• Title/Summary/Keyword: 현대사회

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Cultural Change and Regional Development in the age of Glocalization: Focused on Cultural Contents (글로컬라이제이션 시대의 문화변동과 지역발전: 문화콘텐츠를 중심으로)

  • Lee, Byung-Min;Lee, Won-Ho
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.2
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    • pp.215-230
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    • 2014
  • This study aim to do observation to 1) Trajectory of cognitive-cultural economy growth with regional historical context, 2) Spatial, cultural and social change caused by cognitive-culture economy growth, and 3) Draw the meaning of the change in glocalizational view. They said that 'Creativity' has been related with spatial, economical, cultural and social change and it leads to new economical system, what we call 'Cognitive-cultural economy'. It is the important event which is to affect economic geography and local development greatly. New cultural changes are characterized by variations from abstract discourse to concrete reality and show the emphasis on real project specific in the region. Further more, possibility of local development in the glocalization found in the specific form of cultural content, for example, Korean Wave. New media environment changes that include SNS function not only interact each other in space but also expand the scope of local units and cultural content to the world. In order to enhance the further development of local content, it will require conjunction with space and specific region, variety of organic link between the principal participants, and building infrastructure for future development.

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Study on the Public Library Space Guideline of Integrated Measurement and Management System (공공도서관의 공간구성체계 표준모델에 관한 연구)

  • Kong, Soon-Ku;Kim, Hyeong-Seok;Lee, Sung-Geun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.4
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    • pp.49-66
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    • 2010
  • The development of modern science and technology has a tremendous impact on culture and communication. Therefore a library that typically serves to collect, arrange and provide information is required to perform more diversified roles to stay abreast with changing modern society. Recent surge in demand for public library construction or remodeling is expected, but we still are in an actual condition that there is no model about the library spatial operation which considers the type and a service size of library. the purpose of this study is to examine the conditions for the rational and systematic spatial management of public library in today`s changing information society, to make a case study on the state of spatial management, and to suggest the efficient rearrangement of spatial component as a solution. In this study, for rapid assembly and remodeling business plan of the library can be referred to, we should do following things for the development of a standard model which has a rational space operations that correspond to the library features and services size. Firstly, analyze the space configuration of our nation's public libraries. Secondly, collect and analyze the libraries' spatial configuration in our nation and at abroad. Thirdly, define the next stretch of public library buildings by their types and develop a reasonable model as to the spatial configuration and present it.

Design of cultural products for the promotion of Korean cultural image - Focuseed on application by traditional Korean patterns - (한국적 문화이미지 고양.확대를 위한 문화상품 개발 - 전통문양의 활용을 중심으로 -)

  • 박현택
    • Archives of design research
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    • v.11 no.2
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    • pp.203-213
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    • 1998
  • The forthcoming twenty-first century is at the mercy of information and culture. A quality of humanlife is under the control of a cultural level. A nation's creative culture and a cultural level represent all things about the nation; and a national image, as a whole result of culture, is enormously influential. This new era of culturalism gives us a significant responsibility for getting ready for the late industrial society by practically harmonizing rationality of modem culture with conception of traditional culture. Industrializing culture and culturalizing industry will be the most important strategy for existence in these days of borderless international competitiveness. Cultural products which is containing a nation's own culture can not only enhance the national image, but also become high value-added industry. While general products are developed for the purpose of convenient and practical use, cultural products are created with the intention of informing international society about a nation or a region. In order to confront with a global market system and a change of cultural environment, it is necessary to create a proper design with cultural inheritance for modem likes and senses, to produce the design on a commercial scale, and to strengthen its competitiveness on international markets. In order that a commodity is born, distributed throughout markets, and delivered to a final consumer, it is essential to understand complicated process such as development, distribution and marketing of products and to systematize each part. Although we should not neglect any part, a political and systemical plan or a distributional and marketing idea will be beside the point in this article. This article presents importance of traditional patterns as a Korean cultural image, and it shows the process of designing and developing products in order for traditional patterns to be utilized for products effectively. I expect that concrete activation and systematization for those works can be carried out successively.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Development of Structural Reliability Analysis Platform of FERUM-MIDAS for Reliability-Based Safety Evaluation of Bridges (신뢰도 기반 교량 안전성 평가를 위한 구조신뢰성 해석 플랫폼 FERUM-MIDAS의 개발)

  • Lee, Seungjun;Lee, Young-Joo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.884-891
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    • 2020
  • The collapse of bridges can cause massive casualties and economic losses. Therefore, it is thus essential to evaluate the structural safety of bridges. For this task, structural reliability analysis, considering various bridge-related uncertainty factors, is often used. This paper proposes a new computational platform to perform structural reliability analysis for bridges and evaluate their structural safety under various loading conditions. For this purpose, a software package of reliability analysis, Finite Element Reliability Using MATLAB (FERUM), was integrated with MIDAS/CIVIL, which is a widely-used commercial software package specialized for bridges. Furthermore, a graphical user interface (GUI) control module has been added to FERUM to overcome the limitations of software operation. In this study, the proposed platform was applied to a simple frame structure, and the analysis results of the FORM (First-Order Reliability Method) and MCS (Monte Carlo simulation), which are representative reliability analysis methods, were compared. The proposed platform was verified by confirming that the calculated failure probability difference was less than 5%. In addition, the structural safety of a pre-stressed concrete (PSC) bridge was evaluated considering the KL-510 vehicle model. The proposed new structural reliability analysis platform is expected to enable an effective reliability-based safety evaluation of bridges.

The Research of Industrial Application through Digitalization of the Jewelry of Imperial Princess YEONG (영친왕비(英親王妃) 수식(首飾) 장신구(裝身具)의 디지털화를 통한 산업적 활용 연구)

  • Chung, A-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.186-195
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    • 2011
  • Historically, Korea has made and weaved beautiful jewelry based on delicate metal craft technique. Especially jewelries in Chosun dynasty among these jewelry shows practicality, fanciness and social symbolism at the same time, which is one of representative cultural origins to express characteristics of Korean culture. Since jewelry of imperial princess YEONG, an object of a study herein, was made for a court ceremony although it is an artifact of the end of Chosun dynasty after the time of enlightenment, it is expected be made based on traditional shape and standard in accordance with strictly respected court dress code in Chosun dynasty. It is also an important data of research for a court style and system as well as its artistry in its diversity of type, preservation condition similar to original form and its producers who are master craftsman parted in Sang-Uiwon (an institute in charge of dress and accessaries of court) at the end of dynasty. Thus, a study herein aims to research formatively valuable 11 selected jewelries among jewelries of imperial princess YEONG used at the end of Chosun dynasty, and search for industrial application method with digitalization of the shape and design and preservation of original form of traditional culture. Moreover, in accordance with proposing design data through review of traditional women jewelry, it aims to suggest possibility of application into modern jewelry design and cultural industry.

The Effect of Chinese MNC's Employer Brands on Employee Performance and Turnover Intention-The Mediating Effect of Organizational Commitment (중국 대기업 고용주브랜드가 종업원의 업무성과 및 이직의도에 미치는 영향 - 조직몰입의 매개효과를 중심으로)

  • Wang, Xue-Ting;Li, Yan-Nan
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.211-222
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    • 2020
  • In today's society, competition of talents is a critical factor of success in modern enterprises due to living in the era of knowledge economy. Also, success of a modern enterprise can be defined by the brand equity or value of the company name defined by general public (functional) and its employees (symbolic). Company brand equity is a subjectively defined by each employee. This article aims to link the relations between employee's perception of employer brand equity to employees' job performance and turnover intention. In order to empirically verify the effects of employer brand on employee's organizational commitment, performance, and turnover intention, study conducted the general employees working for MNC in the field of e-commerce, IT, and Networking business based in China. Total 235 questionnaires were used for the empirical analysis and SPSS 21.0 statistics package was used to analyze the collected data. The results can be summarized as follows: (1) Both the functional employer brand and the symbolic employer brand equity have a significantly positive impact on organizational commitment. (2) Both the functional employer brand equity and the symbolic employer brand equity have a significant positive impact on employee performance. (3) Neither the functional employer brand equity nor the symbolic employer brand equity confirmed the negative relationship between turnover intentions. (4) Organizational commitment play the intermediary role in the impact of employer brand equity on employees' work performance.

Study on the Development of Convergence Class Model about Marketing and Business English in Mongolia University (몽골 대학에서 상업영어와 마케팅 교과간 융합수업 모형 개발에 관한 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.610-616
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    • 2018
  • A variety of creative convergence education studies have been conducted around the world, but the study of creative convergence education based on problem-oriented learning is insignificant. STEAM education development research for engineering human resources also recognizes important factors like ethics awareness and consideration, cooperation, leadership, and communication skills. This study developed a model of interdisciplinary classes between marketing and commercial English classes as a way to effectively learn to cultivate the creative and fusion talents required by modern society. A model was developed for the process of convergence classes to be developed for evaluation after class by designing courses, selecting subjects, designing classes, drawing questions, and developing problems, as well as for discussion of pre-convergence courses, class performance, and class evaluation. The Mongolian university discussed in this paper plans to introduce a suitable educational environment by developing a problem for interdisciplinary classes in marketing and business English. Based on the need to nurture talent required by the rapidly changing knowledge-based society, Mongolian universities should continue the strategy of fostering creative convergence talent through the convergence of technology. This is because creativity is the most important thing in the current situation.

A Study on the Multi-function Furniture Design Concept for the 'Singles' (싱글족을 위한 다기능 가구 디자인 컨셉연구)

  • Wu, Shi Lin;Lee, Bo-Bae
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.103-112
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    • 2014
  • With the development of the society, people's thought and the way of life is changing. The change of the traditional values and marriage lead to the increase of the "singles" groups in modern society. The "singles" group's behaviors, living environment, and consumption have become a social focus. With the emergence of the "singles", traditional furniture already can't meet the demand, so personalized furniture should be developed for the "singles". This study based on background and consumption psychology of the "singles", analyzed the consumption characteristics and preferences of the "singles". It studied the furniture demand of the "singles", and analyzed the existing unmarried person's residential form, types and characteristics of the furniture, and also analyzed the existing furniture using by the "singles" with SWOT, made a more systematic study for finding the advantages and disadvantages of existing the "singles" group's furniture. Then, combined with the unmarried person's furniture needs, living forms, the advantages and disadvantages of the "singles" furniture, etc., made the multi-functional furniture design concept for the "singles". This concept as a design direction, which would make out more suitable furniture be in keeping with the "singles" group's characteristics and requirements. Finally through the concept of multi-functional and folding raise the utilization ratio of narrow space of the living environment.

On the Real Variety Show since "Infinite Challenges": A Study of its Expandability and Comparison with Traditional Theatrical Performances (리얼 버라이어티쇼의 확장성과 전통 연희에 대한 소고(小考): 2006년 <무한도전> 등장 이후를 중심으로)

  • Kim, Jin-Seob
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.95-109
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    • 2014
  • The variety show has expanded as a contemporary genre of popular culture since it first appeared as the Industrial Revolution allowed the public to enjoy their leisure time. In Korea, it has developed itself in similar ways, but it also has been criticized as low-brow. Recently, however, the real variety show has caught great attention as one of the social phenomena and is winning fervent responses from general publics as it is not consumed as a kind of entertainment show but is establishing its form and style as Korean real variety show. On the basis of these features, this paper focuses on the characteristics of real variety show as openness and expandability which can be found in the pre-modern Korea's traditional theatrical performances. Quite different from the cases in the Western culture, the Korean traditional theatrical performances used to set a stage up around the living space, attract audience to willingly approach the stage and participate in the theatre, and let them enjoy their participation. At the same time, however, The perfection of the shows had not been missed. And in comparison with the traditional theatrical performances, the present real variety show reveals the anticipation that the real variety show will not settle down just as a certain format or a genre, but accumulate its abundant contents and continue its new attempts and changes.