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Strategies to Increase Competitiveness of Local Experience Space: A Study of the 4Es in the Experience Space of Sam-Rae Arts Village in Wanju-gun, Jeollabukdo (체험경제이론(4Es)에 따른 지역 체험전시관의 경쟁력 강화방안 : 전북 삼례문화예술촌 체험전시관을 중심으로)

  • Ha, Ji-Young;Lee, Seung-Hyun;Kim, Deok-Hyeon
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.161-184
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    • 2014
  • The dramatic rise of experience space using cultural heritage in modern architecture has been generally acknowledged in recent literature. The present study aims to investigate effective ways to enhance competitiveness in local experience space, with an emphasis on the use of cultural heritage in modern architecture. Using the case of the Sam-Rae Arts Village in Wanju-gun, Jeollabuk, this study analyzes the characteristics of the 4Es in experience economy theory. In order to arrive at findings that represent the variety of perspectives found in this context, qualitative interviews were conducted with three groups: public officials, maintenance staff in the experience center, and field experts. The results of this study revealed that the Visual Media Art Museum and Book Wooks were used for entertainment, the Corpentry Shop for education, the Book Museum for escapism, and the Design Museum Culture $Caf{\acute{e}}$ The O's for aestheticism. Additionally, depending on the commercial potential of the respective experience space, the Corpentry Shop, Book Wooks, and the Culture $Caf{\acute{e}}$ The O's were used for profit purposes while the Design Museum and the Visual Media Art Museum for non-profit. Based on the findings of the present study, effective ways to enhance competitiveness in the local experience space are suggested. First, the public nature of cultural enjoyment may be realized in a field that bears non-profit characteristics. In exhibiting works, the experience space could suggest the extra demonstration. Second, in the for-profit experience hall, the securing of tourists may help to maximize profit. In so doing, a variety of experience programs and activity spaces could be provided internally, while advertisement marketing through mobile and SNS could be reinforced externally.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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A Study on Improvement Direction of Public Service Advertisement to Prevent Drowsiness Driving on Highway (고속도로 졸음운전 방지를 위한 공익광고의 개선방향에 대한 연구)

  • Kwon, Jun-Ho
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.77-83
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    • 2017
  • The Korea Expressway Corporation announced that road casualties on expressways in 2016 were 262 deaths, a 24% decrease compared to 343 deaths in 2015, thanks to the expansion of rest areas for sleepy drivers. And the installation of large-sized banners containing strong messages such as "dozing while driving means your death" helped to reduce the casualty caused by driving while drowsy by 35% compared to that in 2015. Accordingly, this study tried to analyze the impact of public advertisements designed to prohibit dozing while driving on expressways upon drivers, and to present a direction for improvement of such public advertisements in the future. Based on case studies and library researches, the study contemplated the effects of public advertisements on expressways at home and abroad. It was confirmed that the accident rate has been higher on straight roads than on curved roads and that the framing of negative messages using provocative images or slogans on traffic accidents has been considerably effective. In conclusion, if the installation of outdoor billboards for public advertisements at rest areas for sleepy drivers is institutionalized and the systematic provision of information by road section inside and outside of vehicles via Variable Message Sign (VMS) services on expressways, outdoor billboards, or navigation services (including smartphones) is available, it would be possible to maximize the effect of the public advertisements.

Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

The Use Intention of Mobile Travel Apps by Korea-Visiting Chinese Tourists (방한 중국 관광객의 모바일 여행 앱 이용의도에 관한 연구)

  • Wu, Runze;Lee, Jong-Ho
    • Journal of Distribution Science
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    • v.15 no.5
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    • pp.53-64
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    • 2017
  • Purpose - This study focuses on use intention of mobile travel Apps by Chinese tourists visiting Korea based on UTAUT model, ISS model and ITM model. And the corresponding market promotion schemes are proposed for operators of mobile travel Apps by the research results. Research design, data, and methodology - After collecting 326 respondents in China with cross-sectional questionnaires, this study begins the empirical research with users of mobile travel Apps, and analyzes data with IBM SPSS 23.0 and IBM AMOS 23.0. Results - The results of this study include the following aspects: firstly, the System quality and Information quality are accepted for hypotheses of Satisfaction and Performance expectancy. Secondly, the Personal Propensity to Trust and Firm Reputation are accepted for Initial Trust hypothesis, and the hypotheses of Firm Reputation and Initial Trust are accepted for Use Intention. Thirdly, the Performance expectancy, Effort expectancy, Social influence are accepted for Use Intention hypothesis. Conclusions - With the increase of tourists visiting Korea, it can be predicted that the needs visiting Korea will be increased persistently for Chinese - this trend brings about the increase of the Chinese travel. First, information quality greatly influences satisfaction and performance expectancy. The research result shows that, the higher the mobile traveling App's information quality is, the higher the satisfaction and performance expectancy will be. Therefore, operators of mobile traveling App should have in-depth investigations towards users, to know the latter's real demand to the information quality and then provide corresponding services. Second, performance expectancy and effort expectancy greatly influence users' intention. Therefore, mobile traveling App operators should improve Apps' convenience and efficiency and, in doing so, find an effective method for market expansion. Third, social influence greatly affects users' intention. The result shows that mobile traveling App operators should pay attention to the influence of mass media and friends' recommendation on users, thereby it is necessary to improve advertisement activities. Fourth, initial trust also influences users' intention. The result shows that initial trust is a key element inducing users to generate use intention. Therefore, mobile traveling Apps operators should make efforts to catch elements that influence users' initial trust.

Study for the meaning of facade as media (디지털영상으로써 미디어파사드의 매체적 의미성 연구)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.31
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    • pp.209-226
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    • 2013
  • With rapidly changing multimedia environment, various artistic changes and digitalized up-to-date social infra, urban environment construction based on culture contents has been activated. The large image in front of urban building that is expressed as media-façade, increasing rapidly in a recent period, is not a new thing at all. In addition, IT technology molten in city space is testing the possibility of new media through the meeting with architecture. However, unlike its infra enlargement, the definition about media-façade is not clear so the system was constructed in a level of night lightscape or outdoor image advertisement. The purpose of this guideline is the regulation from the negative aspect rather than the possibility of various visual, artistic media expressions. Therefore, it could not show essential concept of media-façade. Moreover, most of companies or building owners focus on short-term profit and marketing effect rather than prepare various contents so they can not use constructed infra properly. After all, in many cases, they discolor the meaning of media-façade. This paper is a pilot study to grasp the current definition of media-façade to construct right guideline of media-façade. On the basis of this study, it will prepare academic definition of media-façade and construct the guideline for design evaluation.

Perceived Product Value and Attitude Change Affecting Web-based Price Discount Level and Scarcity (웹 기반 가격할인 수준과 희소성이 영향을 주는 지각된 제품 가치와 태도 변화)

  • Zhang, Yutao;Lim, Hyun-A;Choi, Jaewon
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.157-173
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    • 2018
  • Purpose Product characteristics and price value in website have strongly effects on customer satisfaction. Especially, in the online shopping site, the scarcity limits the customer's opportunity to purchase the product. Thus scarcity has been proposed as a important factor that makes the customer highly aware of the merchantability of the product. The scarcity in the web store is used as an important variable to make purchasing decisions of users easier by psychological pressure. In the case of scarce products with price discounts in online commerce, advertising formats that highlight scarcity value in the web commerce market are very effective in enhancing purchase intentions of consumers. Unlike offline stores, the importance of scarcity becomes more important when reflecting the characteristics of online commerce. Therefore, this study intends to confirm the influence of the degree of price discounts and scarcity information presented by Web sites on consumer purchase behavior in Web purchase behavior. Design/methodology/approach This study conducted a web-based experimental study on price sensitivity and price discount. Therefore, we created experimental web-sites that offer two stimuli according to the discount rate. The 200 respondents were randomly assigned. The stimuli were fictitious based on tourism products. The first stimulus presented the price discount(15% discount) with basic explanation about the package of the tourist package. The stimuli assigned to the second group were used for groups with high price discount intensity(65% discount). In this way, the two stimuli clearly distinguished the level of price discount intensity. This paper conducted t-test analysis and structural equation to analyze the experiemental results after confirming the reliability and validity. Findings The results of this study are as follows. The difference in price discount intensity (15% vs 65%) with scarcity showed the mean difference among all the variables. Therefore, this study concluded that there is a significant difference between the price discount of 15% and 65% for the acquisition value and transaction value of users. In particular, consumers' purchase intention is greater and product recommendation intensity is stronger when the price discount is 65%. As a result, the high degree of the price discount intensity with scarcity exerts a greater influence on consumers' purchase intentions. Product scarcity also have a significant impact on perceived value of users. Therefore, purchase intention of customers increases when perceived value increases their profit and pleasure feeling.

A Study on the Marketing System Construction and Merchandising of Tongyoung Marine Ranching (통영바다목장의 유통체제 구축과 상품화계획에 관한 연구)

  • 강종호;류정곤
    • The Journal of Fisheries Business Administration
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    • v.34 no.2
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    • pp.91-107
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    • 2003
  • Distribution of fish products from Tongyoung Marine ranching can be classified by three routes such as street-stall, live fish transportation vehicles, and wholesale markets neighboring unloading ports. These methods of distribution, however, have been restricted by limited distribution right, difficulties to differentiate fish prices from other surfaces, simple marketing channels. The ratio of cultured live fish circulated in market is increasing while naturally caught live fish is decreasing and the fresh fish shows a little of increasing rate. Consumers purchasing routes mainly depend on the live fish transportation merchants. For fresh fish traditional market plays an important role in trade. Convenience for consumers and quality of products are main factors in making decision of purchases. Bargaining power, however, belongs to the live fish transportation merchants. The demand of special markets for live fish was very strong, and the convenience and quality are relatively important required factors. Catch from Tongyoung Marine ranching has very good reputation as the possibility of being a good brand. Expecting possibility of quality differentiation was higher than price differentiation specially. The possible conclusion of a contract of a supply was suspicious however. Preliminary quality evaluation revealed that the catch is better than the cultured but worse than naturally grown fish. A merchandising is to be in a better position in the formation of prices by giving $\ulcorner$brand image$\lrcorner$ to potential consumers. The target markets are retail stores such as restaurants for raw fish and final consumers. The staple markets are retail stores. Possible items of products are live fish, fresh fish for cook, and fresh fish for raw fish. It is necessary for the catch to be informed as new functional products that have been improved in safety and quality, since the product positioning is similar but not well known to consumers. To secure a brand it is required to register a trademark, eco-label product design or packing, use real name in tranction, introduce recall system, and put label. Price higher than naturally grown live fish should be targeted. Establishing broad distribution channel, wholesale market, franchise are required. To secure enough catch and control shipment of products facilities of containing live fish are necessary. Instead of dealing with live fish only, it would be better to. sell fresh fish and live fish simultaneous. Strategically promotion focuses on advertisement of Marin ranching at first and then focuses on the catch from the marine ranching.

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Evaluation of Drug Information for Acquisition Methods and Risk of Drug Misuse in Korean Students (한국 초.중.고.대학생들에서 약물정보습득의 방법 및 약물오남용의 위험성에 대한 평가)

  • Kim, Jin Sik;Lee, Ok Sang;Lim, Sung Cil
    • YAKHAK HOEJI
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    • v.57 no.1
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    • pp.55-62
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    • 2013
  • Objective: This study aims to assess the following issues - acquisition level in terms of the information on frequently used drugs of youth, access paths for the information, actual status of the use of drugs frequently used by youth, types of the used drugs, drug abuse among youth, and the consequent drawbacks. This study also takes aims at suggestion of correct role of pharmacists in consideration of drug abuse among youth. Methods: During the period from August 1, 2011 to October 31, 2012, a research design and a question development have been conducted. To the students of the schools that were randomly selected (elementary school's N=99, middle school's N=106, high school's N=115 and university's N=115), it was asked to complete given questionnaire from August 1, 2012 to August 31, 2012. During the period from September 1, 2012 to October 30, 2012, the questionnaires were collected back and the analysis and evaluation of them were carried out. Results: Drugs known to the respondents were a total of 115 different medicines and most of the drugs belonged to over-the-counter drugs. The most well known drug was pain reliever and the second most familiar drug was wound ointment. Most of the respondents found the drugs through direct use and advertisement. In everyday life, more than half of the respondents were using over-the-counter drugs as well as health supplements. The most commonly used drug was analgesic drug. It was showed that the respondents also frequently used the drugs for improving their grades and appearances. It was shown that among the cases of drug use, there were also the cases of misuse and abuse of drugs for the respondents or people around them. Reliability of pharmacists was shown to be high and many students were also satisfied with the pharmacists' guidance for medication. Conclusion: Currently many students are using different kinds of drug in daily life, and there is a possibility that the risk of misuse and abuse of drugs will be increased. Those age groups can easily engage in bad habit of drug use. Thus, promotion on accurate drug information has to be strengthened, and pharmacists are required to conduct correct guidance for drug user's medication in terms of use amount, usage, interactions among different drugs, and potential risks.

Effects of Information Sources on Enjoyment, Attitude, and Visit Intention in Restaurant (레스토랑의 정보 원천이 즐거움, 태도, 그리고 방문 의도에 미치는 영향)

  • Kang, Byoung-Seoung;Yang, Jae-Jang;Lee, Soo-Duck
    • The Korean Journal of Franchise Management
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    • v.9 no.3
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    • pp.7-18
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    • 2018
  • Purpose - Consumers have a variety of strategies to find information about restaurants they want to visit. Consumers can search for and use information from a variety of sources before purchasing a product or service. The development of the Internet has made that consumers could access various informations easily. Therefore, this study classified commercial information provided by restaurants, public information shared by other unknown consumers, and personal information shared by customers' personal experiences or friends/family. This study is information sources influence on enjoyment, attitude and visit intention. Research design, data, methodology - In order to verify the research hypothesis, this study created questionnaires for each variable. Hypothesis analysis data were collected through surveys. In order to develop research hypotheses for this study, the scales was developed. The survey was conducted by an online survey company. Among the online panels owned by survey company, those who have visited restaurants through at least one of the 11 sources provided in this study within the last 3 months were surveyed. The survey period was 10 days from March 5 to 14, 2017. A total of 1,500 e-mails and messages were sent back to 301 of them, and 288 were used for analysis except for 13 missing responses. The data was analyzed by using SPSS 21.0 and AMOS 21.0. Results - As a result of analysis, commercial and personal information have a positive effect on enjoyment, but general information did not affect enjoyment. In addition, personal information has a positive effect on attitude, but commercial information and general information did not affect attitude. It was found that commercial information influenced attitude by mediation of pleasure, and pleasure had no significant effect on visit intention. Finally, attitude has a significant effect on visit intention. Conclusions - The restaurant needs to provide accurate information through its homepage or brochure. Accurate information that is not exaggerated can save customers's the cost of believing on a restaurant and the cost of searching for other information. The restaurant which provides unfaithful advertisement would be excluded from customer's choice because customers perceive it as a unreliable restaurant. The marketing of restaurant should be carried out through customer-oriented for the visit of customers. And restaurants need to provide optimized services to their first-time customers in order to increase their revisit.