• Title/Summary/Keyword: 문화욕구

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VMD 방안으로서 패션 일러스트레이션 활용에 관한 연구

  • 김순자;김정민
    • Proceedings of the Costume Culture Conference
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    • 2004.04a
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    • pp.31-33
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    • 2004
  • 현대는 정보문화, 정보홍수와 같은 용어가 사용될 만큼 일상생활에 수많은 정보가 제공되고 있다. 오늘날 정보전달 즉, 커뮤니케이션의 문제는 대단히 중요시되고 있고 디자인 분야에서 이러한 정보 전달 기능의 디스플레이는 특별한 의미와 가치를 가지고 있다. 특히 패션 매장에 있어서, 디스플레이는 구매 욕구를 자극시키고, 같은 옷이라도 전혀 다르게 보이도록 할 수 있는 중요한 판매촉진 요소이며 여기에는 트랜드 이미지, 디자이너의 개성, 그리고 환상까지 끌어내는 전략이 필요하다. (중략)

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피카소 작품을 응용한 복식디자인 연구

  • 전미선;이연희
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.100-101
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    • 2003
  • 복식이란 인간의 내면적 욕구를 외적인 미로 표현하는 방법으로써 인간이 노출된 시대적 상황에 대한 반응 수단이자 한 시대 예술의 구성인자로 지각되며 경험되는 매체의 하나라고 할 수 있다. 그러므로 의복이란 회화, 미술, 공예 등의 조형예술과 사회적, 정치적, 경제적, 문화적 배경아래에서 탄생되며 상호 관련된다고 설명할 수 있다. 본 연구의 목적은20세기 대표적인 화가 피카소의 작품을 CAD시스템을 활용한 후 현대의상에 접목시켜, 개성 있는 디자인 창출의 모티브로서의 가능성을 제시함에 목적이 있다.(중략)

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The Study For a New Positioning Strategy For the Performance Arts (공연예술 수요개발 촉진을 위한 포지셔닝(Positioning) 전략 제안)

  • Park, Joon Hyoung
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.87-114
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    • 2017
  • The Supply side of performance arts has been pretty much developed since the establishment of ARCO. The development level of the demand side, however, was much lower than that of supply side. This unbalance make it difficult to achieve the goal and to complete the mission of ARCO's assistant to the performance arts. Unlike the existing research for solving this problem, this study suggests the positioning strategy of a new value of performance arts for solving this problem. This positioning is, instead of meeting the experiential and symbolic needs, targeting the functional needs to solve the life problems to be faced with aging, for example, the problems from education, human relationship and health. The new positioning will make the demand for the performance arts belong to the top priority group in the expenditure list of consumers because the perceived concept of performance arts will be changed from the "Wants" consumption to "Should be" consumption like a expenditure of private education for children and that of health problems. Therefore, this new positioning is surely expected that the development of new demand from the new position is pretty much higher than that of present positioning. This study also suggests practical strategies, PR and cross functional management system for the implementation of this new positioning.

Major Factors Influencing the Usage Needs for the Adult Guardianship System in Parents of People with Developmental Disabilities (발달장애인 부모의 성년후견제도 이용욕구에 영향을 미치는 요인)

  • Lee, Yong-Pyo;Song, Seung-Yeon
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.334-344
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    • 2016
  • The purpose of this research is to investigate usage related predictors to activate Adult Guardianship System of People with Developmental Disabilities. To achieve the purpose of this research, we have analyzed the survey of parents of People with Developmental Disabilities usage needs for Adult Guardianship System which is based on the Andersen's behavioral model. The study utilized data from 2011 Welfare Needs Assessment of Seoul middle and senior-aged Family with Developmental Disabilities, and the analysis method, the study applied used SPSS 22.0, frequency analysis, descriptive statistics analysis, logistic regression analysis. According to the result, the usage needs for Adult Guardianship System increases meaningfully if the parents does not have occupation, and the subject of Adult Guardianship System is male. In income and the social security system wise, the usage needs for Adult Guardianship System show remarkably large rating if the average income is high and the desire to be cared by others is high. But in case of People with Developmental Disabilities, communication skills, the degree of disability, burden of caring does not have effect on the usage needs for Adult Guardianship System. The conclusion for this research is, first, to activate vigorous usage of Adult Guardianship System, the government intervention is required. Second, the following study is needed to explain to the concept of the needs caring by others and the cultural factors relating to the usage needs for Adult Guardianship System.

The Effect of the Gambler's Basic Psychological Needs Satisfaction on Gambling Behavior: The Dual Mediating Effects of General Motivation and Mattering (도박이용자의 기본심리욕구 만족이 도박행동에 미치는 영향: 일반 동기와 대인존재감의 이중매개효과)

  • Kim, Seo-hee;Shin, Sung-man
    • Korean Journal of Culture and Social Issue
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    • v.27 no.4
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    • pp.585-607
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    • 2021
  • In order to examine the variables affecting gambling behavior and find intervention strategies, this study examined the effects of basic psychological needs satisfaction on the severity of gambling behavior and low-level gambling behavior through the general motivation level and mattering respectively. Self-reported data of 402 adults who have participated in gambling at least once in the last 3 months were analyzed, and dual-mediator model was conducted. Basic psychological needs satisfaction significantly contributed to gambling behavior severity through general motivation and mattering. Specifically, basic psychological needs satisfaction had a significant positive effect on mattering through general motivation. and mattering through this path had a significant negative effect on gambling behavior severity. On the other hand, basic psychological needs satisfaction had a significant negative effect on low-level gambling behavior, but the dual mediating effect of general motivation and mattering was not significant in this relationship. Based on these results, the theoretical implications on the effects of the general motivation and interpersonal presence on gambling behavior were proposed, study limitations and suggestions for future research were discussed.

Exploring the Perception Change of the Consumers for the Cultural Heritage Values in the Cultural Heritage Yahaeng (문화재야행 사업에서 소비자의 문화재 가치 인식 변화 요인에 관한 연구)

  • Yim, Haksoon
    • Korean Association of Arts Management
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    • no.52
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    • pp.107-133
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    • 2019
  • This article is aimed at exploring what factors influence the perception change of the consumers for the cultural heritage values in the case of the cultural heritage policy program entitled with the cultural heritage Yahaeng. The consumers is considered as a key factor in the value creation system of the cultural heritage Yahaeng. It is necessary that the priority of the cultural heritage Yahaeng should be shifted from the supplies to the consumers. The consumer-based model of cultural heritage utilization is used as a theoretical framework. This study examines the influence of cultural heritage authenticity, cultural motivation, management system, loyalty on the perception change of the consumers for the cultural heritage values. This study is empirically examined by the means of a survey conducted on 205 visitors in the case of the Suncheon Yahaeng. The results indicate that the cultural heritage Yahaeng positively influences the perception change of the consumers for the cultural heritage values. In addition, the results indicate that cultural heritage authenticity is the most important factor which positively influences the perception change of the consumers for the cultural heritage values. In addition, the results indicate that cultural motivation positively influences on the perception change of the consumer for the cultural heritage values through the mediating variable of the loyalty. In line with its results, the article recommends that the significance based management system, evaluation system focused on the perception of the consumers for the cultural heritage should be established in the future. The article concludes that the local residents should be importantly considered as consumers and the collaborative partners in the cultural heritage Yahaeng.

동아리 활동을 통한 감성마을 사례 연구

  • Jeong, Bong-Seon;Song, In-Bang;Kim, Yeon-Jong
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.23-23
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    • 2017
  • 본 연구에서는 지역사회의 생활문화공동체 만들기 사업의 한 사례로 경상남도 화동군 화개면 대성리 의신마을의 노인주민들을 중심으로 이루어지는 문화유산 개발과 자발적(생산적) 문화주체발굴 및 양성을 하고자 한 사례연구이다. 2017년부터 2019년의 3년차 사업으로 지역의 마을회(영농회, 부녀회, 청년회, 노인회)와 체험시설 관리운영, 체험행사 관리, 가공시설장 활용, 체험 프로그램 기획/운영, 마을기반조성사업 및 관광체험을 주요활동으로 하는 영농조합법인의 유기적 협력을 통하여 주변의 특산물, 자연환경, 산업환경 및 지리산을 중심으로 구성된 지역역사 문화환경이 연계되어 진행되는 생활문화공동체 만들기 사업이다. 특히 농악/낙차 동아리, 사진동아리, 그림동아리, 압화동와리와 같은 동아리 활동을 통하여 산골의 지역적인 약점을 보완할 수 있으며, 문화예술을 향유하려는 시대적인 욕구를 충족할 수 있는 실질적인 문화예술프로그램을 통한 공동체 발전을 지속하고자 함이 취지이다. 지역 노인들을 대상으로 노인들의 감성지능의 변화에 의한 지역공동체의식과 6차산업 기업가 정신 및 노인들의 사회참여에 대한 인식을 알아보고자 한다.

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A Study of Utilizing Brand Touch Point of Corporate Museum : In terms of the Market-Driving Brand and Consumer Insight (기업박물관의 브랜드 접점 활용연구 : 브랜드 시장주도와 소비자 인사이트 관점에서)

  • Kim, Eun-Jeong;Chang, Dong-Ryun;Hong, Sung-Min
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.163-178
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    • 2007
  • The importance of brands as well as the consumers' emotional & cultural desire have increased. In the meantime, the companies have made efforts to create their positive brand images through the support of Mecenat using culture or social return. In addition, they made ceaseless efforts to provide consumers with a cultural space by building up brand service areas as part of their purpose. However, the rapidly increasing brand service spaces have not really appealed to consumers. In order to become a competitive and powerful brand in the severe brand market, it is necessary to enhance the brand image and to let the brand be considered as a culture and the lifestyle of consumers. In order to do so, the companies have to establish their market-driving strategies by creating new products or new market. To do so, it is important for them to figure out consumers' inner desire through the touch point with consumers. This study attempted to suggest a method of using a corporate museum as a space that could meet all of the said elements at a time. Through the route of a corporate museum, the companies would be able to study their future directions by looking back their history and they could be reborn as culture brands. Therefore, this study suggested that the corporate museum could be a space for culture and education as well as a brand space and could play a positive role in the companies; in this process, the study could grope for consumers' inner desire with its touch point where companies and consumers would meet and its utilization of brand market-driving strategy as a test marketing strategy observing consumers' responses.

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The Effect of a Three Dimensional Concept of Intangibility on Consumer's Uncertainty, Perceived Risk and Emotion after Purchase : The Moderating effect of Needs for Touch (세 가지 차원의 무형적 속성이 소비자의 불확실성, 위험지각과 구매 후의 감정에 미치는 영향: 촉각욕구의 조절효과)

  • Ju, Seon-Hee;Koo, Dong-Mo;Lee, Sung-Yup
    • Journal of Consumption Culture
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    • v.15 no.2
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    • pp.143-169
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    • 2012
  • Consumption is the most important cultural keyword in the modern society. This study tried an exploratory comparison of consumer culture of Korea, USA and Sweden in response to the needs on cultural comparison research perspective. Triandis's cultural dimensions were adopted to explore each country's cultural characteristics. A qualitative in-depth interviews were conducted to consumers who lived both in Korea and USA, or in Korea and Sweden, which enabled them to get familiar with each country's consumer culture. The research found that the culture is projected to the consumer culture in a micro domain. The individualism allowed consumers in USA and Sweden to be unconscious of other's eyes. But collectivism in Korea made Korean consumers locked in other's judgement. In contrast, in a macro domain of consumer culture such as donation and pro-environmental consumption, consumption practices were in a dissonance with their cultural orientation, where includes interaction with society and environment. In addition, in a post-materialistic society, symbolism of consumption goods gets weakened and experiential consumption evolves with a transition from mass consumption society to plural culture society. Lastly, consumer culture functions as a creative mechanism of new culture by consumer's reflexive planning, which is one of the clues of an autonomous consumer culture. This study tried to explore the consumer culture of Korea, USA and Sweden as an exploratory trial for the comparison of consumer cultures. To increase empirical consumer culture study, refined questionnaire item pool is to be extracted through various exploratory researches, which can be utilized commonly in various cultures. Moreover, an additional research is in need about a consumer culture in a macro domain and experiential consumer culture in a post-materialism society.

A Study on Needs for the Elderly Education of the Baby Boom Generation (베이비붐 세대의 노년기교육에 대한 욕구)

  • Yang, Hee;Han, Jung Ran
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.585-595
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    • 2014
  • The purpose of this study is to examine the Baby Boom Generation's participation intention for and needs on the elderly education. The survey research was conducted with the 261 participants who were born in 1955 through 1974 years. The results of this study are as follows : First, 67.4% of the respondents have not experienced life-long education because the respondents have no time to learn. Second, the positive agreement of the participation intention is 64.3% because the elderly people want to cope with the social changes themselves. Third, the respondents want to have the need for the elderly education by taking a class about health education with the method of practical training in a welfare organization. In conclusion, as showed the survey research, the elderly have highly participation intention about elderly education, so this study indicates that the high quality programs of elderly education should develop and provide.