• Title/Summary/Keyword: 커뮤니티 개념

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Design Strategies of Large Park in the International Design Competition for Central Open Space in Multi-Functional Administrative City, Korea (행정중심복합도시 중앙녹지공간 국제설계공모에 나타난 대형 공원의 설계 전략)

  • Park, Keun-Hyun;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.5
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    • pp.13-25
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    • 2008
  • Although competitions for large parks are increasing rapidly across the world, theoretical research and critiques of these competitions are as yet insufficient. The 'International Design Competition for Central Open Space in Multi-functional Administrative City, Korea', a representative competition for large park design, can be a significant resource for examining the contemporary design strategies that go into the design of a large park. In this study, the authors make a framework for analysis by looking at the competition's design guidelines and literatures on 'large parks', and by then analyzing the ten finalists. Four questions that were derived from the framework were: 'what are the approaches to large parks?', 'what is the process of design?', 'what is the sustainability of the park?', and 'what are the relations between city and park?' The results of the study are as follows. First, the design concepts for large parks are primarily site-specific. It is particularly important in ensuring the identity of the large park. Second, it is difficult to find design proposals which satisfy the four main questions sufficiently, and works submitted tend to be visual-oriented, form-oriented, and results-centered. Third, the notion of 'sustainability' in large parks is a comprehensive one which includes various aspects such as ecology, finance, programming, and community. However, the notion remains ambiguous, and plans for operation and management are not concretely proposed. Finally, design proposals for large parks accompany positive relations with the city. Especially, 'productive parks' and 'city self-sufficiency' are very important demands in regards to large parks.

A Study on the Archiving of a Social Phenomenon through Neologism (신조어를 활용한 사회적 현상 아카이빙 방안 연구)

  • Kim, Hwan;Yim, Jin Hee
    • The Korean Journal of Archival Studies
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    • no.52
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    • pp.315-342
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    • 2017
  • Language is an important medium for communication among the members of society and a mirror that reflects society as a whole. As society and culture change and develop over centuries, language follows suit. To keep up with the changes in the new era and express new concepts, countless new neologisms continue to appear. Recently, the use of neologisms is getting increasingly focused on social networking service and other Internet communication sites, which then spread rapidly through various media. If you look at the popular neologisms on the Internet, it implicitly reflects conflicts between the eras and the generations, people's psychology and ideology, and social phenomena such as culture. The function of neologisms is not solely for the entertainment element of communication but also for criticizing social problems and their vital use as a search keyword. This study focuses on the meaning and importance of gathering information and analyzing records about neologisms that reflect the social phenomenon in a certain period, and this will be labeled as "neologism archiving." This study proposes a direction for the construction of a neologism archive by comparing the currently existing neologism archiving system with the existing dictionary concept. In addition, this study serves as a reminder of the convenience and the contemporary social phenomena, such as smooth communication between generations, and the dissemination of inequality of information sharing. Lastly, this study aims to support experts with their research on neologisms for the social phenomenon.

Essay on the Community Archpe ('마을아르페'(Community Archpe) 시론 - 마을 차원의 "책, 기록, 역사 그리고 치유와 창업의 커뮤니티"를 위한 제안-)

  • Lee, Young-Nam
    • The Korean Journal of Archival Studies
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    • no.18
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    • pp.221-254
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    • 2008
  • Community Archpe is . Community Archpe is as close as a kind of a complex of culture space or community center which puts individuals and small community together with culture soil in a central position. For example Community Archpe can include community library, community archive, community historical center, community recovery center, community commencement of an enterprise center, etc. We need small library, archive and historian rather than big scale institution and professional system to take care of culture soil which belongs to an individual and community. Community Archpe is located in coordinates of two intention points. First intention is, a 'Heterogenous Smithy'. Heterogeneity deals with Community Archpe's life. Second intention is, a 'Feminine Smithy'. Community Archpe can be a recovery community when we are in the recovery context, which understand and support a person through archives and history. Then, what can Community Archpe do? First, it can be a new movement of the community. Second, it can also be a centripetal point of classic life. Community Archpe surly locates in the central of Community. Therefore, it will be a cultural literary soil and be a smithy of community history and culture. Thus Community Archpe will change a lot of things on people's life. Community Archpe will be a small happiness to ordinary people, even though it is not a state organ realizing large values.

A Study on the Customer Satisfaction and Re-Purchase Intention on Characteristics of Social Shopping (소셜쇼핑의 특징이 고객만족 및 재구매의도에 미치는 영향)

  • Gu, Seung-Hwan;Wang, Ping;Jang, Seong Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2048-2061
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    • 2014
  • This paper redefines the concept of social shopping as the part of social commerce and identifies the significant factors to the customer satisfaction and repurchase intention for the social shopping using the factor analysis based on the selected elements from the previous research results. Structural equation modeling(SEM) result shows that 3 significant factors to the customer satisfaction are price, convenience of web site use and fun. But Security, reliability, diversity did not affect significantly satisfactorily. From the resulting factors to the customer satisfaction, users of social shopping seems to be satisfied with site entertainment like looking around and comparison shopping. The main purpose of visiting social shopping sites is considered as not only purchase of goods or services but also entertainment in the community and cyberspace. The results of this study, it provides an indication of the aspects of marketing that can be used in social shopping practice.

A Co-family Managerial Photo Share Mobile App UI Development (가족 공동 관리형 사진 공유 모바일 앱 UI 개발)

  • Chung, Yu-Mee;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.29-36
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    • 2014
  • The recent small-scaled family form is making a great influence on sharing pictures of their children with family as well. As parents are usually taking pictures of their children with their smart-phones, the form of sharing pictures with families through SNS or text messages or uploading pictures of their children in mobile mini-homepage is becoming prominent these days. But when events of an each family member taking pictures occur, such as in 'the hundredth day party' or 'first birthday party' and exchange them through text messages or SNS, it would be difficult to gather their children's picture and view them all together other than the ones that they took themselves as it is difficult to send each and every picture. Also, another problem of managing pictures occur because the source of picture all differ from each other. There fore, to solve these problems, this study intends to suggest a co-family managerial photo management mobile application UI for family members to participate in gathering and organizing pictures that they took with their own smart-phones in a specific space and produce a mobile album.

Image Types and Experience Factor for Local Identity Brand (지역 아이덴티티 브랜드 형성을 위한 이미지 유형과 경험요인)

  • Lim, Seo-Kyung;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.637-646
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    • 2009
  • This study aims at granting maximum high values to local brand images as megatrend in global markets by monitoring local differentiations which local images in each area are classified in abstraction on the side of cognitive aspects of consumers and finally achieving the redefinition of domestic markets with differentiation strategies for revitalizing cultural communication tools in terms of the creation of future local marketing strategies. This study newly classifies the cognitive aspects of domestic consumers into 4 distinguished patterns for creating an image of each local area and analyzes image creation factors for each local image in 5 aspects affecting the image creation of local brands.

A Review of Graphical Interface Design Methods through Collaborative Teamwork (공동협력 관계를 통한 GUI디자인 방법적 고찰)

  • 황지연;서정운
    • Archives of design research
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    • v.11 no.2
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    • pp.191-200
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    • 1998
  • In the "digitalized" world of new media, visual designer are increasingly enlarging their roles in desighing interaction products. However, the concepts and their methods of the interaction design have not been well established in the design community yet. The reason is attributed to the fact that designing interaction products requires two way communication between the products and final users. whereas traditional graphic design counts only on one way communication. This study emphasizes GUI design should aim at improving the usability of products which helps users quickly learn about the products and easily use them. The usability of GUI design significantly improved by securing logical rationality helps designers communicate and collaborate with program engineers and other product developers. To explain how designers can effectively communicate with program engineers and other product participants in the design process, a model of design collaboration is provided in this study. Based on the model, the study deals with the principles and methods of visual interaction, the formulation of specification system, testing design usability, and design evaluation. The study concludes that GUI designers must ensure logical rationality and the cognitive approach of visual language. Because it improves the usability of products. It also becomes an objective tool for communicating and collaborationg with engineers and the other participants in the design process.

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What is School Mathematics? (학교수학이란 무엇인가?)

  • Lee, Seoung Woo
    • Journal of Educational Research in Mathematics
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    • v.25 no.3
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    • pp.381-405
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    • 2015
  • The nature of school mathematics has not been asked from the epistemological perspective. In this paper, I compare two dominant perspectives of school mathematics: ethnomathematics and didactical transposition theory. Then, I show that there exist some examples from Old Babylonian (OB) mathematics, which is considered as the oldest school mathematics by the recent contextualized anthropological research, cannot be explained by above two perspectives. From this, I argue that the nature of school mathematics needs to be understand from new perspective and its meaning needs to be extended to include students' and teachers' products emergent from the process of teaching and learning. From my investigation about OB school mathematics, I assume that there exist an intrinsic function of school mathematics: Linking scholarly Mathematics(M) and everyday mathematics(m). Based on my assumption, I suggest the chain of ESMPR(Educational Setting for Mathematics Practice and Readiness) and ESMCE(Educational Setting For Mathematical Creativity and Errors) as a mechanism of the function of school mathematics.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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A Study on the Utilization of School Library Space by the Introduction of Information Commons (정보공유공간(Information Commons)의 도입을 통한 학교도서관 공간 활용 방안에 관한 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.267-289
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    • 2008
  • The implication of space in school libraries more important than the other types of libraries because their main user is students who are affected by service environment. Let me consider the reality of our circumstance, the space is not enough in the school library, Therefore, it is essential to utilize of library space effectively. So, this study intends to suggest effective organization model of school library space, through introduced by the notion of information commons. The results show that they are integrated within school library, which, in addition to other functions, may include recreation center, and interactive community, circulation space, administrative offices and so on and suggest the library space design and management need to reflect the flexibility and inter-activeness of the space. Also, in order to acquiring human-centered aspect and openness, school library appropriate space planning for present needs and future expansion is imperative within school community.

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