• Title/Summary/Keyword: 가치원천

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The Representation of the Vietnamese Guanyin in Relation with Asian Arts (아시아 예술적 관점에서 본 베트남)

  • TRANG, Thanh Hien
    • SUVANNABHUMI
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    • v.1 no.2
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    • pp.73-91
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    • 2009
  • 베트남 관음상, 특히 천 개의 팔과 눈이 있는 관음상은 일반적으로는 아시아에서, 구체적으로는 동남아에서 종교 혼합주의의 가장 명백한 증거로 여겨질 수 있다. 그것은 인도와 더불어 특히 중국모델에서 전래된 몇 가지 구체적인 증거를 베트남 관음상에서 발견할 수 있다. 많은 학자들은 시바를 관음상의 천개의 팔과 천개의 눈을 표상한 것의 원천으로 보았다. 베트남 관음상에 대한 중국문화의 영향은 그 영향이 직접적이며 장기간에 걸쳐 최근까지도 이어져져 왔기 때문에, 인도문화가 남긴 흔적들보다 더 분명하게 나타난다. 이러한 문화적 유사성으로 인하여 비평가들은 베트남 관음상을 중국 관음상의 단순한 복제품으로 간주하게 만들었다. 본 논문에서 저자는 베트남 관음상은 여러 외국의 특징들을 흡수해 왔지만, 동시에 베트남의 심리와 행동, 개념, 토착 종교적 믿음에 상응하는 그만의 독특한 특징을 반영했다는 사실을 주장할 것이다. 천개의 팔과 눈을 가진 베트남 관음상은 인도와 중국의 영향을 받았지만, 베트남 특유의 예술적 가치를 지니고 있으며, 아시아 관음상의 무한히 풍부한 다양성에 또 하나의 기여를 해 왔다.

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Brand License Effects on Consumer's Preception - Focus on Perceived Risk and Congruence between Product and Brand type - (브랜드 라이센싱이 소비자지각에 미치는 연구 - 상품유형과의 적합성이 지각된 위험에 미치는 영향을 중심으로 -)

  • Kim, Sang-Jo
    • Management & Information Systems Review
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    • v.34 no.2
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    • pp.79-95
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    • 2015
  • The purpose of this paper is to evaluate the effects of perceived risk and brand attitude on licensing brands comparing with non-licensed brands(virtual brand). Data was collected through a self-administered questionnaire in quasi-experimental design setting. I designed the experimental setting that there were two virtual companies to sell the luxury bags(symbolic goods) or cruise tour(experiential goods) and to launch their goods with own brand or licensed brand. The experimental groups were composed of women consumers who were familiar with consuming experiential goods and symbolic goods. Results from the experiment suggest that consumer's perceived risk on brands gives a negative impact on brand attitude. And congruence in goods types and licensed brand values leads to difference in the level of perceived risk. In experiential goods, brand licensing from famous and experiential brands can reduce perceived risk. But in symbolic goods, brand licensing effect which reduces the perceived risk is less effective than in experiential goods. This findings suggest that brand licensing may lower the level of consumer's perceived risk, but incongruity in goods type and brand value may result in strategic failure.

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A Study on the Service Mix Strategy of Manufacturing Firms - Based on the Power Process - (제조기업에서 서비스믹스 전략에 관한 연구 - 파워프로세스 접근을 중심으로 -)

  • Ahn, Hee-Jun;Lee, Kyung-Hwan
    • Korean Business Review
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    • v.20 no.2
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    • pp.61-85
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    • 2007
  • Competitiveness of a firm essentially depends on the value of the product or service the firm supply. Product or service of high value derives customer purchase activity. Service mix is the process which creates competitiveness by value creation for customers through optimal combination of physical characteristics of product and service. This research is to contribute competitiveness increase of Korean manufacture industry by study of the effect of service mix as to the business competitiveness. Usually competitiveness advantage approach relies on the industry structure competition theory and the resource-based approach. However, it is said that, while the industry structure competition theory helps finding attractive industry, it rarely helps finding which companies succeed or fail in the specific industry. The resource-based viewpoint approach is limited in that this cannot provide any theory or systematic frame for the analysis even though it has contributed a lot to the competitiveness increase. Power process approach is applied to this study in order to overcome this limit and to Increase the business competitiveness. Power process is the process to create the value, the source of power by interaction of power elements, value, needs, environment and relation, the five power determination elements. Power process is a process that creates value to satisfy the power objective for the attainment of the goals of the power subject. This study is to contribute for the manufacture industry by establishing service mix strategy from the power process viewpoint.

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Case Study on Free Market in front of Hongik University: Store Based on New Experiential Value (경험적 가치기반의 매장에 관한 Ethnography: 홍대 앞 프리마켓(free market)을 중심으로)

  • Yoo, Chang-Jo;Kim, Min-A
    • Journal of Distribution Research
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    • v.12 no.3
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    • pp.1-21
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    • 2007
  • This study introduces 'Free Market' that was recently developed in front of Hongik university. 'Free market', as a place for transactions for art products produced by artists or prospective artists, is held regularly every Saturday in front of Hongik university. This study collected data through in-depth interviews with participants and participant observations at the market to analyze the success factors of 'Free Market'. We described development process, unique characteristics of 'Free Market' and new experiential values that the market provide to the participants. This free market was introduced as roadside stand in the middle of 1990s when some artists started selling their works. It passed through the growth stage after it staged the event that had mixed characteristics of 'flee market' and 'art market' at local festivals in 2001. In 2002 Sin-Chon culture forum directedculture-oriented market and the market has been developed as a current 'Free Market'. Recently 'Free Market' is comprised of steps, artists, and customers who voluntarily participated in the market. The market is held regularly every Saturday and provide various types of programs for the participants. Major characteristics of this free market were summarized as 'complex space' and 'role transition', and these characteristics provided the participants new experiential values such as 'freedom', 'emergent experiences', 'social interaction' and 'hero of festivals' through the participant role. We interpret that 'Free Market' has been successfully settled down as a new type of retail store based on these new experiential values. Therefore, this case provides very useful implications that unique experiential values that a store provides to the customers can be major sources of store competitive advantages.

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OSMU Strategy Analysis using A Local Folk Tale - Focused on Jangseong-gun 『Honggil-dong』 Theme Park and Gokseong-gun 『Shimcheong』 Theme Park - (지역 설화를 활용한 OSMU 전략 분석 -장성군 『홍길동』 테마파크와 곡성군 『심청』 테마파크를 중심으로-)

  • Bae, Su-Bin
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.15-34
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    • 2021
  • This study was conducted to review strategic and effective utilization plans and suggest desirable development plans, taking into account the cultural and social values and ideologies of the local government's OSMU strategy and regional economic goals. To this end, the concept and characteristics of OSMU, domestic and international success cases were reviewed, and analyzed the detailed strategies, development results and achievements of Hong Gil-dong theme park in Jangseong-gun, and Simcheong theme park in Gokseong-gun. As a result of these analyses, first, it was confirmed that the Hong Gil-dong theme park and the Simcheong theme park were rational and justifiable choices that emphasized locality and publicity, the core of the local government's OSMU strategy. Second, it was confirmed that while Hong Gil-dong theme park achieved more stable and successful results, Simcheong theme park had poor achievement without utilizing the excellence and valuable goals of the original contents. Therefore, in order to achieve sustainable development while harmoniously satisfying the publicity and profitability, ideology and effectiveness, justification and economics of OSMU strategies of local governments, various research, reflection and work must be continuously carried out.

Patent Valuation for Fair Royalty Distribution in Patent Pool (특허풀에서의 공평한 로열티 분배를 위한 특허가치평가)

  • Kim, Young-Ki;Park, Seong-Taek;Lee, Seung-Jun
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.41-53
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    • 2010
  • In this paper, we discuss patent pool and a patent valuation scheme for fair royalty distribution among the patents in a pool. In the knowledge-based economy, intellectual capital-the accumulation of technology and know-how-is recognized as the most important source of company's competitive advantage and economic growth. By providing exclusive rights to patent holders, the patent system aims to encourage innovation-invention & commercialization of new technologies-in order to raise the standard of living. However, drawbacks of patent system, which occur as the number of patents issued increases rapidly and patent ownership is fragmented, may slow down the innovation efforts seriously. A promising solution is the patent pool approach, which was for instance employed by the U.S. congress during World War I to free the airplane manufacturers from the patent tangle by letting them license all the patents for a fee. It is necessary to figure out relative technological contribution of patent for fair distribution of royalty revenues among patent holders. The Rating/Ranking Method seems to fit to that valuation purpose. We examined technology valuation models from various organizations and selected a set of more influential valuation factors which can be incorporated as scoring criteria in the Rating/Ranking Method.

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Human Goal in Advaita Vedānta (아드와이따 베단따와 인간의 목표)

  • Park, Hyo-yeop
    • Journal of Korean Philosophical Society
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    • v.130
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    • pp.109-134
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    • 2014
  • In (Advaita) $Ved{\bar{a}}nta$ although human beings are destined to have a pessimistic starting point in life, their goal of life is to become a Perfect Being which is called 'Liberation' (mokṣa) by self-transcendence. This human goal together with several means are accepted by $Ved{\bar{a}}nta$ as solely valuable thing in the life. In this way there must be a self-recognition of his own value in the process of Liberation, through which one recognizes his own true nature i.e. ${\bar{A}}tman$. ${\bar{A}}tman$ is clearly defined to be 'Existence, Consciousness, Bliss' (Being, Illumination, Good), and this definition is made with the view of revealing that It is ultimate foundation and source of human beings ontologically, epistemologically and axiologically. However, as $Ved{\bar{a}}ntic$points of view on human goal are not without critical limitations, it may be necessary to revaluate 'the process of self-inquiry' devised to achieve human goal. Inquiry is, first of all, an accepting process of what is given in $Ved{\bar{a}}nta$ as the scenario that gives rise to most actual result, then, a performing and verifying process of that scenario in one's own experience consistently. In this process, a shift of action from worldly life to unworldly life is what is called 'self-adjustment', a removal of 'the self in excess' through knowledge of the real Self is what is called 'simplification of the self', and at the end of simplification a state of ultimate Self is 'Liberation'. Therefore, the inquiry of $Ved{\bar{a}}nta$ into human goal can be summarized as following formula; 'good action = self-adjustment' ${\rightarrow}$ 'good knowledge = simplification of the self' ${\rightarrow}$ 'Liberation = ultimate Self'.

Analysis for the Smart Phone Ecosystem and its Economic Spillover Effects (스마트폰 생태계 분석 및 국민경제 파급효과 연구)

  • Byun, Sang-Kyu
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.205-216
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    • 2011
  • The smart phone is globally spreading, since the Apple rolled out the iPhone. Thereafter the smart phone ecosystem is being reorganized and strongly governed by the Apple and Google, the mobile OS providers. And the mobile carriers are pushed out of the ecosystem with the progress of the dump pipe. Even though the South Korea has the strong position as a global leader in ICT industries, it have not properly coped with this new situation and is falling to the follower in the smart phone era. Therefore it should try to take advantage of the current of the times like its component industry who already enjoys the fruit. This paper reveals the new structure of the ecosystem along its value chain with the digital open markets, OS providers, phone manufacturers, and mobile carriers. And it shows the economic spillover effects using the input-output analysis. Consequently, this paper will provide the valuable implications to companies in setting up the efficient strategies and the regulator in promoting the ICT industry.

Innovative Capabilities of NCsoft, the Leading Firm in the Korean Online Games Industry (게임산업 선도기업의 혁신역량 분석과 시사점 : 엔씨소프트를 사례로)

  • Choi, Ji-Sun;Kim, Hyung-Jin
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.51-63
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    • 2010
  • This paper investigates the innovative capabilities of the leading company in the Korean online games industry, 'NCsoft'. The company is analyzed with the three types of innovation capabilities such as the capability to manage core competencies, the capability to integrate internal and external knowledge source, and the capability to build innovation policy/strategy. This paper concludes with suggesting the future strategies of the NCsoft by each capability.

New Media-Informatization Policy and Problems of Developmentalism in Korea (뉴미디어-정보화 정책과 개발주의 패러다임의 문제)

  • Kim, Pyung-Ho
    • Korean journal of communication and information
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    • v.36
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    • pp.231-253
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    • 2006
  • Based on the development of IT(information technology), the explosive diffusion and growth of the new media and services in Korea has attracted keen international attention. The construction of IT infrastructure driven by the proactive social informatization policy of the government has also been spectacular. Korea has persistently pursued strong 'new media-informatization policy' with three main objectives in mind: 1)Industrial-economic value creation; 2)socio-cultural value creation; and 3)building of the knowledge society-knowledge state. But its consequence is rather paradoxical. While its performance is excellent in terms of quantity growth of industry and technology, quality development of society, culture and knowledge creation is lagging far behind. This paradoxical outcome originates, not from any simple policy error, but from a structural problem inherent in new media-informatization policy in Korea which has long been captured by developmentalism. In order for Korea to harvest the reward of strong new media-informatization infrastructure, it needs to institute a policy structure based on a knowledge IT strategy such as research and development of core and patent technologies, design and production of quality contents, networking knowledge bases of society, etc.

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