The purpose of this study is to review the current state of the transformational leadership and LMX approach to the study of leadership. Leadership research has witnessed a shift from traditional transactional models to a new genre of theories of transformational and charismatic leadership and LMX. Transformational leadership theories offer the promise of extraordinary individual and organizational outcomes. Leaders motivate followers to perform beyond expected levels by activating higher order needs, fostering a climate of trust, and inducing them to transcend their self-interest for the organization's sake. Numerous investigations point of the robustness of the effects of such leadership on individual and organizational outcomes such as job satisfaction, organizational commitment, and performance. LMX theory suggests that leaders do not use the same style in dealing with all subordinates, but rather develop a different type of relationship or exchange with each subordinate. These relationships range from those that are based strictly on employment contracts to those that are characterized by mutual trust, respect, liking, and reciprocal influence. LMX has been positively related to job satisfaction, productivity, and career progress of managers and negatively related to turnover and employee grievances. In conclusions, effective leaders link achievement of organizational goals to follower fulfillment of self-development goals, with the former advancing the latter.
This research measures the urgency and importance listening to experts' opinions as a proposal for vitalization of folk modern dance groups. Firstly, the open type FGI(Focus Group Interview) was implemented for five groups of an expert by applying the new industry foster theory, and total 24 types of second questionnaire were developed through importantly referred or repeated contents. They were distributed to 20 people including a dance group representative, a planner, a university professor and etc to measure experts' importance and urgency. In the research result, For big list, Financial aid for both importance and urgency appear first, and for comparative analysis of importance and urgency for small list, differences in infrastructure construction are shown. "expansion of dance program's advertisement channels" and "rank 1" appeared in "Secure space for dancers". Suggestions for analyzing such results are as follows. It is shown that "detailed financial aid for the operation of dance groups" and etc in the aspect of financial aid, "the employment of professional human resources including design and producing etc" in that of performance and education related production development, "training a dancer who can assimilate a complex genre" in that of manpower training, "arrangement of exclusive space for a dance group" in that of infrastructure building, and "the employment of professional human resources including design and producing etc" in that of consulting support are important and urgent matters considered by experts.
Documentaries are being recreated into a new genre and the Web Documentary is the typical case. Web Documentaries are the documentaries those comprise creators and users and they are the novel type of text that the interaction with users is absolute. In this research, two Web Documentaries and are analyzed for examining how Web utilizes its features as expressive media inducing users to experience reality. Web Documentaries have dual and spatial structure that allows user interaction and make users to face with various information and knowledge about reality by its encyclopedic characteristics. Also, Web Documentaries give the role of progressing documentary and expanding text to users and that is, they stimulate users' consciousness reminding that they are the ones who explore through reality. In this process, users of Web Documentaries get potentiality of critically examining the reality suggested by documentaries and grasping the meanings beneath it. These features make Web Documentaries special contrast to traditional documentaries not only with their way of pursuing the reality but also with their meanings. This makes the innovative position of Web Documentaries phenomenon clear, issuing the necessity of the discussion about Web Documentaries more strongly. Web Documentaries are not just new media technological phenomenon, and they have their significance as a fundamental challenge toward traditional documentaries.
This study tried to anticipate the near future changes of domestic online video, music service and media usage through the status quo. The research group was focused on the twenties, University students because they are the active media contents users. It surveyed the students in Busan, and used the method of descriptive statistics analysis for the understanding of the present state and near future prospect. This study shows that almost half of them use both services, and three people out of ten are the heavy users who use the services for over 3 hours a week. The streaming method is higher proportion than download method in using type. They are getting accustomed to pay contents cost, but it couldn't be said the paying content cost has been established. Preferred contents genre appears to be the RMC(Ready Made Contents) such as existing broadcaster contents and movies. Notable result on media usage was the proportion of the so-called 'Zero-TV'. It was 32%, significantly higher than the proportion of the total population(4.4%). Integrating the analysis results, we can expect that the usage pattern will be changed gradually, thus the advent of various revenue models will emerge.
This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.
From Post-Modern Edo-language of Japan, it is possible to find expression formats related to current Tokyo language. However, in some cases, Tokyo language and Edo-language has the same format but different usage. One example is the ending portion of a sentence. This research investigates conclusive expressions of Edo-language in literary works excluding the usage of "ダ". Various formats of conclusive expressions appear in a conversation, and the usage is closely related to the speaker's sex, age, and social status. Also from the study, it was possible to see that the social relationship between a speaker and a listener and a conversation circumstance has an effect on the usage of conclusive expressions. In addition, usage does not conform to the current standard Japanese. 1. Currently "である(dearu)" format is seldom used in speaking, it is used with "だ" only in writing. The study found no case of "である(dearu)" in conclusive expressions but some use of "であろうて(dearoute) であらうな(dearouna)" "であったのう(deattanou) であったよ(deattayo)" only in old aged male. 2. "であります(dearimasu)" format is a typical Edo-language used by society-women (Japanese hostess who has a good education and an elegant speaking skills). This format was used once in "浮世風呂"(ukiyoburo) and 14 times in "梅?"(umegoyomi), but speakers were always a female. The reason for 14 occurrences in "梅?" is closely related to the fact that the main characters are society-women and genre is "人情本(ninjoubourn)" which is popular type of cultural literature (based on humanity and romance) in late Edo period. 3. "でござる" format is originally used as a respect-language but later changed to a polite language. The format is always used by male. It is a male language used by old aged people with a genteel manner such as a medical doctor, a retired man, or a funny-song writer. 4. "ございます(gozaimasu) ごぜへます(gozeemasu)" The study found the speaker's social status has a connection with the use of "ごぜへます(gozeemasu)" format. Which is "ございます(gozaimasu)" format but instead of [ai], long vowel [eː] is used. "ごぜへます(gozeemasu)" is more used by a female than a male and only used by young and mid-to-low class people. The format has a tough nuance and less elegant feel, therefore high class and/or educated ladies have a clear tendency to avoiding it
Journal of the Korean Society of Floral Art and Design
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no.44
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pp.75-100
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2021
The purpose of this study is to explore ways in which the flower design industry can utilize podcasts that are rapidly growing in recent years. I selected foreign flower podcasts that are ranked on the global podcast chart, and examined the genre, content, components, show hosts and etc. By analyzing the characteristics of the podcast, the type of communication between the host and the audience, the audience interaction, the industry connection, and the media expansion strategy, I tried to derive the possibility of the flower podcast in Korea. As a result of analyzing foreign flower podcasts, podcasters built listener communities based on their rich experience and knowledge through podcasts and used them for education and marketing. They acted as leaders in the industry or led public opinion such as the sustainable flower industry. Podcast shows were repurposed as various content and used to spread flower design culture. In Korea, flower podcasts can be the basis for the formation of a community related to the flower design industry. Flower design experts can use podcasts as a source asset for various content. Listeners within the industry can get hands-on knowledge about the business from flower podcasts. The popular flower podcast will contribute to the vitalization of flower design culture and industry. Flower podcasts can be a starting point to actively cope with the era of personal media.
The Journal of the Convergence on Culture Technology
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v.9
no.4
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pp.401-408
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2023
The purpose of this study is to design textbook metadata as a basic task for building a textbook database. To this end, reading textbooks were defined as a category of textbooks, and a metadata development methodology was established through previous research. In order to ensure that bibliographically essential elements are not omitted, the catalog description elements of institutions that collect, accumulate, and service textbooks such as the National Library of Korea were investigated. The elements of Dublin Core, MODS, and KEM were mapped to derive elements suitable for describing textbooks. Finally, a set of textbook metadata elements consisting of 14 elements in three categories - bibliography, context, and textbook characteristics were presented by adding publication type, genre, and curriculum period elements. The 14 elements are titles, authors, publications, formats, identification sign, languages, locations, subject names, annotation, genres, table of contents, subjects, curriculum period, and curriculum information. In this study, we contributed to this field by discussing how to organize textbook resources with national knowledge resources, and in future studies, we proposed to evaluate usability by applying metadata elements to actual textbooks and revise and supplement them according to the evaluation results.
To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.
An animation film, , is a work that declared a perfect revival of Disney. It is considered that the success was the result of its impressive theme song and characters working influentially. The main characters let audience experience empathy as well as catharsis by building the image of women making their own future without relying on men, and among the characters, Elsa is still popular even if one year has passed since its premiere in Korea. In the narrative genre, the character's degree of completion is regarded to be so important that it can even determine the work's success or failure. Accordingly, to analyze the personality structure among the major components of character rising, this study focuses on the psychodynamics of fear and desire which determines the directions of thought or behavior. Fear is the emotion attributed not to a real threat but to an ominous assumption about the future. Because fear that is originated from the memory of any deficit or suppression distorts our sound needs, escaping from fear means facing the reality. To verify the unique psychodynamics of the characters, the researcher analyzed the hierarchy of their attitudes, psychological dispositions, and psychic functions by using 'MBTI Personality Typology'. According to the results, (1) Elsa and Anna are in a conflicting relationship in terms of psychic functions. Although they are the combination that shows the highest possibility of conflict, the two sisters overcome it basically grounded on fellowship and family love. (2) Although Hans and Kristoff, too, are against each other in terms of psychic functions, the two male characters do not interact with each other in the work. (3) Hans is a person equipped with psychic functions that can complement both Elsa and Anna the most effectively, but he abuses it and turns into the most fatal opponent to them. (4) Olaf is a type of person combining Anna's attitudes with Elsa's psychological dispositions. And according to the results of analyzing the frequency of expressing fear and desire, (1) Elsa employs overwhelming fear and Anna and others characters use desire as the major drive of their behavior. (2) Fear is the underlying deficit internalized in every character and is attributed to 'the deficit of family love', and as a result, they all share the pain of 'loneliness and isolation'. It is thought that analyzing psychodynamics will help us understand the character's growth tale, that is, the narration that they distort their desire for the first motive to avoid fear and end up being ruled by it, and also, they realize the underlying reason for the distorted desire in the process of getting rid of their own fear and reach self-healing. Lastly, regarding character rising in the animation, it is expected that the directions and analysis results of this research will be referred to as a database in creating characters and setting up relations among them.
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