• Title/Summary/Keyword: 디지털 신세대

Search Result 11, Processing Time 0.028 seconds

Mission Strategy through Developing Worship Contents in Multimedia age (예배 콘텐츠 개발을 통한 멀티미디어 시대의 선교전략)

  • Choi Tae-Soo
    • Journal of Digital Contents Society
    • /
    • v.6 no.1
    • /
    • pp.63-68
    • /
    • 2005
  • Today, Korean Society have stood on the transformation of Globalization and information. Under these radical changes, the Korean church faced the crisis of decline. In fact, decreasing population of new generation in the church who lead digital age makes the future of Korean church look black. This research tried to suggest mission strategy for new generation through develop worship contents using multimedia.

  • PDF

A Study on the Product Development and Strategy of New Generation Oriented (신세대 지향적 제품개발과 전략에 관한 연구)

  • 곽희준
    • Archives of design research
    • /
    • v.15 no.4
    • /
    • pp.25-32
    • /
    • 2002
  • It has gone that the age of making the products focusing on only the capacity or efficiency, We face the age that only the products which fit the sensitivity of customers. Now, customers attach importance to impressive design, convenience, and satisfaction as well as the quality, cost, and capacity of the products. Under the much plentiful life, it has a limit of exciting customer's interest to pursue the quality, cost and capacity, so we need new design development which can produce more different, better, and newer mood. Recently, past synchronism and standardization have collapsed according to the change of sense of value, customers make much account of their own sensitivity comparing with at any time in much information and visual stimulus, and they would like to purchase the products which satisfy their sensitivity as a way of their image creation and settlement of wants.

  • PDF

The Study of New Digital Generation's Utilization of Fashion Information (디지털 신세대의 패션트렌드 인지도와 수용도가 패션정보 활용도에 미치는 영향)

  • Kim, Yeo-Won;Choi, Jong-Myoung
    • Korean Journal of Human Ecology
    • /
    • v.18 no.2
    • /
    • pp.465-476
    • /
    • 2009
  • The purpose of this study is to investigate recognition degree and acceptability of fashion trends of new consumers who live in digital era, and to determine how these factors have influence on their use of fashion trend information. The study was conducted with 696 people from 15 to 34 years old. A self-administrated questionnaire based on the results of previous researches was developed. The data were analyzed with statistical analyses such as frequency analysis, mean, factor analysis, t-test, ANOVA, correlation and regression analysis. The results are as follows: first, new digital consumer's recognition degree (RD) of fashion trends is 7.85 on the average, given that the top of scale is 20.0, it is quite low. Of fashion trend RD, fashion item RD is the highest. The female subjects recognize fashion trends better than the male subjects. Second, fashion trend acceptance of new digital generation is classified into 5 factors: 'search acceptance', 'lead acceptance', 'follow acceptance', 'non-acceptance', and 'delay acceptance'. The female subjects show higher degree in the factors of 'search acceptance', 'lead acceptance' and 'follow acceptance' of fashion trend than the males; hence it means that the females have more positive attitudes in fashion trend acceptance than the males. Third, there are significant differences between genders in the fashion information utilization. Compared to the males, the females more use fashion information on style, fabrics and color. Concludingly, their fashion trend recognition degree and acceptance made an influence in part on their utilization of fashion information.

Application authoring tool for the use of the efficiency of a literature class (문학수업의 효율성을 위한 애플리케이션 저작도구의 활용)

  • Nam, Sukhee
    • Journal of Digital Convergence
    • /
    • v.11 no.5
    • /
    • pp.423-428
    • /
    • 2013
  • This paper is to suggest how to apply smartphone application making for literature class as a learning tool. New specialists in literature are not satisfied with the traditional learning methods for the acquisition of theoretical knowledge any more. They try to learn the making process of smartphone application using app writing tools to meet their attention and needs. As a result, they can experience "deterritoriatization" of their major. Such a new learning method not only makes the learners build up their literary knowledge, but also plays a part to meet their needs to make it reality as a practical method that satisfies their learning needs. On this basis, there can be a possibility for literature to be the important resource of the contents development for mobile application.

A Study on the Expression Analysis of Social Topics in Taiwan's New Wave Movies - Focused on Hou Hsiao-hsien and Yang Teh-chang (대만 뉴웨이브 영화의 사회의제 표현 분석 연구 - 허우 샤오시엔과 에드워드 양이 중심으로)

  • Lee, Tae-hoon;ZHANG, YIRAN
    • Journal of Digital Convergence
    • /
    • v.19 no.7
    • /
    • pp.349-358
    • /
    • 2021
  • In the 1980s, the rapid development of Hong Kong genre films began the myth of Hong Kong's New Wave films, which had a profound impact on Taiwanese films of the same period. Later, two leading film directors, Hou Xiaoxien and Edward Yang, appeared in the process of being influenced by Taiwanese film Ganyu Wave. In this paper, we conducted research on the art style, theme style, film language, and aesthetic narrative methods of films of Hou Xiaoxien and Edward Yang against the backdrop of Taiwan's New Wave era. In addition, the visual characteristics of Taiwan's New Wave films, and the two directors have drawn suggestions on Taiwan's new generation of directors and the Taiwanese film industry, and presented a colorful film creation scheme for the creation and innovation of the new generation of filmmakers.

The Relationship between Work-Family Facilitation and Perceived Team Performance: Moderating Effect of Wellness Climate (일-정 촉진과 지각된 팀성과 간의 관계: 웰니스 분위기의 조절효과)

  • Choi, Seo-Hyun;Cha, Yunsuk
    • Journal of Digital Convergence
    • /
    • v.11 no.9
    • /
    • pp.79-86
    • /
    • 2013
  • I have empirically investigated the relationship between work-family facilitation and perceived team performance and the moderating effect of wellness climate between work-family facilitation and perceived team performance. For testing hypothesis, hierarchical linear regression was conducted. The results of analysis are followings; hypothesis 1, work-family facilitation is positively related to perceived team performance, was significantly supported. Hypothesis 2, wellness climate moderates the association between work-family facilitation and perceived team performance. The results imply that when the HR practitioners design job and welfare program of employees should consider work-family facilitation. Additionally, to improve the performance of organization should consider not only work-family facilitation but also climate of organization supporting work-family facilitation, wellness climate.

A Study on Directing Webtoon using Modules of Shot (숏(shot)을 활용한 웹툰의 연출 기법)

  • Kim, See-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.7
    • /
    • pp.478-486
    • /
    • 2017
  • The development of webtoon accelerated with development of smart devices. It became a daily life to enjoy digital contents such as webtoon using smartphones on the streets and subways, not just for the novelty of the new generation. With the advent of smart devices, the webtoon market has grown rapidly and webtoons of various themes and genres are pouring out. The growth of webtoon market is a good opportunity for artists, but competition is getting worse and it is difficult to satisfy readers with low quality. In order to create webtoon that can satisfy the readers, the artists are considered as important homework that can show the interesting story and show it effectively. In this study, I tried to prove that the method of directing using shot among the elements of animation can be utilized for directing webtoon effectively. In order to explain this, I have tried to explain the characteristics of webtoon and its relation with animation, and I chose the most important example of webtoon, 'Ko Soo(Ryu Ki woon, Moon jeong hu, 2015)', which has been popularized with successful storytelling and directing, and described character shot and time transition shot.

Development of DVD Player Design for the Film Generation (영상세대를 위한 DVD 플레이어 디자인 개발)

  • Ryoo, Ga-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.11
    • /
    • pp.120-129
    • /
    • 2009
  • It is now the digital and multi-media era. The DVD market is growing constantly. So is the capacity and quality of DVD players, In our research, we focused on the younger generation, who are now the greatest consumers. The results helped signify the most distinctive and popularized DVD player designs that satisfy young people's entertainment needs. Our new design is a large step ahead of older ones. Previous designs were uniform and standard. This new design has distinctive features and is uniquely user-friendly. It is focused primarily on easy usability. The interface is simple and straight forward. The user can use the system easily before consulting a manual. It is consistent in internal and external software and hardware, allowing the user to easily adapt to the product. DVD players have become a necessity in the current multi-media/digital era. So products need to be geared towards being available to not just those who are technologically savvy, but also those who rely on basic user-intuition. Our design takes into account these conditions, based on our statistical research, allowing us to expect our product to be a competitive force in the DVD market.

Image making Strategy in Digitalized Environment (디지털 환경하에서 이미지 전략 방안)

  • 홍지원
    • Archives of design research
    • /
    • v.12 no.4
    • /
    • pp.327-337
    • /
    • 1999
  • As the computer technology grows so fast, it can affect the human life in every fields. Specially, advent of Digital epoch is changing human life completely. In the past, people should get the information through the mass-media. But these days we can produce and provide some information through new media, Internet. In other words, two-ways communication like internet make individual be the producer in the information stream. Especially, net generation is different form the old generation and they want to express themselves distinctively from others. Nevertheless, they can't have the chance to express their identity properly and only they try to satisfy their needs by consuming special goods. In this article, I want to suggest a program that an individual can express their own identity and image. I will transform CIP (Corporate Information Program) and adjust it to an individual case. This is different from the previous study that emphasize the external factor figure, etc. First, we will find the MI(mind identity) and the BI(behavior identity). Second, we will present the VI(visual identity) by using two factors. - MI, VI. Finally, we will analyze them totally and make the PI(personal identity ) that can express their own identity and philosophy well. Through this programs, they can express themselves well and get the chance to think creatively. I am sure this program will have more implications about image strategy.

  • PDF