Study on the Role of Korean Digital Culture Contents and the Processes to Recommendation of Korean Culture Product: Focusing on Chinese Web Users

2021 ◽  
Vol 21 (1) ◽  
pp. 123-143
Author(s):  
Xin Mu ◽  
Min-Suk Yoon
2021 ◽  
Author(s):  
Alberto Acerbi

Cultural evolution can provide a useful framework to understand how information is produced, transmitted, and selected in contemporary online, digital, media. The diffusion of digital technologies triggered a radical departure from previous modalities of cultural transmission but, at the same time, general characteristics of human cultural evolution and cognition influence these developments. In this chapter, I will explore some areas where the links between cultural evolution research and digital media seem more promising. As cultural evolution-inspired research on internet phenomena is still in its infancy, these areas represent suggestions and links with works in other disciplines more than reviews of past research in cultural evolution. These include topics such as how to characterise the online effects of social influence and the spread of information; the possibility that digital, online, media could enhance cumulative culture; and the differences between online and offline cultural transmission. In the last section I will consider other possible future directions: the influences of different affordances in different media supporting cultural transmission; the role of producers of cultural traits; and, finally, some considerations on the effects on cultural dynamics of algorithms selecting information.


2021 ◽  
pp. 016344372110455
Author(s):  
Rowan Tulloch ◽  
Craig Johnson

The last decade has seen the rise of data capture culture. This culture has been most visible, and widely analysed, within the realm of social media; but it is not unique to that form. This article reconceptualises video games as apparatuses for data capture. We situate games within a broader economic and cultural shift towards a new ‘accelerated’ form of neoliberalism where individual choice and agency are pre-filtered and personalised by algorithms based on user data history. Through a survey of the changing role of data in video gaming, this article critically maps a new paradigm for a reimagined games industry driven by a logic of data capture. Gaming promises a unique opportunity for data capture capitalists to mine and commodify player preferences, behaviours and instinctual responses. Arguing that play is a process of uncovering hidden logics, we offer a framework for resisting the data capture hegemony. This is not simply a discussion of gaming, rather this is an attempt to outline the conditions of possibility for a critique of globalised digital culture in which populations are profiled, processed and punished by hidden algorithms of the market that are optimised to construct and reward accelerated performances of neoliberal subjectivity.


2020 ◽  
Vol 43 (1) ◽  
pp. 101-116
Author(s):  
David Montero Sánchez

Participatory video emerged in the late 1960s with a view to harnessing video technology in order to promote community building and develop critical awareness. It involves a wide range of practices that revolve around non-professionals collaborating in the task of making a facilitated, collective video in the topic of their choice. Consensual decision-making and iterative cycles of filmmaking alongside reflection and analysis represent milestones of traditional PV practice. Over the last 50 years, PV has fostered a heterogeneous community of practice that includes NGOs, scholars, and a number of social transformation collectives in the field of communication for development. This article examines the ways in which the PV community of practice has negotiated the emergence and hegemony of digital video-making, video equipped smartphones, and online video platforms. Methodologically, the text departs from an extended survey among experienced practitioners and focuses on case-studies involving perceived key actors within the PV community in relation to digital culture. The article also critically discusses the role of YouTube as the epitome of contemporary, digital participatory cultures. The overarching hypothesis that pervades this research foregrounds the concern that digital technology might actually be contributing to the transformation of participatory cultures into merely expressive exercises.


2019 ◽  
Vol 44 (4) ◽  
Author(s):  
Jody Berland

Background  This article builds on McLuhan’s medium theory to address the undertheorized role of animals as mediators in network cultures.Analysis  McLuhan’s medium theory aligns with and to some extent anticipates contemporary discussion about posthumanist thought that recognizes that human perception and experience are shaped by and extended through non-human tools and connections. Both digital culture and the endangered status of the natural world now call upon us to elaborate less anthropocentric concepts of mediation to understand our interdependence with the non-human world.Conclusion and implications  Using as illustration various moments of media change, including early coins and the first cat videos, this article argues that the proliferation of animal imagery is significant not only in the affective management of digital practices and investments, but more broadly in the management of cultural and ecological risk.Contexte  Cet article se fonde sur la théorie des médias de Marshall McLuhan afin de traiter du rôle sous-théorisé des animaux en tant que médiateurs dans les cultures du réseau.Analyse  La théorie des médias de McLuhan s’aligne avec—et dans une certaine mesure anticipe—les discussions contemporaines sur la pensée post-humaniste reconnaissant que des connections et outils non-humains contribuent à former et à prolonger la perception et l’expérience humaines. La culture numérique et le statut menacé du monde naturel exigent que nous élaborions des concepts sur la médiation qui soient moins anthropocentriques afin de mieux comprendre notre interdépendance avec le monde non-humain.Conclusion et implications Cet article se rapporte à divers changements médiatiques, y compris la création de certaines pièces de monnaie anciennes et les premières vidéos sur les chats, pour soutenir que la prolifération d’imagerie animale est importante, non seulement dans la gestion affective de pratiques et d’investissements numériques, mais aussi plus généralement dans la gestion de risques culturels et écologiques.


2020 ◽  
Vol 06 (01) ◽  
pp. 133-159
Author(s):  
Aleksandr Fadeev

The topic of teaching competence in artistic perception in school curricula has been investigated in the fields of education (Kindelan 2012), psychology (Vygotsky 1991), and semiotics (Ojamaa et al. 2019). Previous scholarship emphasizes the need to offer learners the opportunity to develop meaning-making abilities concerning different types of artistic texts. They also emphasized the educational value of establishing communication with and by means of such texts. This paper argues the educational value of acquiring artistic literacy in school education in the context of digital culture. We consider this acquisition process as the development of meaning-making abilities in relation to artistic texts and fostering learners’ ability to use artistic literacy as a symbolic psychological tool (Vygotsky 1978). We address this question by accentuating the role of semiotic mediation of artistic literacy. At the same time, we argue that artistic literacy acquisition can be established through intersemiotic translation among various multimodal artistic texts. In a practical sense, the paper attempts to develop a methodological framework for acquiring artistic literacy, conceptualized in terms of contemporary educational skills and competences. This paper also analyses the process of acquiring artistic literacy in relation to mediation in learning, the representation of texts, artistic work, and educational assessment. The analysis keeps account of the Tartu-Moscow Semiotic school framework and Lev Vygotsky’s theoretical framework, especially in addressing artistic work in education (Vygotsky 1971, 1978, 1991).


2021 ◽  
Vol 104 ◽  
pp. 02007
Author(s):  
Olena Polishchuk ◽  
Nataliia Kovtun ◽  
Iryna Vitiuk ◽  
Roman Sapeńko ◽  
Bogdan Trocha

The article deals with the analysis of situations of uncertainty in various spheres of modern society life that have arisen as a result of the rapid development of digital technologies; virtualization of many components of modern human life; the increasing role of visual information in communication; drastic changes in the labor market, in intellectual practices and the formation of new requirements for the education and vocational training system. We have proposed to analyze such situations using the principle of “incomplete comprehension of object”, and we carried out a consideration of its content and indicated its methodological role. To our mind, one of the most important features of this principle is the focus on a set of ambiguous, non-obvious links between the internal elements of an object, as well as during its interactions with agents of external influence in a situation of uncertainty. Besides, we examined its heuristic and predictive capabilities using examples of analysis of specific typical situations in various spheres of social life, primarily related to the labor market and education in a digital culture.


2020 ◽  
Author(s):  
Jing Zeng ◽  
Mike S. Schäfer ◽  
Joachim Allgaier

Since its launch in 2018, TikTok has become one of the fastest-growing social media applications in the world, being particularly popular among young people. Memetic videos, which often feature lip-syncing, dance routines and comedic skits, are a defining feature of the platform. This study used quantitative content analysis and qualitative thematic analysis to examine science memes, an increasingly popular genre on TikTok, by analysing 1368 TikTok videos that feature science-related content. The results of the study uncover the most influential creators of science-related content, the most prevalent content in science memes and three vernacular styles of science memes on TikTok. The results expand existing scholarship on science communication focusing on social media. Understanding the role of memetic science content on short-video platforms, as well as in the youth digital culture in general, also provides valuable insights into how science communicators can engage with the younger generation.


Author(s):  
Surbhi Saini

This chapter introduces the basics of the digital library, including needs, benefits, and requirements, and briefly describes the digitization process. The role of library and information science professionals has now become a debatable one due to the advent of digital libraries and the Internet. The cloud computing and virtualization in digital culture is also discussed here. In this regard, the chapter covers cloud computing, including the characteristics, types, and how it works. The application of cloud computing in libraries is described with an example of the cloud in the academic library in Orissa. The advantages and disadvantages of cloud computing in libraries or in organizations are also covered here. The future prospects of the digital library using cloud computing technology is like an innovative application in libraries.


2017 ◽  
Vol 61 (4) ◽  
pp. 441-454 ◽  
Author(s):  
Paul Mihailidis ◽  
Samantha Viotty

This article explores the phenomenon of spectacle in the lead up and immediate aftermath of the 2016 U.S. presidential election. Through the spread of misinformation, the appropriation of cultural iconography, and the willing engagement of mainstream media to perpetuate partisan and polarizing information, the proliferation of populist rhetoric, polarizing views, and vitriolic opinions spread. Revisiting the world of critical theorist Guy Debord, this article argues that the proliferation of citizen-drive spectacle is unique in its origination and perpetuation, and a direct result of an increasingly polarized and distrustful public spending an increasing amount of time in homophilous networks where contrarian views are few and far between. We apply the frame of spreadable media to explore how citizen expression online initiated, sustained, and expanded the media spectacle that pervaded the 2016 U.S. presidential election. The conclusion of this work argues that media literacies, as a popular response mechanism to help cultivate more critical consumers of media, must be repositioned to respond to an era of partisanship and distrust. We present a set of considerations for repositioning the literacies to focus on critique and creation of media in support of a common good, and that can respond meaningfully in an era of spreadability, connectivity, and spectacle.


Sign in / Sign up

Export Citation Format

Share Document