• Title/Summary/Keyword: Culture enjoyment

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3D Object Simplification for Google Earth Uploading of the Cultural Resources and Tourist Attractions (문화.관광 자원의 구글어스 Uploading을 위한 3D 객체 단순화)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.4
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    • pp.45-51
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    • 2009
  • Different countries around the world, using their traditional culture as a background, are promoting new changes and reformation in development and publicity method of cultural contents to promote national interests and to increase their competitiveness. Also, as the citizen's standard of living and quality of living goes up, various demands for the enjoyment of traditional culture goes up accordingly as well. As the cultural assets environment become more complicated and diverse, there is a need for systematic management and preservation plan. Keeping these viewpoints in mind, the geo-spatial information provision service using the web provides various forms of services such as satellite imagery, terrain, and 3D viewing, enabling the user to gain concrete spatial information on specific areas. The geo-spatial information using 3D modeling is done only in limited spaces because of construction expenses or difficulties in management and maintenance. In this thesis, I would like to propose Effective method for the GoogleEarth Uploading through simplification of 3D object for the publicity of traditional buildings and Cultural Resources and Tourist Attractions.

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Design Directions of the Housing Cultural Center Based on Experiential Marketing Elements (체험 마케팅 요소를 활용한 주택문화관의 디자인 방향)

  • Kim, Jung-Yoon;Lee, Hyun-Soo;Lee, Ju-Hyun
    • Journal of the Korean housing association
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    • v.18 no.5
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    • pp.113-120
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    • 2007
  • The purpose of this study is an analysis about space of housing cultural center with the marketing based on experience. By changing housing market, housing cultural center is a place to give an information, added value, image of housing. Consumers who experience a housing cultural center have an effect on purchase an apartment. The image of enterprise is important to select commodities to consumers. Today, company's brand image and concept include womanish, worthy and, sensual those. Under these views, housing cultural center should have continuous culture spaces that provide various experiential chance for consumers. The methods of this study are an analysis of brand image, analysis and application of experiential elements for housing cultural center. The results of this study have five parts. First, in Sense part, there are presented the sense of sight, smell and touch include material's color, finishing material, sound and etc. Second, in Feel part, consumers feel friendly and comfortable to brand through synesthesia. And they have a liberal mind about brand. Third, in Think part, consumers can experience a brand's image as a subject of event or space. Forth, in Act part, consumer is acted to scale of a space and aim of exhibition. Finally, in Relation part, consumers can have relation each other who visit Housing cultural center. And they can joint for interchange of information, culture enjoyment. In conclusion, this study has a great value of graft marketing view on the planning of Housing cultural center.

A Study on the Determinants of Impulse Purchase of Clothing Products in the Internet Shopping Mall (인터넷 쇼핑몰에서의 의류의 충동 구매에 관한 연구)

  • Kim, Su-Mi;Lee, Hyun-Jeong
    • The Research Journal of the Costume Culture
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    • v.14 no.6
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    • pp.917-931
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    • 2006
  • The purpose of this study was to understand impulse buying typology for apparel products in the internet shopping. Also, analysis of influences is conducted to ascertain if a influence exists between factors which are consumer's interior factor & exterior condition, marketing stimulus of internet shopping, and consumer's general behavior in internet shopping and impulse buying typology, after offer fundamental information for internet marketing. As a result of analyzing the relationship between consumers' interior factors and impulse buying, the author found out that consumers' pure impulse buying was much influenced by the timing to buy new clothing, willingness to risk trying new designs and preference for up-to-date designs, and enjoyment derived from the buying itself. As a result of analyzing the relationship between consumers' exterior conditions and impulse buying, the author learned that impulse buying was also influenced by shopping time length, shoppers' mood and sentiments, and budgeting. As a result of analyzing the relationship between marketing stimulus and impulse buying, the author found out that impulse buying was the most influenced by facilitative marketing stimuli. Lastly, as a result of analyzing the relationship between shopping behaviors & socio-demographical variables and impulse buying propensities in Internet shopping malls, the author learned that pure impulse buying, reminder & suggestion impulse buying, and planned impulse buying are influenced by the period and frequency of using Internet shopping malls for clothes, purchase amount, and the time length of the shopping.

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An Exploratory Study of Information Needs and Information Seeking Behaviors of Overseas Users for Korea-related Materials (해외 한국관련 정보 이용자의 정보요구와 정보추구행동에 대한 탐색적 연구)

  • Kwon, Nahyun;Suh, Jiyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.121-144
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    • 2022
  • The purpose of this study is to investigate the information needs, information seeking behavior, and information use of people who seek information on Korea overseas. A total of 382 survey responses from 52 countries and in-depth interview data from 26 participants were collected and analyzed. As a result, the respondents were categorized into three groups, namely Hallyu culture enjoyment, Korean language learning, and Korean studies research groups, by their unique information needs and information seeking behaviors. Pandemic boosted the demand for digital data expansion and digital archiving efforts. Various information problems caused by language, technology and policy obstacles were revealed. Findings suggest strategies to assist Korea-related information users.

Effects of perceived attributes of fashion live streaming commerce (FLSC) on attitudes and intention to use (패션 라이브 스트리밍 커머스(FLSC)의 속성 지각이 태도와 이용의도에 미치는 영향)

  • Seo, Hyesim;Yoh, Eunah
    • The Research Journal of the Costume Culture
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    • v.30 no.2
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    • pp.297-318
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    • 2022
  • A growing number of fashion brands and retailers are actively adopting live streaming as a new marketing channel. In spite of the increasing use of live commerce, the effects of live streaming commerce on customer purchasing behavior for fashion products are not fully understood. The purpose of this study is to examine factors affecting consumers' attitudes toward a purchase via fashion live streaming commerce (FLSC) and intention to use FLSC. The study also investigated whether consumers' expenditure on fashion and time spent on mobile shopping moderate the relationships among research variables. A total of 230 questionnaires were analyzed through descriptive statistics, confirmatory factor analysis, and multiple-group comparison tests using SPSS and AMOS. A summary of the main results of this study is as follows. First, the perception of the attributes of FLSC (ease of use, economic efficiency, interactivity, and enjoyment) has a positive effect on attitude toward a purchase via FLSC. The ease of use and economic efficiency of FLSC, in particular, have greater impacts on attitudes than other factors. Secondly, attitudes toward FLSC positively impact the intention to use FLSC. Lastly, the results of group comparisons, by fashion expenditure and time spent on mobile shopping respectively, hold no significant moderation effects among the variables. These findings demonstrate that consumers are more likely to use FLSC as they form a positive attitude by the attributes of FLSC mentioned earlier. The study provides some insights on an exploration of live streaming commerce for fashion product sales.

A Study on Pre-service Early Childhood Teachers' Perception of Play-oriented Education through Metaphorical Analysis (은유(metaphor)분석을 통한 예비유아교사들의 놀이중심교육에 대한 인식연구)

  • Kim, Hyeyoon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.357-362
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    • 2023
  • This study aims to investigate the perception of pre-service early childhood teachers regarding play-oriented education through metaphorical analysis, in order to comprehend its meaning that pre-service early childhood teachers perceive. A questionnaire was used, which asked the participants to express play metaphorically and provide reasons for their choices. The collected data were analyzed using a systematic metaphorical analysis approach. The results revealed that the metaphorical expressions of pre-service early childhood teachers regarding play-oriented education were categorized as instructional methods being the most prominent, followed by environment, enjoyment/happiness, autonomy, growth and development, interactive relationships, child-directedness, the essence of life, interest, creativity, potential, variability, everyday life, ambiguity of beginnings and endings, naturalness, and others. Based on these findings, it is expected that one can attain insights regarding the methods of training pre-service early childhood teachers on how to implement play-centered education in the revised Nuri curriculum.

Analysis on the Traditional Cultural Elements of the Chinese Animated Film Big Fish & Begonia (중국 애니메이션 영화 <나의 붉은 고래>의 전통문화원소 분석)

  • Dou, Guo-Hao
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.165-172
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    • 2019
  • The animated film Big Fish & Begonia is a new attempt of Chinese animated films in recent years. Both market performance and artistic creation are an improvement. In the process of creation in the past ten years, Big Fish & Begonia has profoundly excavated Chinese myths and legends and combined them with modern art. This study takes the traditional Chinese cultural elements in the film as the starting point for research, from the aspects of character design, scene design and national culture. Through the analysis of the traditional cultural elements in Big Fish & Begonia, try to find a better direction for the development of animated films, such as the integration of modern art and traditional culture. It is precisely because of the large number of Chinese cultural elements incorporated in the Big Fish & Begonia that it is ingeniously set up to bring visual enjoyment and inner resonance to the audience.

The Effects of 'Single Life' Media Contents Viewing on Singlehood Culture and Leisure Lifestyles ('싱글 라이프' 미디어 콘텐츠의 시청이 비혼 의지와 여가활동 라이프스타일에 미치는 영향)

  • Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.235-246
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    • 2022
  • This study explored the effects of recent 'single life' media contents on the spread of singlehood culture for Korean youth. Extant research on the changing trends across present-centered vs. future-oriented lifestyles had focused mainly on demographic or sociological factors. "Lifestyle transforming (entertainment) reality contents" perspective suggests that reality contents revealing one's personal daily life provides not just entertaining enjoyment but also and more importantly meaningful life-changing experiences for viewers. Given the dependency of single household youth on media use, it is expected that 'singlehood life' media contents such as reality television and YouTube Vlog would have greater influence on viewers' own reality and lifestyles. Survey results indicate that viewership of 'singlehood life' contents showed significant impacts on youth viewers' identification and unmarriedness, as well as present-centered and future-oriented lifestyles. Theoretical and practical implications of these results were discussed.

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.

An aspect of Gagok enjoyment in the early 19th century (19세기 초반, 가곡 향유의 한 단면 - 『영언』과『청륙』의 ‘이삭대엽 우ㆍ계면 배분방식’을 대상으로 -)

  • 성무경
    • Sijohaknonchong
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    • v.19 no.1
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    • pp.235-260
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    • 2003
  • Recently, I presented Gagok(歌曲) Collection Yeong-eon永言 to learned circles. Yeong-eon is very similar to Yukdang-version六堂本 CheongGuYeongeon靑丘永言. Compared with Cheong- Yuk, it is the same age or little bit early time of Cheong-Yuk in culture Icon. This paper paid attention to the considerable difference between Yeong-eon and Cheong-Yuk in the way of the distribution of Yisakdaeyap二數大 葉's Woo mode羽調 and Ke-myeon mode界面調. There was the way of gathering ‘real name’+‘namelessness’ in Yisakdaeyap, which is the feature of the 18th century Gagok Collection. I found this way just put on the 19th century Gagok Collection way which is the distribution of Yisakdaeyap's 'Woo mode and Ke-myeon mode' in CheongYuk. Then I proved in this paper that the way of gathering Yisakdaeyap in Cheong Yuk didn't correspond to an actual singing in the early 19th century when 'Woo mode and Ke-myeon mode' was fixed. In case of Yeong-eon, however, it was not written any writers' names at all, when it was researched retroactively, I knew it was distributed evenly both the works of 'real name' and 'namelessness' in Yisakdaeyaps 'Woo mode and Ke-myeon mode'. Consequently, I found Yeong-eon is the good Gagok Collection for an actual singing at that time. In addition, there was discord in the mode or key distribution among many Gagok Collections. I found this issue of the application had kept on make Gagok Collections edit during 2 centuries. Because the actual Gagok enjoyment in the specific time is connected the way of the mode application directly.

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