• Title/Summary/Keyword: 일방적 소통

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A Study on the Success of Regional Festival through Economic Impact Analysis of Sweden's Almedalen (스웨덴 알메달렌의 경제적 효과 분석을 통한 지역축제 성공방안 모색)

  • Shin, Hye-Ri;Hong, Hee-Jeong
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.258-267
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    • 2018
  • This study attempted to do a research on whether local festivals contributed to local economic vitalization in an empirical aspect focusing on Almedalen's case of Sweden has not been discussed in Korea. For this, by analyzing Gotland's sociocultural and economic aspects into 3 steps and evaluating them, the study tried to derive policy implications for benchmarking Almedalen in Korea in the future. As a result of analyzing the economic effect of Almedalen in Sweden into 3 steps, it was shown that in the analysis of resources in Step 1, Almedalen positively affected tourist allurement based on Gotland's beautiful natural landscape. In the evaluation of operation in Step 2, according to the result of examining an increase in population and stabilization with a valuation index related to the activation of local economy, Gotland was steadily seeing a new inflow of population, due to which it can be confirmed that local income increases as various jobs are being created. Finally, as a result of examining the improvement in local image in Step 3, it was shown that as diverse members from all walks of life participated in Gotland's festival, external communication became flexible and the opportunity of social participation increased, which positively affected local image. Based on the study results, the policy implications for benchmarking Almedalen, Sweden's local festival, are as follows: First, selecting an appropriate place for attracting the participation of various people is needed. Second, local festivals should be places for communication to exchange opinions, not specific institute-oriented unilateral provision of information. Third, while advancing local festivals for nonprofit, the efforts to make positive changes in local image are needed.

Effect of the Leadership Pattern of a Leader of Security Martial Art on Taekwondo majors' Exercise Results (경호무도 지도자의 리더십 유형이 태권도 전공자들의 운동성과에 미치는 영향)

  • Baek, Mun-Jong
    • Korean Security Journal
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    • no.17
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    • pp.221-234
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    • 2008
  • This research is aimed at looking into the effect of the leadership of a leader of a guard martial art on majors' exercise results. For this purpose, this research selected the present students of guard science-related department as a population as of the year 2008, and finally used the data from the 259 questionnaires collected mainly from the first-year students to the third-year students among the man & woman majors in Taekwondo at colleges across the country by using convenient sampling. To achieve research results, this research set a statistical significance level at $\alpha$=.05. A guard martial art leader's positive leadership can help Taekwondo majors improve their exercise results, so a leader is encouraged to show a leadership pattern having respect for objective, reasonable majors in tune with the paradigm of swimming with the stream of times rather than a traditional leadership pattern-lopsided communication. In addition, Taekwondo majors' potential for growth could get bigger, and visible results could also increase when a leader makes a positive effort to induce majors into making definite suggestion of their vision and growth at an all-inclusive viewpoint.

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Building Polyphonic Narrative of (시각화전략을 통한 <지구를 지켜라>의 다성적 내러티브 구축)

  • Kim, Byeong-Jung
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.140-147
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    • 2009
  • The narrative in the post modern age specially changed the relationship between the writer and the audience. There has been discussions in digital story telling on the format where the audience directly get involved in the plot and change it. However, relevant research has a problem that makes it hard to be applied to unilateral narrative analysis. However, in this context, Save the Green Planet utilizes the narrative that emphasizes the role of the audience while keeping the media characteristics of the movie. Save the Green Planet is read in a monophonic manner by the audience. The audience is led, through different voices provided by the movie, to create another plot that is restructured by themselves other than the explicit plot. This paper aims to examine how the elements constituting the narrative of Save the Green Planet restructure a new plot, and examine the restructured narrative between the interaction of the two plots.

Building a Satellite Image Based Blog System using PPGIS(People Participatory GIS) (국민참여형 위성영상 블로그 시스템 구축)

  • Lee, Gi-Hwan;Lee, Dong-Cheon;Park, Seok-Ho;Kim, Il;Sin, Sang-Hui
    • Proceedings of the KSRS Conference
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    • 2007.03a
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    • pp.92-96
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    • 2007
  • 전라남도 국민참여형 위성영상 블로그 시스템은 2006년도 행정자치부 자치단체정보화지원사업의 일환으로 구축된 것으로서, 사용자가 고해상도 위성영상 위에 직접 자신의 글,사진, 동영상을 올리고,이를 다른 사용자나 시스템과 공유할 수 있도록 구축된 시스템이다. 본 시스템이 궁극적으로 구현하고자 했던 과제는 다음과 같다. (1)지리정보 혹은 기타 정보의 고정성을 탈피하고,(2)지리정보와 멀티미디어 자료의 효율적 통합을 통해 geoUCC를 구축하며,(3)사용자의 참여를 통한 지리정보 제공 방식의 쌍방향성을 구현하여,(4) 사용자를 일방적 자료 활용자에서 자료 생성자로 발전시키고 궁극적으로는 자치단체와 국민 간 새로운 방식의 소통 방식을 생성하는 것이다. 본 시스템 구축의 결과로서 본 시스템에서 일반 국민에게 서비스되는 내용은 다음과 같다. (1) 전라남도 전역의 1m급 고해상도 위성영상의 대국민 서비스,(2)전라남도 전역에 대한 지번 단위까지의 주소 검색 서비스,(3)웹 상에서의 실시간 3차원 GIS 서비스,(4)Web2.0의 철학을 반영한 RSS, Trackback 및 Tag 검색 기능,(5)사용자가 직접 고해상도 위성영상 위에 자신의 글, 사진,동영상,홈페이지 등을 올릴 수 있는 "위성영상 블로그 쓰기 기능",(6)국내 거의 모든 포털 사이트의 블로그와 홈페이지를 지원하는 시스템 연계(퍼가기) 기능 등이다. 결론적으로 본 시스템의 사용자는 고해상도 위성영상 기반의 지도 위에 자신의 여행기,사진, 동영상을 올림으로써 자신만의 사용자제작콘텐츠(UCC)를 생성할 수 있을 뿐만 아니라, 이를 다른 사용자와 공유, 활용함으로써 실질적인 쌍방향,참여형 지리정보시스템을 이용하게 된 것이다.

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A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.177-185
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    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

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Antecedents and Consequences of Channel Conflict (유통경로상의 칼등원인, 갈등 및 거래성과에 관한 연구)

  • 한상린
    • Journal of Distribution Research
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    • v.9 no.1
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    • pp.93-110
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    • 2004
  • One of the most important things in channel of distribution is the management of intrachannel conflict. In this study, 1 tried to find out the major sources of conflict among distribution channel members of gasolin industry and home electronics industry which have two types of distribution channels - sales branch and agency. I also investigated how the level of conflict influences the business performance of the channel member. The results of the study showed that the imbalance of power, nonfulfillment of roles by manufacturers, nonfulfillment of roles by dealer, divergence in perceptions, intrachannel communication problem have positive relation but role clarity has negative relation with conflict. The results also indicate that the more power supplier exerts upon dealer, the less supplier and dealer practice their roles, and the more communications problem there is, there will be more conflict between channel members. I also analyzed the relationship between conflict and business performance and the result came out as expected: the more conflict there is the less business performance. Some difference was found between sales branch and agency on that aspect. Managerial implications and limitations of the study were also discussed.

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e-Learning Technology Based on Mixed Reality (혼합현실기반 이러닝 기술동향)

  • Kim, Y.H.;Lee, S.W.;Lee, J.S.;Noh, K.H.
    • Electronics and Telecommunications Trends
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    • v.24 no.1
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    • pp.90-100
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    • 2009
  • 메인프레임 기반 컴퓨팅에서 PC 기반 컴퓨팅에 이어 제3세대 컴퓨터 환경인 유비쿼터스 컴퓨팅 환경으로의 진화는 현실에 컴퓨터를 탑재하여 언제 어디서나 모든 곳에 존재하는 네트워크 환경을 제공하고 있고, 이러한 유비쿼터스 컴퓨팅과 이를 연동한 네트워크 패러다임은 미래교육 시스템이 나가야 할 새로운 방향을 제시한다. 양방향 의사소통을 기본으로 하는 지식기반사회의 교육패러다임의 변화는 컴퓨터의 역할 패러다임의 변화와 그 맥을 함께 하고 있으며, 이러닝 분야에서도 기존의 단순하고 일방향적인 교육 콘텐츠에서 벗어나 새로운 기술에 기반한 고품질의 양방향적 콘텐츠를 요구하고 있다. 이에 대한 하나의 대안으로 학습자에게 실재감과 몰입감을 촉진하고 마커의 직접적인 조작활동을 통해 양방향 상호작용을 극대화 할 수 있는 혼합현실(mixed reality) 기반 이러닝 시스템의 개발이 시도되고 있다. 본 고에서는 이러한 혼합현실기반 이러닝 기술의 동향에 대해 살펴보고자 한다.

Exploring Political Figures' Image Through Microbloging: Analyzing Twitter Messages of Political Figures (마이크로 블로깅에서의 정치인 이미지 구축 방식 -정치인의 트위터 메시지 분석을 중심으로-)

  • Hong, Sook-Yeong;Cho, Seung-Ho
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.95-104
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    • 2011
  • This study explored how political figures build their image using twitters. To examine the research question, this study analyzed twitter messages in five political figures: Si-Min, Yu, Jung-hee, Lee, Mun-soo, Kim, and Young-gil, Song. The findings showed that except for Mrs. Lee, the other political figures presented more one-way messages than two-way messages in twitters. Even though twitter has benefits of communicating instantly and two-way communication between followers and followings, most messages in their twitters were limited to informative message. The study also classified the messages into social-oriented and individual-oriented in each politician' s twitter. The result presented that Mrs. Lee twitter included individual-oriented messages, but the other three political figures had more social-oriented messages.

A Study on Metaphor Characteristics of Social Network Service (소셜 네트워크 서비스의 은유적 특성 연구)

  • Han, Hye-Won;Moon, ARum
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.621-630
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    • 2014
  • The purpose of this study is to extract metaphor characteristics of Social Network Service. Social Network Service is different from existing media only available in one-way communication, each individual expands opinion by sharing daily life and opinion directly and interpreting another user's post. This Study premise that the reason of converting from passive reader to active enunciator is the metaphor characteristics of Social Network Service by 'Source Domain' and 'Target Domain'. In addition, this study examines the meaning of structure user's text production and interpreting based triple mimesis of Paul Ricoeur. This study has significance as arguing with existing study on SNS as metonymic media and suggesting metaphor characteristics and meaning of Social Network Service.

Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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