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A Strategy to Activate Design Industry for Provincial Development - Centering on the region of Daegu and Gyeongbuk - (지역발전을 위한 디자인산업 활성화 전략 -대구 경북지역을 중심으로-)

  • Yun, Young-Tae;Kim, Yun-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.55-62
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    • 2005
  • Recently, the opening of the world economy and regional ization of national demand endless endeavors and investments to upbring design-industry for regional economic development. Our domestic commodities, declined in price competitiveness against China and Southeast Asian nations, need construction of brand image of commodities and consumers' response through expanded concernments in marketing spheres. The design-industry is a important means to strengthen competitiveness of the domestic industry through discrimination of commodities and creativity of high added value. Design-industry has some problems in circumstances; commodity development and marketing are below the level in the sphere of manufacture industry yet and businessmen are unwilling to invest demanded for development of new design. Establishment of the personal foundation, useful for accumulating competent designers' experiences and technologies, can not pass limit. In addition, a system and a policy to protect design-industry have a problem in effectiveness. Concrete strategies to activate design industry which meets social and cultural circumstances of Daegu and Gyeongbuk region are to establish policy for construction of specialists' infra, systematization of study & development of design, common ownership of information on design, and expansion of design company. The business to upbring design in the region should be operated to develop competitive commodities which is helpful to the regional economy and to increase value of the regional enterprises' brand. In addition, foundation of design should be expanded personal, material, and informational infra through design-centered so that they are helpful to activate economy of Daegu and Gyeongbuk through making design reformational cluster.

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An Analysis on the Title Sequence of Disney Full-length Animation (디즈니 장편애니메이션 타이틀 시퀀스 분석)

  • Kim, Seol-Mi;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.183-214
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    • 2015
  • For a long time, Disney has made animations including world views such as family-focused, conservative ideology, happy ending, etc. for families. Periodical situation and spectators' demands have been changed little by little, but Disney is still a company who is the most successful both nominally and virtually in animation industry. For the secrets of their success, there is fantasy world of fabricated animation, thoroughly organized story and image. When spectators watch animations, their sufficient immersion in the fantasy is to let them forget realities. In the introduction of Disney animations, spectators turn off the switch of realities and turn on the switch of fantasy world through the procedure to recognize and confirm virtual world sufficiently. In the switch of the introduction used frequently by Disney, there are four methods. First is to start while opening the cover of storybook. Second is to start while storyteller gives a talk directly. Third is to start with live action film and continue to animation. Fourth is musical method. Those four switches play a role of the gate which distinguishes spectators' realities from Disney's fantasy clearly. The process makes an opportunity to set spectators who feel uneasy due to the vague boundary between realities and fantasy at ease and let them immerse in animation sufficiently with mind at ease.

Introduction of Security Certification System for Shared Growth and Co-prosperity of Small and Medium Businesses (대·중소기업 동반성장과 상생을 위한 중소 협력업체의 보안인증 제도 도입 방안)

  • Shin, Hyungoo
    • Korean Security Journal
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    • no.61
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    • pp.203-234
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    • 2019
  • The damages from security accidents continue to increase as technology leaks from suppliers cause risks to the management of large companies, which are their customers, and their image and reliability to fall. However, the current industrial structure is practically impossible for large companies to form their own businesses and strategic alliances with business partners are essential, but it is changing into an industrial structure where the exchange of information is increased and the dependence of the information system is maximized, as well as legal demands and demands from stakeholders are increasing due to the complexity of the work process and the strengthening of security-related laws. The status of technology protection of small and medium-sized enterprises shows that they are not equipped with a security system due to relatively poor environment and financial difficulties compared to large enterprises, whereas the industrial structure between large and small business partners is indispensable for sharing the IT system, and the security system of large business, which is a customer company, should be improved by considering the fact that it is impossible to maintain security system between large businesses. Thus, the government intends to examine the system for shared growth of small businesses and the model for evaluating the capabilities of various agencies for information protection, and propose measures to introduce the certification system for small business partners.

Successful Aging and Work Activities during Elderly Period: Focused on the Case of Ogawanosho Oyakimura in Japan (노년기의 성공적 노화와 취로 활동 : 일본의 오가와노쇼 오야키무라 사례를 중심으로)

  • Jang, Ji-Eun
    • Korean Journal of Comparative Education
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    • v.27 no.3
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    • pp.185-212
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    • 2017
  • The purpose of this study is to raise the necessity of an alternative awareness toward economic activities as the work form of social participation by the elderly and their corresponding educational tasks. For this aim, the concept of Japan's 'rewarding work participation' and its practical cases have been examined. As a study method, the characteristics of Japan's state and local government elderly policy projects have been examined through literature research. Next, the cases of the elderly having established an autonomous company and practiced Ogawanosho Oyakimura were researched based on on-site visits and interviews. As this study has suggested that the economic activities of the elderly have to be carried out from the perspective of successful aging and these activities have been conducted through 'rewarding work participation', the following features have been clarified. First, a converted image of the elderly is necessary. The elderly do have the experiences worthy of social utilization. Second, the educational and managerial policies which turn the elderly's experiences into social values are necessary. Third, a flexible awareness toward the corresponding works of the elderly is needed. In other words, the works which have reflected mentally solitary tendency and social discontinuity features of the elderly and taken into account the demands of the elderly generation who desire to become an influential and meaningful existence are necessary. Thus, future elderly education need to come up with the policies and practices toward work education from the viewpoint of rewarding work participation.

Family-friendly Management Outcomes and the Effect of Ongoing Support: A Focus on the Organizational and Social Outcomes of Family-friendly Certified Firms (가족친화인증기업(관)의 가족친화경영 성과 및 사후지원 효과 - 기업성과와 사회적 성과를 중심으로 -)

  • Rhee, Seung-Yoon;Lee, Yu Ri
    • Journal of Family Resource Management and Policy Review
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    • v.25 no.3
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    • pp.17-30
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    • 2021
  • The purpose of this study was to examine the effectiveness of family-friendly management in 501 family-friendly certified firms and to analyze organizational and social outcomes outlined by the firms. In addition, this study aimed to discover ways to promote family-friendly management by investigating the effects of ongoing support to certified firms, including family-friendly consulting and workplace training. The results showed that certified firms administer family-friendly workplace policies at a satisfactory level, while their management of policy indices and outcomes were not effective. The finding suggests that family-friendly management indices need to be aligned with firms' substantial outcomes. An improved organizational image and trust were major organizational outcomes of family-friendly management, and an enhanced CEO perception and a culture centered on gender-equality were significant social outcomes. These outcomes need to be promoted to attract organizations to engage in family-friendly management. The finding further implies the important roles of organizations in cultivating family-friendly environments in society. Finally, the certified firms with ongoing consulting and training support exhibited higher levels of family-friendly management and organizational and social outcomes. This study sheds light on the importance of long-term, systematic efforts by organizations in fostering family-friendly management and achieving organizational and social outcomes.

The Effects of Corporate Corresponding Time on the Negativity Publicity (부정적 언론보도에 대한 기업의 대응시점 효과)

  • Jongchul Park;Woojun An;Hanjun Lee
    • Asia Marketing Journal
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    • v.12 no.4
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    • pp.113-136
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    • 2011
  • Product harm crises can distort long standing favorable equality perceptions, tarnish a company's reputation, cause major revenue and market-share losses, lead to costly product recalls, and devastate a carefully nurtured brand equity. However, in spite of the devastating impact of product-harm crises, little systematic research exists to asses its marketing consequences. So, this study focuses on the negative publicity about companies and their products. Namely, this study presented how inclusion effect supported the relationship between negative publicity and consumers' response, market performance. According to the results, after negativity publicity was happened, it was appeared that the negativity image spread into other product lines(spillover effect; inclusion effect). Also, when they contact with the negative publicity, respondents negatively evaluated both production evaluation and corporate evaluation. And, in that case of the products with negativity publicity, compared with refutation strategy(defense strategy<study 2>), improving strategy(correction notice) had positive influence on recovery of sales, product evaluation, and corporate evaluation. Finally, as the reaction time toward negativity publicity was faster, the market performance got worse. Especially, according to two-way interaction, when the reaction time was fast, the difference between refutation strategy(defense strategy<study 2>) and improving strategy was not existed in product evaluation and corporate evaluation. However, when the reaction time was late(after a month), improving strategy had more positive evaluation than defense strategy in product evaluation, and corporate evaluation.

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Case Study on Marketing Strategy of E-mart to Be No. 1 Discount Store in Korea (대한민국 1등 할인점을 추구하는 이마트의 마케팅전략에 관한 사례분석)

  • Yoo, Changjo;Ahn, Kwangho;Hwang, Eui Rok
    • Asia Marketing Journal
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    • v.6 no.3
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    • pp.143-156
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    • 2004
  • This case intorduced E-mart's business philosophy and vision, analyzed E-mart's outline of marketing strategy, and discussed its performance and future task. E-mart took the role of market pioneer by developing discount store market in Korea. It's mission was to provide substantial benefits to the customers by selling quality products at the lowest price in the market. For this purpose, E-mart has conducted a slogan of 'everyday low price discount store-E-mart'. Objective of E-mart's brand strategy was to be No. 1 discount store in Korea or to be a representative brand in the discount store market. To achieve this objective, E-mart has conducted various efforts such as construction of national network, realization of the lowest price, formation of the most reliable discount store image, establishment of competitive edge and so on. E-mart settled a new model for discount store in Korea and took the lead in expanding market potential. With these efforts, E-mart has maintained secure position as a leading company in the discount store market.

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Research on APC Verification for Disaster Victims and Vulnerable Facilities (재난약자 및 취약시설에 대한 APC실증에 관한 연구)

  • Seungyong Kim;Incheol Hwang;Dongsik Kim;Jungjae Shin;Seunggap Yong
    • Journal of the Society of Disaster Information
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    • v.20 no.1
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    • pp.199-205
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    • 2024
  • Purpose: This study aims to improve the recognition rate of Auto People Counting (APC) in accurately identifying and providing information on remaining evacuees in disaster-vulnerable facilities such as nursing homes to firefighting and other response agencies in the event of a disaster. Methods: In this study, a baseline model was established using CNN (Convolutional Neural Network) models to improve the algorithm for recognizing images of incoming and outgoing individuals through cameras installed in actual disaster-vulnerable facilities operating APC systems. Various algorithms were analyzed, and the top seven candidates were selected. The research was conducted by utilizing transfer learning models to select the optimal algorithm with the best performance. Results: Experiment results confirmed the precision and recall of Densenet201 and Resnet152v2 models, which exhibited the best performance in terms of time and accuracy. It was observed that both models demonstrated 100% accuracy for all labels, with Densenet201 model showing superior performance. Conclusion: The optimal algorithm applicable to APC among various artificial intelligence algorithms was selected. Further research on algorithm analysis and learning is required to accurately identify the incoming and outgoing individuals in disaster-vulnerable facilities in various disaster situations such as emergencies in the future.

A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era (일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.134-147
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    • 2014
  • Pleasure grounds, which were introduced during the Japanese colonial era, were places for organizing new amusement activities, and developed into a large-scale private spaces and a new type of public space at the same time. This study explores the scenery and accommodations of pleasure grounds and the changes of the amusement culture through the Wolmido Pleasure Grounds, which was a typical pleasure grounds of the time. At that time, Wolmido became a comprehensive amusement/entertainment place with many elements of both Western and Japanese pleasure grounds such as exotic buildings harmonized with trees, a beach, a seaside school, public playing field, and zoo constructed on the Island. Wolmido Pleasure Ground, which was connected with Kyungsung by Kyungin railroad during the Japanese colonial era, is a good example showing the process of the popularization and commercialization of the amusement culture. The process of popularization of amusement shows the spreading of the enjoyment of leisure time with amusement activities through appreciating the beautiful scenery of the pleasure grounds among various social classes. The caste system was broken and anyone could use the pleasure grounds by paying the fee, of which there were many kinds, so the distinction between genders and the different classes, such as the Chosun people and Japanese, regarding amusement in pleasure grounds disappeared gradually. Also, pleasure grounds were a place for Western hobby-sports activities and were the means to generalize collective and dynamic activities through summer school and various sport games. At the same time, there were places for deviation from the existing social norms when it was combined with entertainment facilities. The commercialization of amusement took place in the form of an artificial entertainment culture within an artificial environment. First, the scenery was artificially constructed and this scenery created the image of paradise such as 'captivating summer vacation spot' and 'water kingdom'. This was the result of the combined intentions of the colonial authority, the railroad company and the amusement corporation to produce economic profits and encourage development in the area. Second, an artificial spectacle was constructed using nature as the backdrop. Buildings of various styles created a modernized and exotic image when they were combined with each other. Artifacts such as breakwaters and arcades created new attractions for people that enabled them to view both nature and the crowds from a whole different perspective. Third, pleasure grounds contributed to the advent of passive users who would just follow the given use and instructions. In this way, one can find the prototype of popular entertainment places of today such as sightseeing complexes, amusement parks, and theme parks through the construction of amusement grounds as a place for providing dynamic activities.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.