• Title/Summary/Keyword: 포스트코로나 시대

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주목해야 할 패키징 디자인 ④<마지막 회> - 깐깐한 소비자를 유혹하는 퍼스널 케어 패키지 디자인

  • Kim, Seung-Hwan
    • The monthly packaging world
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    • s.331
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    • pp.85-87
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    • 2020
  • 전 세계인의 삶을 송두리째 바꾸어 놓은 코로나19로 인해 산업 전반에도 큰 변화가 예상된다. 특히 가처분 소득 감소와 소비 심리 수축으로 꼭 필요한 것에만 지갑을 여는 구매자들이 늘어날 것으로 전망된다. 과거보다 더욱 깐깐해진 구매자의 시선을 잡기 위해 가장 중요한 것 중 하나가 패키징 디자인이다. 사람에 대한 첫 인상이 3초 안에 결정되는 것처럼 좋은 패키징 디자인으로 구매자의 시선을 한번에 사로잡을 수 있기 때문이다. 포스트코로나시대를 맞아 국내 최대 디자이너 커뮤니티이자 산업 디자인 콘테스트 플랫폼인 '라우드소싱'과 함께 패키징 제조업체들이 주목해야 할 패키지 디자인에 대한 시리즈를 총 4회에 걸쳐 진행한다.

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A Case Study on the Local Culture Festival in the Contact-free Era (비대면 시대의 지역문화축제 사례연구)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.425-438
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    • 2021
  • The purpose of this study is to analyze local cultural festivals hosted contact-free in the corona era and to suggest the direction for sustainable festivals in the post-corona era. To this end, by analyzing the cases of well-known festivals held contact-free in 2020 and 2021, we tried to get implications for the festivals in the post-corona era from there. As a result of this study, contact-free festivals had the following characteristics. First, the on-tact method, which produces and transmits a video or allows interaction through real-time participation, was prominent. Second, in order to compensate for the shortcomings of the contact-free method, various efforts have been made to enable on-tact experience by making and delivering experience kits in the case of experiential elements of the festival in advance. Third, communication was secured through real-time comments, and fourth, products were sold through the Internet and live commerce channels, and a certain effect was obtained. In particular, in the case of online festivals, there is a problem of loss of the sense of place of the festival, but there are cases of online festivals with more participation than offline festivals. It is judged that the problem of how to achieve this will become a reference material for the future development of contact-free festival contents.

Innovation Plan on safety and health education in the Covid-19 era by a survey (설문조사를 통한 코로나19 시대 안전보건교육의 혁신방안에 대한 연구)

  • Ahn, Yongro;Bang, Yunsu;Yoon, Younggeun;Oh, Taekeun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.543-550
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    • 2022
  • Construction sites cannot escape the impact of the COVID-19 situation, and various efforts has been made to prevent this, such as strengthening on-site quarantine and minimizing face-to-face contact between personnel. In particular, there have been many changes in the operation of safety and health education, such as reduction in the number of training, and an increase in accidents due to negligence in safety and health education. Therefore, this study tried to establish an educational direction suitable for the COVID-19 era by survey on the actual conditions of safety and health education in the field and it is hoped that research sutures will contribute to the reduction of accidents.

A Study on the Operation Plans for Seongnam Public Library Programs in the Post-COVID-19 Era (포스트 코로나 시대 성남시 도서관의 문화프로그램 운영 방안 연구)

  • Song, Min Sun
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.177-186
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    • 2022
  • The purpose of this study is to suggest operation plans for library programs in preparation for the post-COVID-19 by analyzing the current status of library programs before and after the outbreak of COVID-19 based on the data of the Seongnam public libraries on the Public Data Portal. So, based on 1,317 data collected through the data purification process for duplicates and errors in the files uploaded by Seongnam City, ①programs' subject & type, ②program target users, ③program operation types(online or offline), ④program operating time & number of days, ⑤characteristics of programs preferred by users etc. were analyzed. As results of the analysis, online programs were not operated at all before COVID-19, but online programs started to be operated in earnest after August 2020. Also, there were many experiential activity lectures for infants and elementary school students in 2019, but reading activity lectures for adults and elementary school students increased in 2020. There were many types of online lectures, such as real-time lectures using online video conferencing programs, YouTube video viewing & live broadcasting, and the use of Naver Band & Cafe.

Christian Education and the Post Coronavirus Era (포스트 코로나 시대의 기독교교육의 방향)

  • Yu, Jae Deog
    • Journal of Christian Education in Korea
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    • v.68
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    • pp.11-40
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    • 2021
  • The coronavirus pandemic has brought about significant negative changes in our society to the point where it has to be divided into 'Before Corona'(BC) and 'After Corona'(AC). Typical examples include economic difficulties and medical inequality of some social excluded groups as well as individuals who die alone because they are alienated from social networks, and hate and violent discrimination against Asian immigrants, which are rapidly increasing in Western countries in these days. In addition, the pandemic is at a global level, ranging from the vaccine gap between the first and third worlds, triggered by competition for securing vaccines between countries that put their own interests first, the income gap due to changes in the economic environment and financial market, and the bankruptcy of individuals and corporations. In 'all'(pan) and 'people'(demos) became a limit situation that could not be avoided. There is also the opinion that the world could witness the worst catastrophe if the pandemic spreads to poor countries at risk of increasing violence, poverty and famine. The purpose of this paper is to examine the changes in society caused by the Coronavirus pandemic and to suggest the direction of Christian education accordingly. To this end, this paper analyzes the medical, economic, and psychological crises that society faces in the post-corona era. Next, we look at the changes in Christian theology, mission, and worship, which are strongly required for fundamental changes in the context of the pandemic. Based on the above discussion, we propose a new direction for Christian education necessary in the post-corona era.

Segmentation of Rural Tourist by Benefit Sought in the Post COVID-19 (포스트 코로나 시대의 추구편익에 따른 농촌관광 시장세분화 연구)

  • Joon-Wan Yu;Dae-Yong Hwang
    • Journal of Agricultural Extension & Community Development
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    • v.29 no.4
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    • pp.191-201
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    • 2022
  • This study aims to segment the rural tourists markets according to benefits sought after the COVID-19 outbreak. Data were collected from 284 usable visits in 20 rural tourism village. Results show that it was classified into three clusters from factor-cluster analysis, The first cluster was 'negative participation type', and the overall pursuing benefit factor was low. The second cluster was 'complex pursuit type', and all the pursuing benefit factors were higher than the average. The third cluster was 'experience-seeking type', and the benefits of pursuing rural experiences, special experiences, and intimacy were high. Each cluster showed differences in educational background, age, residential area, type of visit, awareness, satisfaction, and behavioral intention of rural tourism villages.

Focus Group Interview(FGI) Study on 'K-Edu' Experienced by School Teachers In COVID19 (코로나19에 대응하며 현장교사들이 경험한 'K-교육'에 대한 FGI(Focus Group Interview) 연구)

  • Choi, Sung-Kwang;Choi, Mi-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.179-189
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    • 2021
  • As the school was in crisis due to the COVID-19, e-Learning was extended. Although it was difficult for everyone, e-Learning were stabilized with the enthusiasm and efforts of school teachers. Online education in Korea, called 'K-edu' is being promoted by school teachers in COVID19, and is considered an important area of future education beyond the post corona. Therefore, analyze the meaning of K-edu experienced by school teachers, studying changes in the educational paradigm in the Post-COVID era is very important in establishing the direction and content of future education. In this study described the K-edu experienced by school teachers in response to Corona 19 as 'changed daily life of school teachers', 'changes in schools', 'difficulties felt by teachers' and 'proposals for K-edu' through the qualitative research method FGI. Based on this, the characteristics of K-edu that changed through COVID-19 were analyzed as 'expansion of educational space', 'expansion of educational form' and 'highlighting the importance of face-to-face education'. Through this study, we hope that K-Edu led by school teachers will serve as a cornerstone for leading the world beyond Korea.

코로나19 경기 대응을 위한 환경 분야 재정지출 확대의 유효성: 그린뉴딜의 경제학

  • Kim, Ho-Seok
    • Environmental and Resource Economics Review
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    • v.29 no.2
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    • pp.293-312
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    • 2020
  • 코로나19의 확산으로 야기된 경기침체를 극복하기 위해 세계 각국이 적극적인 확장 재정정책을 도입하고 있다. 1930년대 대공황 시기와 비교되며 '뉴딜식' 정책이 제안되기도 하는데, 그중 하나가 이른바 '그린뉴딜'이다. 그린뉴딜은 경기부양을 목적으로 환경 분야 지출을 확대하는 것으로서, 재정정책과 환경정책 두 가지 측면의 효과를 모두 '주목적'으로 하는 정책 수단이다. 우리 정부도 경기를 부양하고 포스트 코로나19 시대에 대응하기 위해 그린뉴딜을 한 축으로 하는 '한국판 뉴딜' 정책 추진 방안을 발표하였다. 최근 녹색전환과 기후변화 대응의 필요성에 대한 사회적 관심이 높아지면서 그린뉴딜 추진 방안과 관련하여 다각도로 구체적인 논의가 이루어지고 있다. 이 글은 환경 분야 사업을 그린뉴딜 방식으로 추진할 때 기대되는 재정 정책 및 환경정책 측면에서의 효과를 고찰하는 한편 향후 국내 코로나19로 야기되는 경기침체에 대응하기 위한 목적으로 그린뉴딜을 추진할 때 염두에 두어야 할 정책적 고려사항을 제안한다.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.