• Title/Summary/Keyword: 문화전략(文化戰略)

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A Study on the Recognition of Mid- to Long-term Comprehensive Development Plan for the Library in Gimpo City (김포시 도서관 중장기 종합발전계획 수립을 위한 인식조사 연구)

  • Noh, Younghee;Chang, Inho;Kang, Ji-Hei;Shin, Youngji;Kwak, Woojung
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.227-253
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    • 2020
  • The purpose of this study is to establish a mid-to-long-term comprehensive development plan for the Gimpo library, and to lay out the overall system of the library scattered by region in Gimpo, and to present Gimpo library's unique vision and strategy to differentiate it from other regions. As a research, surveys and interviews were conducted for the residents of Gimpo-si (library users and beneficiaries) and library personnel. As a result, first, all libraries in Gimpo-si have a user-centered multicultural space service with differentiated concepts and themes of each library based on the functions and roles of data collection, information services, and various programs as public libraries. Seems to be oriented. Second, with regard to Gimpo library collections, it is necessary to first collect books with high usage rate by library and expand them to the needs of consumers. Third, in order to provide the services of the Gimpo library, it is necessary to develop a service that can raise satisfaction by using the citizens' participation and utilizing them in order to derive the service by analyzing other local library programs or services.

A Study on the Utilization of Storytelling in Town-making Area Marketing and Town Development Plan Establishment - Focusing on Storytelling of Jeju Yongdam 1-dong Town - (마을만들기 장소마케팅과 마을발전방안 수립에 스토리텔링활용 연구 - 제주시 용담1동 마을스토리텔링을 중심으로-)

  • Hwang, Kyung-Soo;Yang, Jeong-Cheol;Oh, Yun-Jung;Lee, Gwan-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.529-538
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    • 2017
  • The objectives of this study are to examine and propose a method for establishing a seed story regarding residents of Yongdam 1-dong and to utilize storytelling in establishing town development strategies. Globally, major cities seek urban restoration based on their regional culture and history. Yongdam 1-dong is a downtown area located in Jeju City, South Korea. This study attempts an innovative approach to town-making by storytelling about the residents' lives. The storytelling method may be utilized to establish town development plans in the following ways: 1) To make use of the storytelling method in the town to be introduced in various ways; 2) As an important reference in establishing town development plans; 3) To establish various town-making plans. For example, the method may be used to decide the direction, prepare program contents, plan related festivals, and conduct regional facilitator education programs; and 4) To help experts who participate in voluntary work in the region to understand the town. Using these contents, we can create one of various fields in town development.

A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

A Study on the value and importance of Dancefilm: Focusing on the Wim Vandekeybus's Blush (댄스필름의 역사와 영상기법에 대한 연구 : 빔 반데키부스(Wim Vandekeybus)의 <블러쉬(Blush)>를 중심으로)

  • PARK, Youjung
    • Trans-
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    • v.1
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    • pp.45-66
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    • 2016
  • The study uses the image technique of the movie (analysis) since there are limited analyses and data of the dance film's (cinematic) grammar. The films are limited to the Wim Vandekeybus's Blush. From the analysis of the one film, films are directed using basic movie grammars. Although the films are of the same genre, it differs from the method of using image techniques as well as the director's personal art preference. The cinematic grammars enhance the effect of the movement and it emphasizes the objectives to deliver the audience true meaning of the films. Dance film is not a simple word combination of dance and film to record new type of art; dance is used for the movie's artistic and aesthetic enhancement. To find out dance is the language and important expressive tool of the dance film, at the same time cinematic grammar enhances effect of dance and objective of the film, the study uses image technique analysis. These are the results of dance film analysis by using image techniques. Firstly, Dance film can transcend time and space. Secondly, The creative director could emphasize some part that the audience should focus on to clearly deliver the intention of the choreographer. Lastly, To popularize the dance genre. If the dance film produces with more diversified stories than the resent, it will be a part of a cultural industry and could create profits. Dance film might lose the sense of realism, which is the main characteristic of the stage art; however it could feel the beauty of the film through the mise en scene.

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A Study on Consumer's Evaluations on and Preferences for Formative images of Products (제품디자인을 위한 조형 이미지의 평가와 선호에 관한 연구)

  • 김관배
    • Archives of design research
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    • v.13 no.1
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    • pp.167-178
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    • 2000
  • Today's world has been changing form post-industrial society to information society, and criteria of human value, also, has been changing from physical to intellectual and sensible. Based on this trend, intellectual and sensible value of a product is becoming more important in comsumer's market than physical value. The environment of product design has been rapidly changing. Users and consumers pursuit sensible satisfaction through their lives based on images of products. As the environment in which a product is used has been more important, companies have placed more emphasis on consumers and users, and are trying to satisfy their consumers by developing products with emphasis on their design, as well as to develop human technology. In ever-changing environment, a question is if sensible design can be developed in product design. Companies could upgrade their competitive power and brand image only if they could develope designs which could satisfy consumers through sensible design approach with a base on systematic research on h~man sensibility. In this context, the purpose of this study was to: investigate consumer's evaluations on and preferences for formative images of products according to the types of human sensibility. This research study placed emphasis on quantitative analysis of consumers' emotional needs to find out consumer's evaluations on and preferences for formative images of products. The researcher reviewed related literature on human sensibility and design, as well as G-Kansei and product design. Data were collected through a questionnaire and analyzed through a statistical program, and highly effective design strategy was investigated through analysis of data and interpretation of the results.

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Counter-Terrorism Policy of Mongolia: Raising Awareness on Terrorism (몽골의 대테러 정책: 테러인식 제고)

  • Urangoo, Khash-Erdene;Lee, Ju-Lak
    • Korean Security Journal
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    • no.60
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    • pp.155-173
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    • 2019
  • This study touches upon the challenges of globalization, in which terrorism is one of the most brutal forms of criminal violence targeting innocent people. No country is immune from terrorist attacks, and no person is immune from becoming a victim. Interest in this topic is increasing as terrorism, in all its forms and manifestations, in its scale and intensity, and in its inhumanity and cruelty, is now becoming one of the most acute and pressing problems of global importance. Legal regulations passed in Mongolia in 2004 have established a structure to prevent and detect terrorist threats. However, the country's anti-terrorism policy should be improved with respect to its global counter-terrorism strategy. Because Mongolia is a comparatively safe country in the region, the people do not consider terrorism to be a real threat. This study aims to suggest methods to quickly raise awareness and create a security culture to improve Mongolia's long-term terrorism prevention policy. In particular, the authors review Mongolia's anti-terrorism policy, focusing on legal regulations, and suggest education methods to raise terrorism awareness for the public as a primary preventive measure. The study also presents a comparative analysis and a summary conclusion by examining international legal acts, conventions on new manifestations of terrorism, the foundations of laws and regulations of Mongolia, and related research on terrorism.

Phenomenological Research on Burnout Experience of Hospital Occupational Therapists (병원급 의료기관에서 근무하는 작업치료사의 소진 경험에 대한 현상학적 연구)

  • Hwang, Na-Kyoung;Jung, Min-Ye
    • Therapeutic Science for Rehabilitation
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    • v.9 no.4
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    • pp.55-67
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    • 2020
  • Objective : This study aimed to understand the burnout experience of hospital occupational therapists through phenomenological research. Methods : We conducted in-depth interviews with 6 occupational therapists working at hospital for 8 weeks. The data were analyzed using the Palangsae 2.0 software to derive meaning through the process of transcription and data entry, coding, and topic creation. Results : From the collected data, 14 sub-themes, 9 theme clusters, 3 categories were identified. The cause of burnout was confirmed as being due to therapy-related work and workplace conditions. The impacts of burnout on individual life were psychological in nature and also included being an adverse, influence on others. The coping strategies to deal with burnout were enrichment of personal life, self-awareness and philosophy, conscious approach, social support, and setting new goals for life. Conclusion : We suggest that spontaneous efforts are needed by occupational therapists in order to alleviate the conflicts of job identity. In addition, organizational regulations and programs and the establishment of horizontal organizational cultures are required to overcome and prevent burnout of occupational therapists.

A Study of Smart Convergence Strategies for Enhancing a Creative Economy: Lessons from Korea (창조경제 활성화를 위한 스마트융합 전략방안)

  • Kim, Yong-Beom;Kwak, Jeongho
    • Journal of Internet Computing and Services
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    • v.15 no.4
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    • pp.67-79
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    • 2014
  • One of the core policies recently implemented by the Korean government is the introduction of a creative economy, a concept that integrates ICT with the existing economic structure in order to create new growth factors and jobs. In June of 2013, the National Assembly passed a bill for the institutional practice of a creative economy. The concept of a creative economy is to integrate industries centered on ICT in order to form a new-concept industry paradigm that creates new values and services that exceed past industrial categories. In other words, smart convergence, which integrates ICT with various industries, is evaluated as a core factor for boosting the creative economy. Thus, based on the definition of 'smart convergence', this study predicted the economic effects and sociocultural changes that will ensue due to the future era of smart convergence. Also, this study proposes policies for enhancing the creative economy in various ways. More specifically, in-depth interviews with convergence industry experts were carried out and quantitative analyses were performed employing a Solow Model. Furthermore, as a means to revitalize the creative economy, this study underscores the significance of the preemptive institutionalization of legislations and suggests several policy proposals regarding smart convergence rooted in market supply and the demand chain, smart convergence through selective focus, and smart work. This study is differentiated from previous studies that have only focused in establishing theories in that it offers quantitative research with a consideration of the feasibility of proposed policies. The leading experience of Korea regarding smart convergence can provide important lessons to other countries that hope to promote a creative economy as a means to create new growth factors and jobs.

The factors affecting Visitors' Spending on Local Festivals by applying the Tobit Model -Based on Rice Festivals in Two Regions- (Tobit 모형을 이용한 지역축제 방문객의 지출 영향요인 -두 지역 쌀 축제를 중심으로-)

  • Baik, Un-Il
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.479-488
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    • 2012
  • The purpose of this study was to determine the impact in visitors' spending on two separate local festivals, and to present the improved market strategies to attract visitors to revisit the local festivals. This study was also intended to suggest the ways to increase the competitiveness and revitalize the local festivals by improving the existing attractions and creating new attractions based on the visitors' evaluation. On the purpose of the study, we studied the visitors of two local ricefests, Icheon Rice Cultural Festival and Rice Festival in Jincheon Chungbuk, and estimated the determinants influencing the visitors' spending to the festivals by applying Tobit model. Finally, to estimate the behavioral differences in visitors of the two festivals, we compared the estimated determinants for the visitors of each festival by using Log-likelihood Ratio, and analyzed the differences in the factors influencing the visitors' spending. Summarizing the propensity of visitor's spending to local festivals, visitors of two rice festivals buy or tended to buy things on impulse. Therefore, festival industry needs to take measures to efficiently accommodate their expenditures from the stage of designing festivals.

Analysis of Management Efficiency of the Game Software and Service Industry (게임 소프트웨어 및 서비스 산업의 경영효율성 분석)

  • Ko, Dong-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.340-347
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    • 2012
  • In Korea, the game software and service industry is the core cultural industry from it's significant academic and policy. However, recent growth is slowing down because of increasing competition in the industry. In other words, most of the companies growth have reached limit caused by focusing only on short-term revenue-generating management, Therefore, the game software and service companies are needed to emphasize strategic planning of R&D and product development based on the long-term perspective. The purpose of this analysis is to measure the efficiency of management by data envelopment analysis(DEA), using data from 20 companies in the game software and service industry. Input variances are number of labor, total asset, and total investment and output variances are total sale and enterprise value. The results are followings: First, There was a different efficiency between the companies in the game software and service industry. The eight companies was inefficiency. Second, six inefficiency companies were excessive number of the employees and investment assets. third, four companies were CRS, five companies were IRS and eleven companies were DRS. From the result, five companies have to increase the scale of input variance and eleven companies also have to improve efficiency of input variance.