해 온 국가라는 점에서 서로 공감하고 연대할 수 있는 동반자가 될 수 있는 여지가 충분하다 할 것이다. 그러한 맥락에서 본고에서는 양국의 간헐적인 협력에도 불구하고 그간 미비했던 부분을 성찰해보고 새로운 한-아르메니아 협력, 그 가운데에서도 외부환경이나 국제정세에 흔들리지 않고 상대를 이해할 수 있는 것은 ‘문화’적 가치라는 전제하에 양국의 문화사업 진흥을 위한 몇 가지 제안을 시도하였다. 여기서 아르메니아가 인류 최초로 기독교를 국교로 채택한 국가라는 스토리, 아르메니아의 정체성을 상징하는 아라라트산과 노아의 방주 전설을 연결할 수 있는 스토리, 그리고 이곳이 세계 최초의 와인 제조장이 발견되는 와인의 발상지라는 스토리는 서로 동떨어진 것이 아니라 유기적으로 연결될 수 있는 스토리텔링이라는 점을 부각시켰다. 더불어 아르메니아가 선물처럼 부여받은 천혜의 자연과 깨끗한 천연수로 인해 코냑의 고장이며, 바로 이 아르메니아 코냑에는 고난의 디아스포라 역사가 함께 배어있어 그들의 위로자이자 평화기원의 엠블렘이 될 수 있다는 점 역시 아르메니아의 아픈 역사를 인류 평화를 위한 역사 문화적 가치의 대용물로 승화시킬 수 있다는 점을 제안했다. 또한 아르메니아가 낳은 세계적인 영화감독인 세르게이 파라자노프, 미하일 바르타노프, 아르타바즈드 펠레시안의 작품은 한국의 영화인들과 영화를 사랑하는 일반인들에게 충분히 공감될 가치가 있다는 점도 강조했다. 아르메니아의 민족적이며 문화적인 가치를 담아내는 그들의 영화 자체뿐만 아니라 순탄치는 않았지만 예술계에 영원한 반향을 던졌던 그들 삶의 스토리와 역경에 대한 이야기는 또 다른 영화 시나리오의 소재가 되기에 충분하며 아르메니아의 문화브랜드를 드높이는 모멘텀이 될 수 있기 때문이다. 본고에서는 한국의 문화예술계가 아르메니아 예술인들에게서 배워야 할 점을 부각시키기도 했다. 이러한 시도는 제노사이드나 분쟁 문제를 소재로 한 예술작품에 대한 비평을 다양화하는 국내 연구에도 도움이 되리라 확신한다. 지역학과 인문학, 그리고 예술이 결합된 콘텐츠를 연구하여 학술성과 대중성을 지닌 교육 자료를 구축하는 것 역시 전쟁과 인권 문제에 대한 관심과 함께, 한국과 아르메니아의 예술에 대한 인식을 제고하는 소중한 자산이 될 것이기 때문이다. 제노사이드로 고통 받았던 민족이나 인간에 대한 깊은 이해와 성찰이 다시금 필요한 현 시점에서, 무엇보다 한국 문화계는 100년 전의 사건이지만 아직 끝나지 않은 이야기에 대해 끊임없이 영화를 제작하여 국제사회에 자신들의 문제를 인정받으려는 아르메니아인들의 창작의 동인과 그 결...
Despite the fact that the year 2017 marks the 25th year of diplomatic relationship between Korea and Armenia, domestic awareness toward Armenia is still relatively low. The biggest reason may be that the nation existed as one of Russia’s satellite states for a long period of time, and this accounts for Korea’s lack of opportunity to experience Armenian culture. Even considering this fact, compared to other former Soviet-bloc countries, there has been insufficient level of exchange between the two countries. However, having survived numerous rises and falls amongst strong surrounding nations for a long time, both Korea and Armenia may share sentimental bond with similar geopolitical factors. Above all, it can be said that both nations have plenty of reasons to relate to each other after continuously trying to maintain their brilliant cultural heritage and spirit through constant suffering and ordeal caused by strong neighboring nations. In this context, this paper attempts to propose several propositions for further development of cultural industry in both countries and reflect past inadequate measures in their past intermittent efforts by examining the new Korea-Armenia collaboration, specifically, under the premise that the cultural value is the key to understanding the country. In addition, the writer highlights and describes the stories which are seemingly unrelated to systematically relate to one another based on the fact that Armenia is the first state to adopt Christianity as the state religion, the fact that Mt. Ararat which symbolizes the Armenian spirit can be connected to the biblical story of Noah’s Ark and the fact that Armenia is the birthplace of wine after the discovery of the world’s first winery. Moreover, because of its heavenly inherited nature and clean water, Armenia is the town of cognac, and Armenian cognac bears the history of diaspora hardship. The writer also suggests that Armenia’s painful history can be transformed to historical and cultural values for peace of mankind, as cognac may become the nation’s consolation as well as being the emblem for peace. Korean film professionals as well as Korean movie fans are likely to identify with the works of internationally acknowledged Armenian film directors such as Sergei Parajanov, Mikhail Vartanov, and Artavazd Peleshian. Koreans not only relate to the completed movies that convey the Armenians national and cultural values but also to the stories of hardship which can alternately become another theme for a new movie scenario. This paper also focuses on what Korean culture and art community should learn from Armenian artists. In order to do so, it introduces various Armenian works that symbolize historical and ideological turning point in Armenian genocide films, works of diaspora directors which deal with Armenian national identity, documentaries and experimental films with various image processing techniques. These kinds of efforts will definitely help to diversify domestic studies in criticizing the art works dealing with genocide or dispute material. Research on the contents combining regional studies and humanities with art will attribute to enhance the awareness and values for both Korean and Armenian movies while simultaneously establish educational materials satisfying both academic and popular aspects and interest for war and human rights. At this time when further understanding and consideration are needed for people and nations that experienced genocide, Korean art society foremost should look into the creative works and output of Armenians who ceaselessly produce films about the historic tragedy which occurred 100 years ago in order to achieve recognition among the international society. The moral force and future direction of Armenian artists can be seen in their effort to heal the national trauma and not forget the painful past through producing movies. A closer look into Armenian’s art will be a crucial experience for u...
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.14 No.4 2014.12 pp.55-64
...culture industries. The major objective of this study is how to apply quantitative methods by using mathematical techniques to optimization problems in culture industry area. And how this techniques can be applied for the solution procedures and to obtain meaningful results. We suggest a mathematical model for deciding optimal price and quantities for a specific problem. We devide two-market segmentation with a service item for each market, and develop demand model by the demand-supply relationship in economics literature. In addition, we add demand substitution and capacity limit to this model. We investigate the impact of demand substitution, capacity limit and other parameters on the total expected profit through theoretical discussions. The result suggests that the expected profit will increase additionally if we change the price and quantity appropriately. The optimal solutions are sensitive to the parameters of the model. The study result confirmed optimization study can also be applied to culture industry area and can give a basis on the future studies using quantitative techniques.
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본 연구는 문화산업과 관련된 서비스 상품의 최적의 가격 및 보유량을 결정하는 최적화기법 적용에 대한 연구를 포함한다. 본 연구에서 추구하는 주요 목적은 문화산업과 관련하여 정량화된 최적화 기법을 어떻게 적용시키는가에 있으며 구체적인 문제에 이들 기법이 어떻게 사용되어 어떤 결과를 얻느냐 하는 것이다. 이러한 연구목적을 위하여 최적화 수리모형을 설정하며 서비스상품의 최적가격과 보유량을 결정하는 과정을 제시한다. 구체적으로 서비스 상품의 수요는 두 가지로 시장 세분화된 후, 경제학적인 수요 공급의 수요모형을 이용하였으며 여기에 가격에 의한 수요의 이동을 포함하였다. 본 연구에서 제시된 수리모형은 최적화기법을 이용하여 결과를 획득하였으며 최적해에 대한 이론적 고찰을 통하여 수요대체 및 보유량 한계, 기타 패러미터가 기대수익에 어떠한 영향을 미치는지 규명한다. 분석 결과, 가격 정책과 보유량을 달리하면 추가적인 기대수익의 증가가 가능한 것을 알 수 있다. 또한 최적해가 여러 가지 요인에 의하여 변하는 것을 알 수 있다. 본 연구결과는 최적화 연구가 문화산업 관련 분야에도 적용될 수 있음을 보이고 있으며 추후 보다 적합한 분야 및 기법을 발굴하여 정량화된 연구에 도움을 줄 수 있는 토대를 마련한다.
This study attempts to decides optimal prices and quantities of the service commodities or products relating to culture industries. The major objective of this study is how to apply quantitative methods by using mathematical techniques to optimization problems in culture industry area. And how this techniques can be applied for the solution procedures and to obtain meaningful results. We suggest a mathematical model for deciding optimal price and quantities for a specific problem. We devide two-market segmentation with a service item for each market, and develop demand model by the demand-supply relationship in economics literature. In addition, we add demand substitution and capacity limit to this model. We investigate the impact of demand substitution, capacity limit and other parameters on the total expected profit through theoretical discussions. The result suggests that the expected profit will increase additionally if we change the price and quantity appropriately. The optimal solutions are sensitive to the parameters of the model. The study result confirmed optimization study can also be applied to culture industry area and can give a basis on the future studies using quantitative techniques.
[NRF 연계] 한양법학회 한양법학 Vol.21 2007.08 pp.57-97
...culture contents whole. However, it is rapidly increased to be accompanied with the damage example by the Korean Renaissance. Particularly, intellectual property rights infringement of culture contents and the infringement of the publicity zone of the entertainment industry reach one serious standard and a degree may never come off a reproduction and the misappropriation that are it-like illegally of the culture article because of satellite broadcasting rapidly's best spread of Internet and a new medium. In this paper, I would like to show problems of the spreading of the Korean Wave and sign of the anti-Korean Wave, Korean state policy and Problems of the Korean Culture Industry-related Law.
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The “Hallyu” also known as the Korean Wave is regional, and it is spread in Europe area across the Asian whole area, and even a genre side begins in a drama, public music, and a movie, a game, a character are the course scattered in the culture contents whole. However, it is rapidly increased to be accompanied with the damage example by the Korean Renaissance. Particularly, intellectual property rights infringement of culture contents and the infringement of the publicity zone of the entertainment industry reach one serious standard and a degree may never come off a reproduction and the misappropriation that are it-like illegally of the culture article because of satellite broadcasting rapidly's best spread of Internet and a new medium. In this paper, I would like to show problems of the spreading of the Korean Wave and sign of the anti-Korean Wave, Korean state policy and Problems of the Korean Culture Industry-related Law.
문화산업에서 창조인력, R&D 기술수준 및 관용성의 역동적인 관계성
[Kisti 연계] 한국시스템다이내믹스학회 한국 시스템 다이내믹스 연구 Vol.10 No.2 2009 pp.81-102
...culture industry, it tries to explain major reinforcing and balancing loops. The stock-flow diagram of the culture industry in Seoul is applied to estimate relative effectiveness of technology- and human resource-oriented cultural programs cultural programs. Judging from a series of simulated experiments, technology-oriented cultural programs are essential to increase creative manpower and R&D technology level in the short term. For the first half of research period, this research finds that human resource-oriented cultural programs put forth minimal impact, if they even exist at all. The trends, however, are reversed in the long term: Both size of creative manpower and R&D technology level absolutely depend on human resource-oriented cultural programs in the second half.
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Based on various employment and technology data in the cultural sector from the mid-1990s to the mid-2000s in Seoul, Korea, this research examines whether technology- and human resource-oriented programs exert significant impact on creative manpower, R&D technology level and tolerance. After briefly introducing Seoul's trends in the culture industry, it tries to explain major reinforcing and balancing loops. The stock-flow diagram of the culture industry in Seoul is applied to estimate relative effectiveness of technology- and human resource-oriented cultural programs cultural programs. Judging from a series of simulated experiments, technology-oriented cultural programs are essential to increase creative manpower and R&D technology level in the short term. For the first half of research period, this research finds that human resource-oriented cultural programs put forth minimal impact, if they even exist at all. The trends, however, are reversed in the long term: Both size of creative manpower and R&D technology level absolutely depend on human resource-oriented cultural programs in the second half.
문화산업분석을 통한 출판만화산업 전략 도출에 관한 연구
[Kisti 연계] 한국디자인학회 한국디자인학회 학술대회논문집 2002 pp.104-105
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
청소년 문화산업을 위한 치유농업 프로그램 개발에 관한 고찰 : 통합심리 ․ 환경심리 이론을 기반으로
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.26 No.1 2026.03 pp.297-305
...culture program that integrates counseling and environmental psychology theories to reflect the psychological and emotional needs of female high school students in the humanities. Accordingly, this study conducted a needs survey targeting female high school students in the humanities, analyzed their psychological and emotional characteristics, and established the direction of program composition based on the results. The survey items were constructed on the basis of Rational Emotive Behavior Therapy (REBT), Reality Therapy, Gestalt Therapy, and Positive Psychology, as well as environmental psychology theories such as Attention Restoration Theory, Stress Reduction Theory, and Prospect?Refuge Theory. Through this process, immersion, emotional stability, self-regulation, and relational experience were identified as key process variables. Based on these elements, an eight-session group-based therapeutic agriculture program (120 minutes per session) was developed and structured according to four sequential stages: initiation, transition, working, and termination. Theoretical components were systematically arranged across sessions to promote psychological safety, immersion and self-regulation, relational experiences, and emotional integration. This structure will reconceptualize healing agriculture as a structured psychological intervention based on counseling theory, rather than a simple experiential activity. It will provide basic data for the development and field application of healing agriculture programs for youth in the future, and it will also contribute to establishing a foundation for expansion into an integrated practice area that intersects with education, counseling, and welfare policies.
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본 연구는 인문계 여자 고등학생의 심리·정서적 요구를 반영하여 상담학적 이론과 환경심리 이론을 통합한 치유농업 프로그램을 개발하고, 청소년기의 불안한 심리·정서 안정에 기여하는 것을 목적으로 한다. 이에 본 연구는 인문계 여자 고등학생을 대상으로 요구조사를 실시하여 심리·정서적 특성을 분석하고, 이를 토대로 프로그램 구성의 방향을 설정하였다. 요구조사 문항은 합리적 정서행동치료, 현실치료, 게슈탈트 치료, 긍정심리학과 더불어 주의회복 이론, 스트레스 감소 이론, 조망과 피신 이론 등 환경심리 이론을 근거로 구성되었으며, 이를 통해 몰입, 정서 안정, 자기조절, 관계 경험을 핵심 과정변인으로 도출하였다. 이를 바탕으로 본 연구는 총 8회기, 회기당 120분의 집단 치유농업 프로그램을 개발하였으며, ‘시작 – 전환 – 작업 – 종결’의 단계적 구조로 설계하였다. 단계에 따라 심리적 안전감, 몰입과 자기조절, 관계 경험, 정서 통합이 촉진되도록 이론을 배치하였다. 이러한 구성은 치유농업을 단순한 체험 활동이 아닌, 상담학적 이론에 기반한 구조화된 심리 개입으로 재개념화하고, 향후 청소년 대상 치유농업 프로그램 개발과 현장 적용을 위한 기초 자료를 제공할 것이며, 또한 교육·상담·복지 정책과 교차하는 융합적 실천 영역으로 확장할 수 있는 기반 마련에 기여한다.
This study aims to contribute to stabilizing the psychological and emotional instability of adolescence by examining the development of a therapeutic agriculture program that integrates counseling and environmental psychology theories to reflect the psychological and emotional needs of female high school students in the humanities. Accordingly, this study conducted a needs survey targeting female high school students in the humanities, analyzed their psychological and emotional characteristics, and established the direction of program composition based on the results. The survey items were constructed on the basis of Rational Emotive Behavior Therapy (REBT), Reality Therapy, Gestalt Therapy, and Positive Psychology, as well as environmental psychology theories such as Attention Restoration Theory, Stress Reduction Theory, and Prospect?Refuge Theory. Through this process, immersion, emotional stability, self-regulation, and relational experience were identified as key process variables. Based on these elements, an eight-session group-based therapeutic agriculture program (120 minutes per session) was developed and structured according to four sequential stages: initiation, transition, working, and termination. Theoretical components were systematically arranged across sessions to promote psychological safety, immersion and self-regulation, relational experiences, and emotional integration. This structure will reconceptualize healing agriculture as a structured psychological intervention based on counseling theory, rather than a simple experiential activity. It will provide basic data for the development and field application of healing agriculture programs for youth in the future, and it will also contribute to establishing a foundation for expansion into an integrated practice area that intersects with education, counseling, and welfare policies.
국가주도에서 민간자율로: 한국 문화산업 정책기조의 변환 시도
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.18 No.4 2018.12 pp.53-62
...industry policies from 'State-lead private-follow' to 'Arm’s length principle' . Although the source of competitiveness in the cultural industry comes from ensuring unlimited creativity and initiative in the private sector, government support is essential for the survival and development of the industry. Therefore, the desirable basis of cultural industry policy needs to be appropriately harmonized and balanced between the autonomy of the private sector and government support. Since the civilian government, Korea has been pursuing the policy direction of civilian autonomy and state support scheme. However it has yet to be institutionalized, causingmuch confusion. The study assessed cultural industry policies attempted by the previous governments in light of the model of historical institutionalismtransformation and analysed the reasons why the transformation of the policy direction ‘fromGovernment to Governance’ could not be institutionalized. The recent manipulation of state affairs by civilians over cultural industry policies is a clear example of this confusion. The conclusions obtained fromthis are as follows: In order for Korea to institutionalize its 'Arm’s length principle' policy stance, the nation must first restore its autonomy. ‘Power sharing’ to the private sector of a nation means the nation’s ability to coordinate itself strongly, not to weaken it. The relationship between the nation and the private sector could be a ‘positive sum’ rather than a 'zero-sum'.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
본 연구의 목적은 문민정부 이래 여러 정부에서 문화산업 정책의 기조를 ‘국가주도 민간추수’에서 ‘민간자율 국가지원’으로 변환하는 것을 표방하고 시도해 왔음에도 불구하고 아직 제도화되지 못한 채 여러 가지 부조응 현상을 야기하고 있는 현재의 상황을 역사제도주의적 제도 변환의 시각으로 설명하는 것이다. 문화산업에서 경쟁력의 원천은 민간부문의 무한한 창발성과 주도성을 보장하는 데서 비롯되지만 산업으로서 존속과 발전을 위해서는 정부의 지원이 필수적이다. 따라서 바람직한 문화산업 정책의 기조는 민간부문의 자율과 정부의 지원 간의 적절한 조화와 균형을 이루는 지점에서 결정되어야한다. 문민정부 이래 여러 정부도 민간자율 국가지원의 정책기조룰 추구해 왔으나 아직 제도화되지 않은 가운데 많은 혼선이 야기되고 있다. 최근 문화산업정책을 둘러싼 민간인의 국정농단은 이러한 혼선의 선명한 예다. 본 연구는 역사제도주의적 제도변환 모델에 비추어 역대 정부에서 시도된 문화산업정책들을 평가해 보고, ‘국가주도에서 민간자율로’라는 정책기조의 변환이 제도화되지 못한 원인을 살펴보았다. 이를 통해 얻은 정책적 함의는 다음과 같다. 우리나라에서 ‘민간자율 국가지원’ 정책기조가 제도화되기 위해서는 국가의 자율성 회복이 선행되어야한다. 국가의 민간에로의 ‘권력나눔’은 국가의 약화가 아니라 오히려 국가의 강력한 조정능력을 의미한다. 국가와 민간 관계는 ‘제로섬’이 아니라 ‘포지티브섬’일 수도 있다.
The study aims to explain the current situationwhich has not yet been institutionalized but has caused various incongruent phenomena in terms of the historical institutionalism transformation, although many governments have been asserting and attempting to transform the direction of cultural industry policies from 'State-lead private-follow' to 'Arm’s length principle' . Although the source of competitiveness in the cultural industry comes from ensuring unlimited creativity and initiative in the private sector, government support is essential for the survival and development of the industry. Therefore, the desirable basis of cultural industry policy needs to be appropriately harmonized and balanced between the autonomy of the private sector and government support. Since the civilian government, Korea has been pursuing the policy direction of civilian autonomy and state support scheme. However it has yet to be institutionalized, causingmuch confusion. The study assessed cultural industry policies attempted by the previous governments in light of the model of historical institutionalismtransformation and analysed the reasons why the transformation of the policy direction ‘fromGovernment to Governance’ could not be institutionalized. The recent manipulation of state affairs by civilians over cultural industry policies is a clear example of this confusion. The conclusions obtained fromthis are as follows: In order for Korea to institutionalize its 'Arm’s length principle' policy stance, the nation must first restore its autonomy. ‘Power sharing’ to the private sector of a nation means the nation’s ability to coordinate itself strongly, not to weaken it. The relationship between the nation and the private sector could be a ‘positive sum’ rather than a 'zero-sum'.
[NRF 연계] 중앙대학교 외국학연구소 외국학연구 Vol.44 2018.06 pp.383-412
...culture industry policies have various names. As the name "Internet culture industry" suggests, the Internet culture industry in China has made growth along with the advancement of Internet technologies. It was on February 18, 1994 when China enacted its first Internet act, which created an opportunity for the Internet culture industry to develop as an industry. In China, the central government takes the initiative in the concepts and policies of the Internet culture industry all based on the "content industry." The definitions of the Internet culture industry are not unified with very complex patterns of their names across the globe, including in China. There are, however, several elements essential to the definition of the Internet culture industry: the first term is digital information; the second one is cultural content; the third one is digital technology; the fourth one is the fusion of cultural content and digital technology; and the final one is the distribution of content elements in a new form based on the fusion of cultural content and digital technology throughout the Internet. The Internet culture industry is defined as the total combination of these elements. The changing process of the Internet culture industry policies in China has gone through three periods: the first one is the period of early development (1994~2004); the second one is the period of intensive development (2005~2012); and the third one is the period of mobile Internet and Internet Plus(+)(2013~2018).
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
The Internet culture industry policies have various names. As the name "Internet culture industry" suggests, the Internet culture industry in China has made growth along with the advancement of Internet technologies. It was on February 18, 1994 when China enacted its first Internet act, which created an opportunity for the Internet culture industry to develop as an industry. In China, the central government takes the initiative in the concepts and policies of the Internet culture industry all based on the "content industry." The definitions of the Internet culture industry are not unified with very complex patterns of their names across the globe, including in China. There are, however, several elements essential to the definition of the Internet culture industry: the first term is digital information; the second one is cultural content; the third one is digital technology; the fourth one is the fusion of cultural content and digital technology; and the final one is the distribution of content elements in a new form based on the fusion of cultural content and digital technology throughout the Internet. The Internet culture industry is defined as the total combination of these elements. The changing process of the Internet culture industry policies in China has gone through three periods: the first one is the period of early development (1994~2004); the second one is the period of intensive development (2005~2012); and the third one is the period of mobile Internet and Internet Plus(+)(2013~2018).
[Kisti 연계] 한국컴퓨터정보학회 Journal of the Korea society of computer and information Vol.10 No.5 2005 pp.301-312
...culture industry rises as the new scale of the nation's competivity. it is moving from the national standard to regional standard, and the demands of the regions and People for the culture industry, also known as the entertainment industry, are increasing. Also, the study executed an empirical analysis on region리 approaches and efficiency of the approaches for the development of culture industry in Korea. The followings show the summarized results of the study. The culture is changed by the social and economical conditions, and the culture industry is changed by changes in culture consumers and introduction of cultural policies. Under the social conditions, the rise of mass culture in big cities appear as the influencive factors and the rise of mass culture in small ton also work as the influencive factors but the people of the small towns emphasize the culture lifestyles. The shows that the big cities emphasize the masses but on the other hand, the small towns emphasize the lifestyles. Under the economical conditions, the diversification of culture distributions, culture commercialization, and culture cluster show to be the influencive factors in the big cities. Even in the small towns, the diversification of culture distributions and culture commercialization work as the influencive factors but the culture cluster could not have any influences.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
본 논문에서는 문화산업이 국가경쟁력의 새로운 척도로 부각되는 가운데 국가단위에서 지역도시단위로 옮아가고 있고 지역 특성화 방안으로 문화산업 즉, 엔터테인먼트산업에 대한 지역 및 주민의 요구가 크고 다양하게 증대되고 있다. 문화산업의 도시별 차이점을 고찰함으로서 대 . 중소도시별 상관관계와 문화산업의 접근방법에 따른 이해와 이용의 차이를 분석하였고 대도시와 중소도시에 따른 변화나 문화정책도 연구목적으로 하였다. 연구결과에서 첫째, 문화가 변화함에 따라 문화산업이 변화하는 것으로 나타났다. 둘째, 사회적 여건에 따라 도시별 차이점을 발견할 수 있었는데 대도시에선 대중문화 부상이 영향을 미치는 요인으로 나타났으며 중소도시에서는 대중문화 부상이 영향을 미치고 있으나 문화생활화도 중요시됨을 도출 할 수 있었다. 셋째, 경제적인 여건에 따라 도시별 차이점을 발견할 수 있었는데 대도시에선 문화유통체계다양화와 문화상품화, 문화클러스터화가 고루 영향을 미치는 요인으로 나타났으며 중소도시에서는 문화유통체계다양화와 문화상품화가 영향을 미치고 있으나 문화 클러스터화에 대해 영향을 못 미치는 것으로 나타났다.
In this paper, as the culture industry rises as the new scale of the nation's competivity. it is moving from the national standard to regional standard, and the demands of the regions and People for the culture industry, also known as the entertainment industry, are increasing. Also, the study executed an empirical analysis on region리 approaches and efficiency of the approaches for the development of culture industry in Korea. The followings show the summarized results of the study. The culture is changed by the social and economical conditions, and the culture industry is changed by changes in culture consumers and introduction of cultural policies. Under the social conditions, the rise of mass culture in big cities appear as the influencive factors and the rise of mass culture in small ton also work as the influencive factors but the people of the small towns emphasize the culture lifestyles. The shows that the big cities emphasize the masses but on the other hand, the small towns emphasize the lifestyles. Under the economical conditions, the diversification of culture distributions, culture commercialization, and culture cluster show to be the influencive factors in the big cities. Even in the small towns, the diversification of culture distributions and culture commercialization work as the influencive factors but the culture cluster could not have any influences.
창조경제를 통한 문화산업 발전의 필요·충분조건에 관한 탐색적 연구
[NRF 연계] 호남대학교 인문사회과학연구소 인문사회과학연구 Vol.44 2014.08 pp.127-156
...culture industry through a creative economy. First, I review theories about culture industry development. Second, I investigate an anticipatory study. Third, I offer a model to investigate the possibility of development of culture industry in multiple dimensions. Fourth, I check the necessary and sufficient attributes of culture industry development. Fifth, I discuss the conclusions of my study. I find four major implications to the research. The first is that the culture industry is to be the most important growth factor of 21th century national development. The second is that development of culture industry depends on whether or not a creativity ecosystem is formed. The third is that the culture industry is a learning organization developing through flexible specialization. The fourth is that the development of culture industry occurs in stages: first venture organizations, then medium and small companies, then large enterprises.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
본 연구는 창조경제를 통한 문화산업 발전의 필요·충분조건에 관한 서술이다. 창조경제의 내재적 특성으로는 창의성, 혁신, 융합과 통섭이며 인프라적 특성으로 교육내용과 제도의 변화, 그리고 행정제도의 변화이다. 문화산업 역시 창의성, 독점성, 윈도우효과뿐 아니라 네트웍 조직, 숙련된 노동력, 지역적 집적, 공간적 집적, 그리고 노동과정의 유연성이라는 특성을 아울러 갖고 있다. 따라서 창조경제가 갖고 있는 특성과 문화산업이 갖고 있는 유사한 특성의 접목을 통해 문화산업 발전의 접근 논리, 즉, 유연적 네트웍, 학습을 통한 혁신, 그리고 문화산업 클러스트의 접근 논리를 선별적으로 잘 활용하면 문화산업 발전의 필요·충분조건이 제시될 수 있을 것이다. 문화산업발전의 필요조건으로는 창의성 생태계, 기호욕구, 스토리텔링, 그리고 리더십이며, 충분조건으로는 디지털 기술의 발전, 방송·통신·컴퓨터의 융합, 혁신의 제도화, 그리고 제도의 변화이다. 이런 점을 고려해 문화산업발전의 필요·충분조건이 잘 갖추어 지면 창조경제를 통한 문화산업은 발전할 수 있을 것이다.
This study is an exploratory analysis of necessary and sufficient conditions for the development of the culture industry through a creative economy. First, I review theories about culture industry development. Second, I investigate an anticipatory study. Third, I offer a model to investigate the possibility of development of culture industry in multiple dimensions. Fourth, I check the necessary and sufficient attributes of culture industry development. Fifth, I discuss the conclusions of my study. I find four major implications to the research. The first is that the culture industry is to be the most important growth factor of 21th century national development. The second is that development of culture industry depends on whether or not a creativity ecosystem is formed. The third is that the culture industry is a learning organization developing through flexible specialization. The fourth is that the development of culture industry occurs in stages: first venture organizations, then medium and small companies, then large enterprises.
중국 디지털 문화산업 상장기업의 재정지원금 정책효과에 관한 연구
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.23 No.3 2023.09 pp.75-86
...industry has important strategic significance, and the efficient integration of digital technology and cultural industry can energize the innovation of China's cultural industry and provide unprecedented development opportunities. Therefore, this study takes China's digital cultural industry listed enterprises as the research object, and aims to summarize the relevant policies of China's digital cultural industry, analyze and infer the research results of the forefathers, and refer to the situation of digital cultural industry in countries such as the United States, the United Kingdom, and Japan. This research aims to analyze the financial and social effects of listed Chinese digital cultural industry companies, with the purpose of contributing to the efficiency analysis of future government financial support. For this purpose, the study conducted empirical analysis of the economic and social impact of financial support to 162 Chinese digital cultural industry A-share listed companies from 2016 to 2020, using STATA 17. The empirical results of this study are as follows. First, fiscal subsidy have a significant positive effect on the economic effect of listed companies in the digital cultural industry. Second, fiscal subsidy are related to the economic effect of listed companies in the digital culture industry and the nature of corporate ownership. Third, the effect of fiscal subsidy on the economic effect of listed companies in the digital cultural industry is affected by regional factors. Fourth, fiscal subsidy have a significant positive effect on the social effects of companies listed in the digital cultural industry. Fifth, fiscal subsidy are affected by the nature of corporate ownership of the social effects of companies listed in the digital cultural industry. Sixth, the effect of fiscal subsidy on the social effect of listed companies in the digital cultural industry is affected by regional factors.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
디지털 경제의 배경 아래 디지털 문화산업의 고품질 발전은 중요한 전략적 의미가 있으며 디지털 기술과 문화산업의 효율적인 융합은 중국문화산업의 혁신에 활력을 불어넣고 전례 없는 발전 기회를 제공할 수 있다. 이에 따라 본 연구는 중국 디지털 문화산업 상장기업을 연구 대상으로 삼았으며 중국 디지털 문화산업의 관련 정책을 정리하고 선인들의 연구결과를 분석하고 귀납하고자 하며 동시에 본 연구는 미국, 영국, 일본 등 국가의 디지털 문화산업의 상황을 참고로 하였다. 본 연구는 중국 디지털 문화산업 상장기업의 재정효과와 사회효과를 분석하여 향후 중 국 정부의 재정지원금을 효율성 분석에 일조하는데 있다. 이를 위해 본 연구는 STATA 17을 활용하여 2016~2020년 162개 중국 디지털 문화산업 A주 상장기업 재정지원의 경제 효과와 사회 효과를 실증분석 하였다. 본 연구의 실증 결과는 다음과 같다. 첫째, 재정지원금이 디지털 문화산업 상장기업의 경제적 효과에 유의한 정(+)의 영향을 미친다. 둘째, 재정지원금은 디지털 문화산업 상장기업에 대한 경제 효과와 기업의 소유권 성질과 관련이 있다. 셋째, 재정지원금이 디지털 문화산업 상장기업의 경제 효과에 미치는 영향은 지역적 요인의 영향을 받는다. 넷째, 재정지원금은 디지털 문화산업 상장기업의 사회적 효과에 유의한 정(+)의 영향을 미친다. 다섯째, 재정지원금은 디지털 문화산업 상장기업의 사회적 효과에 대한 기업 소유권 성질의 영향을 받는다. 여섯째, 재정지원금이 디지털 문화산업 상장기업의 사회적 효과에 미치는 영향은 지역적 요인의 영향을 받는다.
Under the background of digital economy, the high-quality development of digital cultural industry has important strategic significance, and the efficient integration of digital technology and cultural industry can energize the innovation of China's cultural industry and provide unprecedented development opportunities. Therefore, this study takes China's digital cultural industry listed enterprises as the research object, and aims to summarize the relevant policies of China's digital cultural industry, analyze and infer the research results of the forefathers, and refer to the situation of digital cultural industry in countries such as the United States, the United Kingdom, and Japan. This research aims to analyze the financial and social effects of listed Chinese digital cultural industry companies, with the purpose of contributing to the efficiency analysis of future government financial support. For this purpose, the study conducted empirical analysis of the economic and social impact of financial support to 162 Chinese digital cultural industry A-share listed companies from 2016 to 2020, using STATA 17. The empirical results of this study are as follows. First, fiscal subsidy have a significant positive effect on the economic effect of listed companies in the digital cultural industry. Second, fiscal subsidy are related to the economic effect of listed companies in the digital culture industry and the nature of corporate ownership. Third, the effect of fiscal subsidy on the economic effect of listed companies in the digital cultural industry is affected by regional factors. Fourth, fiscal subsidy have a significant positive effect on the social effects of companies listed in the digital cultural industry. Fifth, fiscal subsidy are affected by the nature of corporate ownership of the social effects of companies listed in the digital cultural industry. Sixth, the effect of fiscal subsidy on the social effect of listed companies in the digital cultural industry is affected by regional factors.
대중문화 산업속 아파트의 재현과 변용 연구: 롤랑바르트의 기호학적 중심으로
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.25 No.4 2025.12 pp.57-65
...culture industry'. The purpose of this study is to investigate the mechanism by which apartments as civil apartments and public housing spaces were reproduced as 'apartments as avitus of middle-class housing' along with the change in the government's housing supply policy stance to resolve the urban housing shortage. For systematic analysis of this, I would like to examine the representation of apartments in the popular culture industry by period, focusing on Roland Barthes' semiotics, in relation to the fundamental motives brought about by social exclusion and anxiety from alienation.
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전통적인 의미에서 주거는 혼인으로 필연적 연합을 통해 맺어진 부부가 함께 나누는 새로운 삶의 가치와 서사를 내포한 공간이자, 보금자리로서의 상징적 의미를 표상한다. 한편 인생의 상당 부분을 보내는 물리적 공간이자 삶의 궤적이 명징하게 투사되는 거주자의 작은 요구가 배어 있는 장소이기도 하다. 반면에 어느 시대에서나 발견되는 존재론적 당위성을 발견하기도 한다. 이러한 개인적 선호 및 견해를 추적한 끝에 ‘대중문화 산업’의 지류를 마주하게 된다. 본 연구는 도시의 주거난 해결을 위한 시민아파트, 공공주거 공간으로서 아파트가 정부의 주택 공급 정책 기조의 전환과 함께 ‘중산층 주거의 아비투스로서 아파트’로 재생산된 메커니즘을 알아보고자 한다. 이에 대한 체계적 분석을 위해 사회적 배제, 소외로부터의 불안’이 불러온 근본적 동기와 관련하여 시대별 대중 문화산업 속 아파트의 표상에 대해 롤랑바르트의 기호학을 중심으로 살펴보고자 한다.
In the traditional sense, housing is a space that contains new values and narratives of life shared by couples formed through inevitable alliances through marriage, and represents a symbolic meaning as a home. On the other hand, it is a physical space where people spend a large part of their lives, and a place where the trajectory of their lives is clearly projected. On the other hand, they sometimes find ontological justification found in any era. After tracking these personal preferences and views, they face a tributary of the 'pop culture industry'. The purpose of this study is to investigate the mechanism by which apartments as civil apartments and public housing spaces were reproduced as 'apartments as avitus of middle-class housing' along with the change in the government's housing supply policy stance to resolve the urban housing shortage. For systematic analysis of this, I would like to examine the representation of apartments in the popular culture industry by period, focusing on Roland Barthes' semiotics, in relation to the fundamental motives brought about by social exclusion and anxiety from alienation.
한국 전통문화산업 발전을 위한 디자인의 역할과 전략적 방향에 관한 연구 (디지털 기술 활용을 중심으로)
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.25 No.2 2025.06 pp.249-256
...industry and explores the potential of digital technology convergence. Facing the challenge of preserving cultural heritage while meeting contemporary consumer needs, the industry increasingly relies on design as a means of innovation and modernization. Through literature review, case studies, expert interviews, and consumer surveys, the study analyzes how technologies such as VR, AR, AI, and NFTs can enhance cultural value and market competitiveness. The findings indicate that design supports not only aesthetic appeal but also brand storytelling, consumer engagement, and global market entry. Applications such as immersive VR/AR content, AI-driven personalization, and NFT-based digitalization suggest viable new business models. Survey results highlight the significant influence of design on purchasing behavior and the high acceptance of digital content. Expert interviews further suggest that such convergence may foster market expansion and industrial growth. The study concludes with strategic implications for using design and digital tools to sustain traditional culture while creating new value, and recommends future research to assess consumer behavior impacts in more measurable terms.
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본 연구는 한국 전통 문화산업의 지속 가능한 발전을 위한 디자인의 전략적 역할을 분석하고, 디지털 기술과의 융합을 통해 혁신적 방향성을 제시하는 것을 목표로 한다. 전통 문화산업은 역사적·문화적 가치를 유지하면서 현대 소비자의 니즈를 충족시켜야 하는 과제를 안고 있으며, 이 과정에서 디자인의 중요성이 크게 부각되고 있다. 특히 VR(가상현실), AR(증강현실), AI(인공지능), NFT(대체 불가능 토큰) 등 디지털 기술의 발전은 전통문화를 현대적으로 재해석하고, 글로벌 경쟁력을 강화하는 데 중요한 수단으로 작용하고 있다. 본 연구의 방법으로는 문헌 고찰, 사례 연구, 전문가 인터뷰, 소비자 설문조사를 활용하여 전통 문화산업에서 디자인의 기능과 디지털 기술 접목의 가능성을 종합적으로 분석하였다. 분석 결과, 디자인은 단순한 시각적 요소를 넘어 브랜드 스토리텔링, 소비자 경험 향상, 글로벌 시장 확대 등 다차원적인 가치를 제공할 수 있으며, 디지털 기술과의 융합은 전통문화의 의미 확산과 경제적 부가가치 창출에 효과적임이 확인되었다. 특히 VR/AR 기술을 활용한 몰입형 콘텐츠 개발, AI 기반 맞춤형 디자인 시스템, NFT를 통한 전통 예술품의 디지털 자산화 등은 전통 문화산업의 새로운 비즈니스 모델로 떠오르고 있다. 소비자 설문조사 결과, 전통문화 제품의 디자인 요소는 구매 결정에 중요한 영향을 미치며, 디지털 기술이 접목된 콘텐츠에 대한 수용도 또한 높게 나타났다. 이는 디자인과 디지털 융합이 브랜드 충성도 및 재구매 의도에 긍정적 영향을 줄 수 있음을 시사한다. 전문가 인터뷰에서도 디자인과 디지털 기술의 결합이 새로운 시장 창출과 산업 경쟁력 강화에 기여할 수 있다는 의견이 다수 제시되었다. 본 연구는 전통 문화산업의 현대화 및 지속 가능성을 위한 디자인 전략과 디지털 기술 활용 방안을 제안하며, 전통문화 보존과 동시에 새로운 부가가치 창출을 위한 실질적인 방향성을 제시한다. 향후 연구에서는 소비자 행동과의 연계를 보다 심층적으로 분석하여, 소비자의 재구매 의도와 브랜드 충성도에 미치는 영향을 정량적으로 연구할 필요가 있다.
This study examines the strategic role of design in the sustainable development of the Korean traditional cultural industry and explores the potential of digital technology convergence. Facing the challenge of preserving cultural heritage while meeting contemporary consumer needs, the industry increasingly relies on design as a means of innovation and modernization. Through literature review, case studies, expert interviews, and consumer surveys, the study analyzes how technologies such as VR, AR, AI, and NFTs can enhance cultural value and market competitiveness. The findings indicate that design supports not only aesthetic appeal but also brand storytelling, consumer engagement, and global market entry. Applications such as immersive VR/AR content, AI-driven personalization, and NFT-based digitalization suggest viable new business models. Survey results highlight the significant influence of design on purchasing behavior and the high acceptance of digital content. Expert interviews further suggest that such convergence may foster market expansion and industrial growth. The study concludes with strategic implications for using design and digital tools to sustain traditional culture while creating new value, and recommends future research to assess consumer behavior impacts in more measurable terms.
의료문화산업시장의 공공병원과 민간병원의 재원일수 차이 분석
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.24 No.3 2024.09 pp.257-263
...culture industry market for health insurance patients. To control for patient characteristics that might affect the length of stay, Propensity Score Matching (PSM) was used. The analysis was conducted on matched patients from public and private hospitals. After controlling for patient characteristics and structural factors of medical institutions, the analysis revealed that the length of stay for health insurance patients in public hospitals was significantly longer than in private hospitals. This could be due to the higher proportion of patients with chronic diseases and those requiring long-term care in public hospitals, as well as differences in supply factors in the provision of medical services. In studies on the length of stay in public and private hospitals, it is necessary to propose more rational length of stay management measures that consider the unique characteristics of medical institutions and patient composition, rather than focusing solely on reducing the length of stay to improve profitability and operational performance.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
본 연구는 의료문화산업시장의 공공병원과 민간병원의 건강보험환자를 대상으로 재원일수 차이 분석을 하였다. 재원일수에 영향을 줄 수 있는 환자 특성을 통제하기 위해 PSM을 사용하였고, 매칭된 공공병원과 민간병원의 환자를 대상으로 재원일수의 차이를 분석하였다. 환자특성과 의료기관의 구조적 요인인 기관 특성을 통제한 후 분석한 결과, 민간병원에 비해 공공병원 건강보험환자의 재원일수가 유의미하게 긴 것으로 나타났다. 이는 민간병원에 비해 공공병원이 만성질환이면서 장기요양을 필요로 하는 환자 비율이 많은 것과 의료서비스 제공 과정에서 발생하는 공급 요인 상의 차이로 인해 나타났을 가능성이 있다. 공공병원과 민간병원의 재원일수 연구에서는 수익성과 운영성과 향상을 위한 재원일수 단축에 국한된 것이 아닌, 의료기관의 고유 특성과 환자 구성을 고려하는 보다 합리적인 재원일수 관리 방안이 제시되어야 할 것으로 판단된다.
This study analyzed the difference in the length of stay between public and private hospitals in the healthcare culture industry market for health insurance patients. To control for patient characteristics that might affect the length of stay, Propensity Score Matching (PSM) was used. The analysis was conducted on matched patients from public and private hospitals. After controlling for patient characteristics and structural factors of medical institutions, the analysis revealed that the length of stay for health insurance patients in public hospitals was significantly longer than in private hospitals. This could be due to the higher proportion of patients with chronic diseases and those requiring long-term care in public hospitals, as well as differences in supply factors in the provision of medical services. In studies on the length of stay in public and private hospitals, it is necessary to propose more rational length of stay management measures that consider the unique characteristics of medical institutions and patient composition, rather than focusing solely on reducing the length of stay to improve profitability and operational performance.
게임 문화 산업에서의 PC 게임 이용자 특성이 확률형 아이템 신뢰도에 주는 영향에 관한 연구: 계획행동이론을 중점으로
[NRF 연계] 한국문화산업학회 문화산업연구 Vol.23 No.2 2023.06 pp.47-54
...industry. The reliability of probability-type items among game users is recognized as an important factor in this context. This study aims to analyze the effects of game users' behavior and characteristics on the reliability of probability-type items. The research data utilized in this study is derived from the original data of the 2022 game user fact-finding survey conducted by the Korea Creative Content Agency. The study specifically focuses on PC-based online game users and examines variables such as age, satisfaction with PC game self-regulation, convenience of probability-type items, awareness of self-regulation, PC room usage frequency, PC game usage frequency, average item cash transactions, and total item expenditure. A survey was conducted to collect data, and the relationship between variables was analyzed using regression analysis as a multivariate analysis method. The results indicate that age, satisfaction with PC game self-regulation, convenience of stochastic items, awareness of self-regulation, frequency of using PC rooms, and average amount of item cash transactions play significant roles in shaping users' trust in stochastic items. Based on these findings, the game industry can develop targeted strategies for different age groups, promote self-regulation awareness in PC games, create user-friendly environments for item usage, and manage item transaction prices to enhance users' confidence in probability-type items. Overall, this study is expected to contribute to the continuous growth and development of the game industry by fostering user trust.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
게임 산업의 성장과 함께 확률형 아이템 판매량(Loot Boxes)의 증가가 주목되고 있으며 게임 산업에서 매출을 올리는 중요한 요소 중 하나다. 게임 이용자들의 확률형 아이템에 대한 신뢰도 역시 중요한 요소로 인식되고 있다. 본 연구에서는 게임이용자의 행동 및 특성이 확률형 아이템의 신뢰도에 미치는지에 대한 영향을 분석하였다. 연구 자료는 한국콘텐츠진흥원의 2022년 게임 이용자 실태조사 원자료를 이용하였다. 연구 내용은 PC 기반의 온라인 게임 이용자들로 제한되었으며, 연령, PC 게임 자율 규제에 대한 만족도, 확률형 아이템의 편리성, 자율규제 인지도, PC 방 이용 빈도, PC 게임 이용빈도, 아이템 현금 거래의 평균 금액, 아이템 지출 총 금액 등을 독립 변수로 설정하여 조사하였다. 연구 방법으로는 설문조사를 실시하여 데이터를 수집하고, 다변량 분석 방법인 회귀분석을 통해 변수들 간의 관계를 분석하였다. 분석 결과에 따르면 연령, PC 게임 자율 규제에 대한 만족도, 확률형 아이템의 편리성, 자율규제 인지도, PC 방 이용 빈도, 아이템 현금 거래의 평균 금액이 사용자들의 확률형 아이템에 대한 신뢰도 형성에 중요한 역할을 한 것으로 확인되었다. 이를 종합하여 게임 업계는 연령별 맞춤형 전략을 구상하고, PC 게임 자율 규제를 인지하도록 홍보하고, 편리한 아이템 이용 환경을 제공하며, 아이템 거래의 가격을 관리함으로써 사용자들의 확률형 아이템에 대한 신뢰도를 향상시킬 수 있다는 결론을 얻을 수 있다. 본 연구를 통해 게임 업계는 사용자들의 신뢰를 바탕으로 지속적인 성장과 발전을 이룰 수 있도록 도움이 되길 바란다.
The increasing sales of random items, also known as Loot Boxes, have gained significant attention as a contributing factor to the growth of the game industry. The reliability of probability-type items among game users is recognized as an important factor in this context. This study aims to analyze the effects of game users' behavior and characteristics on the reliability of probability-type items. The research data utilized in this study is derived from the original data of the 2022 game user fact-finding survey conducted by the Korea Creative Content Agency. The study specifically focuses on PC-based online game users and examines variables such as age, satisfaction with PC game self-regulation, convenience of probability-type items, awareness of self-regulation, PC room usage frequency, PC game usage frequency, average item cash transactions, and total item expenditure. A survey was conducted to collect data, and the relationship between variables was analyzed using regression analysis as a multivariate analysis method. The results indicate that age, satisfaction with PC game self-regulation, convenience of stochastic items, awareness of self-regulation, frequency of using PC rooms, and average amount of item cash transactions play significant roles in shaping users' trust in stochastic items. Based on these findings, the game industry can develop targeted strategies for different age groups, promote self-regulation awareness in PC games, create user-friendly environments for item usage, and manage item transaction prices to enhance users' confidence in probability-type items. Overall, this study is expected to contribute to the continuous growth and development of the game industry by fostering user trust.
지역서점 활성화 정책 현황 및 나아갈 방향 : 출판문화산업진흥법 개정을 중심으로
[NRF 연계] 한국출판학회 한국출판학연구 Vol.48 No.6 2022.12 pp.117-144
...Culture Industry Promotion Act was proposed in November 2020, and has been in effect since February 11, 2022 after the government promulgation on August 10, 2021. This study attempted to identify the core revisions of the Publishing Culture Industry Promotion Act and identify and analyze what follow-up tasks are to revitalize bookstores. To this end, the in-depth interview method was used to grasp the perception of publishing and bookstore officials on the revitalization of bookstores. As a result, self-rescue efforts to fulfill the role of bookstores in the region, cooperation with related parties, concerns to spread and promote the reading culture, securing statistics of bookstores, and finding ways to improve the structure of the publishing distribution system were suggested. This study provided basic data for future related research through various analyses, and presented limitations and suggestions for research.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
지역서점 활성화 조례 제정 이후 2020년 11월에 출판문화산업진흥법 개정안이 제안되었고, 2021년 8월 10일에 정부 공포 이후 2022년 2월 11일부터 시행되고 있다. 본 연구는 출판문화산업진흥법의 핵심 개정 내용을 살펴보고, 지역별 책방 활성화를 위한 후속 해결과제가 무엇인지에 대해 파악하면서 이를 분석하고자 하였다. 이를 위해 심층인터뷰 방법을 활용하여 지역별 서점 활성화에 대한 출판 및 서점 관계자의 인식을 파악하였다. 연구 결과 첫째, 지역 내 서점의 역할 수행을 위한 자구적인 노력 및 관련자들과의 협력관계 구축이 필요하고 둘째, 책읽는 독서문화 확산 및 진흥에 이바지하기 위한 고민이 요구되며 셋째, 서점 통계 데이터 확보 및 이에 근거한 발전 방안 모색 넷째, 출판유통 시스템에 대한 구조 개선 방안 모색 등 후속 해결과제의 필요성이 제시되었다. 본 연구는 문헌 연구와 심층인터뷰 등 다양한 분석을 통해 향후 관련 연구를 위한 기초 자료를 제공하였으며, 연구의 한계와 제언을 제시하였다.
After the enactment of the Local Bookstore Revitalization Ordinance, a revision to the Publishing Culture Industry Promotion Act was proposed in November 2020, and has been in effect since February 11, 2022 after the government promulgation on August 10, 2021. This study attempted to identify the core revisions of the Publishing Culture Industry Promotion Act and identify and analyze what follow-up tasks are to revitalize bookstores. To this end, the in-depth interview method was used to grasp the perception of publishing and bookstore officials on the revitalization of bookstores. As a result, self-rescue efforts to fulfill the role of bookstores in the region, cooperation with related parties, concerns to spread and promote the reading culture, securing statistics of bookstores, and finding ways to improve the structure of the publishing distribution system were suggested. This study provided basic data for future related research through various analyses, and presented limitations and suggestions for research.
국내 게임 문화콘텐츠산업의 권역별 산업역량에 대한 종단적 분석
[Kisti 연계] 한국IT서비스학회 한국IT서비스학회지 Vol.13 No.4 2014 pp.79-91
...industry comparing to relative LQ index of the no. of character company, the no. of employee and the amount of revenue of 2011, 2012, and 2013 between including Metro area and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region. The results of this research are as follows. In case including metro regional analysis, no. of employee suggested Metro and Chungchung have high competitiveness in during the 3 years. And in case of no. of game company suggested honam, dongnam and jeju area have high competitiveness between 2012 and 2013. The amount of revenue of game industry indicated the only Metro area have over LQ 1.0 which relative higher competitiveness than the other culture contents industry. But in case of except of Metro, no. of game company indicated honam, jeju have relative high competitiveness over LQ 1.0 and the no. of employee indicated kangwon, chungchung, honam and jeju showed relative competitiveness during 3 years. The amount of revenue of game industry indicated kangwon, chungchung and honam suggested high competitiveness. Honam area have strong competitiveness among three category by regional longitudinal analysis. Kangwon and jeju area suggested 2nd strong regional competitiveness. The main competitiveness of game industry were well established among national industry cluster.
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
The purpose of this study is to analyze the status and the competitiveness improvement of game contents industry comparing to relative LQ index of the no. of character company, the no. of employee and the amount of revenue of 2011, 2012, and 2013 between including Metro area and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region. The results of this research are as follows. In case including metro regional analysis, no. of employee suggested Metro and Chungchung have high competitiveness in during the 3 years. And in case of no. of game company suggested honam, dongnam and jeju area have high competitiveness between 2012 and 2013. The amount of revenue of game industry indicated the only Metro area have over LQ 1.0 which relative higher competitiveness than the other culture contents industry. But in case of except of Metro, no. of game company indicated honam, jeju have relative high competitiveness over LQ 1.0 and the no. of employee indicated kangwon, chungchung, honam and jeju showed relative competitiveness during 3 years. The amount of revenue of game industry indicated kangwon, chungchung and honam suggested high competitiveness. Honam area have strong competitiveness among three category by regional longitudinal analysis. Kangwon and jeju area suggested 2nd strong regional competitiveness. The main competitiveness of game industry were well established among national industry cluster.
산업과 문화의 협력: 스마트 전문화를 통한 지역 혁신성장 전략 모색
[NRF 연계] 국토지리학회 국토지리학회지 Vol.53 No.1 2019.03 pp.101-117
...Culture not only promotes industrial diversification through the combination of knowledge relying on a symbolic knowledge base, but also is increasingly important for improving the overall economy and building a base for sustainable growth. To foster regional innovative growth and structural change through smart specialization, culture and cultural policy can contribute to: the transformation into convergence ecosystem around cultural contents(path transition), the creation of innovative values based on culture and the expansion of creativity, culture and the arts(path modernization), the discovery of new areas and tasks based on cultural demand(path diversification), and development of human resource for job creation, entrepreneurship, regional resilience(value-based foundation).
※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.
본 연구는 지역 경제의 구조적 전환을 위한 스마트 전문화 실행 전략의 방향성을 탐색하고, 문화적 요소가 어떻게 지역산업의 경로 진화에 영향을 주고, 지역에서 혁신전략을 구체화할 수 있을지에 대한 정책 제언을 한다. 유럽의 스마트전문화전략은 향후 지역산업정책이 지역의 자생적 역량을 강화하고 지속가능하고 포용적인 발전모델을 정립하는 방향으로 전개되어야 한다는 점을 시사한다. 문화는 상징적 지식기반으로서 지식 결합을 통해 지역산업의 다각화를 촉진할 뿐만 아니라 경제 전반의 체질 개선과 지속가능한 성장을 지원한다는 점에서 중요성이 더욱 커지고 있다. 스마트 전문화를 통한 지역의 혁신성장과 구조적 전환을 위해 문화(와 문화정책)가 기여할 수 있는 방안으로는, 콘텐츠 융합형 생태계로의 전환(경로 이행), 문화 기반 혁신적 가치의 창출과 문화예술의 창의성 확대(경로 현대화), 문화수요 기반 새로운 과제의 발굴(경로 다각화), 고용과 창업, 회복력을 중심으로 하는 인적자원 과제(가치기반 토대구축)를 고려할 수 있다.
This study explores directions of implementation strategy of smart specialization allowing regional development and structural change, and suggests policies on how cultural elements can contribute to regional industrial path development. The European Union’s smart specialization strategy suggests that regional industrial policy should be designed and implemented in the direction of strengthening endogenous capacity-building and establishing sustainable and inclusive development model. Culture not only promotes industrial diversification through the combination of knowledge relying on a symbolic knowledge base, but also is increasingly important for improving the overall economy and building a base for sustainable growth. To foster regional innovative growth and structural change through smart specialization, culture and cultural policy can contribute to: the transformation into convergence ecosystem around cultural contents(path transition), the creation of innovative values based on culture and the expansion of creativity, culture and the arts(path modernization), the discovery of new areas and tasks based on cultural demand(path diversification), and development of human resource for job creation, entrepreneurship, regional resilience(value-based foundation).
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