• Title/Summary/Keyword: 사업지속 의지

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An Analysis of Ensuring Partyhood of Citizen Archivists in Documenting the Underprivileged: Case of Archival Activities of Wanwol-Dong (시민의 '기록자로서의 당사자성' 획득 과정 : 완월동 시민아키비스트 기록 활동을 중심으로)

  • Eunhee Bae;Moon-Won Seol
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.1
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    • pp.63-79
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    • 2023
  • In modern society, there remain underprivileged communities that do not perform their own archival activities and documentation. Thus, many outside citizen archivists take the role of documenting the lives and activities of such communities on their behalf. However, ensuring the partyhood of these citizen archivists who are not part of the community proves to be problematic. This study aims to analyze how outside citizen archivists acquire partyhood in the process of documenting underprivileged communities through a case study labeled "Citizen Archivist Training Project" in Wanwol-dong, an area in Busan with a huge prostitution business. First, the process of acquiring partyhood in the outside citizen archivists' documentation of underprivileged communities was divided into three stages, following the literature review process. Second, this partyhood acquisition process was investigated stage by stage through interviews with participants in the case study in Wanwol-dong. Third and finally, following the investigation's findings, the attitude and position outside citizen archivists should have and take, respectively, in documenting underprivileged communities were identified.

The thought and spirit of Sunbi of Kwon Sang-Ha(1641-1721) (수암(遂庵) 권상하(權尙夏)의 춘추정신(春秋精神)과 도학사상(道學思想))

  • Kim, MoonJoon
    • The Journal of Korean Philosophical History
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    • no.23
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    • pp.155-180
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    • 2008
  • Suam(遂庵) Kwon Sang-Ha(權尙夏) was a very important character in the late Chosoen Dynasty. He was a representative of the academic circles(school of Uam) and political circles(Nolon; 老論) after Uam(尤庵) Song Si-Yeol(宋時烈, 1607-1689). He represented learning and thought and undertaking of his academic circles and political circles, and handed down to his pupils. He thought his mission was "lighting the laws of heaven and aligning the human mind," "stopping the heretical study and repulsing uncivilization", to reform good virtues of humanity and justice. Kwon Sang-Ha was a successor of Song Si-Yeol, He succeeded learning and thought of his teacher and practiced "Upright"(直) and the Thought of ChunChu(春秋). He emphasized "Upright" as a fundamental principle, like his teacher. He thought ChuHsi(朱熹, 1130-1200) was the master who had inherited the spirit of Confucianism and Chosoen was the only country to successfully inherit this spirit of Confucianism. He declared any study counter to the study of ChuHsi as a rebellious pursuit. Therefore he rejected all other studies. He tried to "stop the heretical 'ism' and repulse uncivilization" and present this ideology as 'the Right way of Human Society(世道)'. He made efforts to reorganize books of ChuHsi to make perfect Book of righteousness with Song Si-Yeol. And he established Hwayang shrine, MandongMyo(萬東廟), Deabodan(大報壇) etc, in memory of fidelity and large rightness. Kwon Sang-Ha did these undertaking to establish 'Public morals and the Right way of Human Society(世道)' with self-confidence. In Dispute on the nature of man and animal(人物性同異論), he gives his approval to Han Won-Jin's opinion. Han Won-Jin's opinion was "the nature of man and animal is Different"(人物性異論). Whenever serious political accidents occurred, he took the lead to protect his teacher, Song Si-Yeol. The reason he did this was not because of his personal feelings for his teacher, but because of promoting 'Public morals(世道)' and 'Confucianism.' Kwon Sang-Ha regarded Mind control Law of "Upright" and the thought of ChunChu as his moralities, and was concerned about real politics and opposed social irregularities. Kwon Sang-Ha succeeded Song Si-Yeol's thought of "Upright" and volition of making an inroad on the Chung(淸), and gave to his political circles(Nolon; 老論) as a law of mind and mission.

A Study on the Changes of the Landscape Cognition in Yong-In City (용인시에 대한 경관인식 변화 비교)

  • Joo, Shin-Ha;Kim, Gyung-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.5
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    • pp.88-99
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    • 2012
  • This study was to analyze the changes made in the landscape cognition in Yong-in City for the past 10 years. For the analysis, the landscape plan in 2001, and the survey data collected for the new 2012-landscape plan were used. The questions on the survey covered the cognition of the current landscape status, the evaluation of landscape depending on the types of landscape, the understanding of each element on the landscape, the residents' cognition, etc. In the evaluation of the status on current landscape, Everland was ranked outstandingly high as a symbol and a representative place both in 2001 and 2012. The image of the overall city landscape was changed from the image of unique, diverse, grand-scale and well ordered in 2001, to the image of wide, disordered, common and realistic. As the evaluation of individual landscape types such as the view of the mountain, the surroundings of the tourist attractions, colors, etc, has improved overall. The image of the city has been evaluated to improve gradually, especially in the level of individual element. In the study of participating the willingness of residents, despite the interest in landscape has been continued, the attitude for the actual participation in the action plan or the restriction of property right has been changed into a negative side. For the direction of the landscape plan, the residents are more interested in the detailed subjects : such as the financial support, the night landscape plan, the improvement of the problems, etc. During the last 10 years, the changes on the landscape cognition in Yong-in City have changed more in detail and specifically, the cognitions on the local government and developers changed positively. However the reducion of the participants' willingness suggested a review on the policies and the projects of the landscape.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

A Study on the Entrepreneurial Intention of College Students in the Entertainment Industry with Idea Education and Support for Startup Infrastructure (아이디어 교육 및 창업 인프라 지원이 엔터테인먼트 산업 분야에 대한 대학생 창업의도 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.19-31
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    • 2021
  • This study tried to identify the characteristics of college students' entrepreneurial intentions in the entertainment industry, focusing on existing literature studies. Based on this, it was intended to suggest realistic educational alternatives for university student start-ups and implications for start-up management to university start-up officials and those in charge of national start-up support policy. Therefore, the implications of this study are as follows. First, technology(item) for idea creation education, which is an essential element in the entertainment industry, how to connect ideas and products, technology methods that can increase content value, and user characteristics education within the entertainment industry will need to be continued. In addition, along with the idea education, it is necessary to increase the understanding of start-up business management such as financing, human resource management, marketing, and operation management, and furthermore, confidence education should be provided so that the possibility of success in an entertainment start-up and a sense of adventure in a new job can be developed. Second, the space and equipment necessary for start-up (club room, student start-up room, entertainment-related equipment, etc.) should be provided centering on the opinion survey of students who are interested in starting a business, and various regulations of universities and government for student start-up should be relaxed. will have to In addition, education for the formation of entrepreneurial knowledge inside and outside of the school, special lectures and consultations by experts, and on-the-spot education, etc., should be made to create more practical entrepreneurial knowledge. something to do. Third, for students wishing to start a business in the entertainment industry, it is necessary to inform their families about the field situation of the entertainment industry accurately so that their children can develop a positive perception rather than a negative perception when choosing a business field. In addition, by promoting various successful cases of college students to their families after starting a business, families should be encouraged so that their children can develop a challenging spirit about starting a business. Fourth, it should be possible to form continuous clubs or gatherings with friends who wish to start a business in the entertainment industry, and furthermore, an opportunity to listen to the opinions of friends who actually started a business through these meetings should be provided. In addition, the meeting and the formation of friends should create a place for discussion about writing a business plan, how to succeed in starting a business, and management of startups, and psychological stimulation activities should be conducted so that each other's will to start a business arises. Fifth, various knowledge related to start-up (methods for securing funds, management of start-up organizations, grasping information about the market in which they want to start a business, etc.) should be cultivated, and how to write a business plan for the various entertainment industry fields they want to start up. You will also need to train them to be practical. Also, based on this knowledge formation, students themselves should be able to respond to risks and changes that may occur in entrepreneurship. Lastly, it is necessary to increase the understanding of business start-up management, and various psychological stimulation activities are needed to make the confidence and fear of starting a business disappear.

담배자판기, 신규설치 금지 및 철거 규제안 철회되다

  • 한국자동판매기공업협회
    • Vending industry
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    • v.2 no.5 s.6
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    • pp.56-62
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    • 2002
  • 담배자판기의 신규설치를 금지하고 기존 설치된 자판기마저 전면철거하도록 하는 보건복지부의 초강력 규제안이 마침내 철회가 되게 되었다. 보건복지부는 올 들어 확대되는 금연정책에 편승, 기존 흡연 구역 내 담배자판기 신규설치를 금지하고, 기존 설치된 제품들마저 전면철거하는 규제를 담은 국민건강증진법 시행령 개정안을 지난 4월 공고하며 그 입법추진을 진행한 바 있다. 이 공고안은 그간 국무총리실 산하 규제개혁위원회 분과위원회에 상정되어 1,2차 심의를 진행해 오다 지난 9월 27일 본회의를 통해 '보건복지부의 흡연구역 내 담배자판기 신규설치 금지 및 기존 자판기 철거는 명백히 영업활동 자유 및 재산권 침해에 해당된다.'는 이유로 이를 철회토록 하는 결정을 진행했다. 이 결정을 담은 국민건강증진법 개정안은 조만간 법제처 심사 및 차관회의 등을 거쳐 최종 확정 되게 된다. 이같은 규제개혁위원회의 결정은 협회를 중심으로 한 산업의 적극적인 대응이 있었기에 가능했다. 성인인증장치 도입을 통해 청소년 흡연문제를 완전, 해결하겠다는 산업계의 적극적인 자율대책에도 불구하고 아예 담배자판기를 뿌리 채 뽑겠다는 보건복지부의 행정만능주의적인 발상은 도저히 수용하지 못할 부당한 처사라는 데 관련업계가 인식을 같이 했다. 따라서 이를 반대하는 산업계 입장을 분명히 하며 분명히 하며 적극적인 저지 대응을 최근까지 진행해 왔다. 협회에서는 1차적으로 보건복지부 건강증진과에 담배자판기 전면철거에 대한 산업계 반대 입장을 피력하는 소견서 제출하고 적극적인 산업계의 반대의지를 피력하는 작업을 진행했다. 또한 청소년보호위원회를 통해 청소년 흡연감소를 위한 성인인증 담배자판기 설치 활용방안 건의하며 담배자판기의 긍정적인 활용측면을 집중 부각시키기도 했다. 재정경제부를 통해서는 담배사업법 관련 담배자판기 설치기준에 대한 질의를 통해 현행 관련법 내에서의 설치기준을 명확히 하기도 했다. 이같은 대응에 있어서의 핵심 설득 논리는 담배자판기가 이제는 성인인증장치 부착을 통해 청소년 및 사회적 위해 요인을 극소화 할 수 있다는 점에 있었다. 과거와는 달리 담배자판기가 오히려 청소년의 담배 구입루트 차단이라는 긍정적 역할을 할 수 있는 시점에 있어 이를 전면규제하기보다는 합법적인 설치 환경을 확보하여 사회적으로 떳떳하게 존재가치를 평가받을 수 있게 해달라는게 산업계의 초지일관의 주장이었던 것. 협회는 이같은 주장이 결코 산업계의 이기만이 아니라 세계적인 추세라는 점, 또 담배자판기를 전면철거까지 하면서 과당규제를 할 명분이 부족하다는 점을 반대논리로 적극 내세웠다. 규제개혁위원회가 이번 공공 이용시설 중 흡연구역으로 지정된 장소 내에 담배자판기는 설치 금지 및 철거규제에 철회권고를 내리게 된 것은 이러한 산업계의 주장을 적극 수용함에 힘입은 바 크다. 규제개혁위원회는 이번 결정의 주된 이유로 우선 기설치된 자판기에 대한 철거는 재산권 침해로 위헌 소지가 있음을 들고 있다. 또한 흡연자를 위한 흡연구역내에서마저 자판기 설치를 금지하는 등의 규제는 과도하며 흡연자의 권익보호 역시도 필요함을 인정하고 있다. 따라서 전면적인 규제보다는 청소년 이용통제 가능한 흡연구역에 한하여 담배자판기를 설치토록한 현행규정의 실질적 관리를 강화하며, 전체적으로 흡연구역을 축소 제한하는 방향으로 추진함이 바람직하다는 의견을 제시했다. 규제개혁위원회의 이번 결정으로 흡연구역 내 담배자판기의 설치는 현행법의 적용을 받게 되며, 산업계의 자율대책대로 성인인증 장치를 부착한 담배자판기의 설치 확대가 크게 촉발될 수 있을 것으로 기대된다. 담배자판기가 적극적이고 능동적인 사회적 역할을 할 수 있을 때 자연 이를 반대할 수 있는 명분도 약해질 수 밖에 없다. 산업계는 보다 신뢰성 있게 청소년 이용을 차단할 수 있는 담배자판기 관련 기술 수준을 향상시켜야 할 것이며, 협회에서는 담배자판기의 공공성과 역할에 대한 지속적인 계몽 홍보를 통해 소비자 인식을 고양시켜 나갈 수 있게 해야 할 것이다. 비록 전면 규제 완화가 어렵고 힘든 길이기는 하지만 소비자에게 신뢰성을 부여하고 청소년의 담배 구입 루트 차단에 혁혁한 역할을 다할 수 있게 된다면 그 입지기반을 재평가 받을 수 있게 될 것이다. 담배자판기의 내일은 이제 암울함이 아닌 서서히 희망을 비치는 쪽으로 급선회되고 있다.

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