• Title/Summary/Keyword: IT Acceptance

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A Study on the Costumes in the Dong A II Bo - $1920{\sim}1945$ - (동아일보(東亞日報)에 나타난 복식연구(服飾硏究))

  • Son, Myong-Im;Kim, Jin-Goo
    • Journal of the Korean Society of Costume
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    • v.14
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    • pp.145-165
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    • 1990
  • This study examine closely conditions of costume between the Modernized period and Liberation with newspaper materials. Because newspaper generally appear society conditions in those days on rapid and across-the boad basis. The Modernized period is extremely change among history of costum (ordinance prohibiting top knots, allowance of foreign clothes putting on). Because this change have been spontaneously not by internal desired but Western input by the strong nation of imperialism to enclose Chosun, they was accepted by the general public later under the rule of Japaneses Imperialism. Consequently, study of costume play an important part periods between the Japanese annexation of Korea and Liberation. This study apply to newspaper characteric for costume, and closely examine an important costum condition of those days next time, and present costume material in those days that composed the account catalog appeared periods between the first publication(1920) of the Dong A II Bo, and in the year 1945, it is as follows. 1. Foreign clothes of men generally accept the general public on look at from form change, in the 1920's had come short Jackets and narrow throusers into fashion, in the 1930's had come trousers of generous waist band with broads shoulder and long Jackets. Catalog of Major clothes is as follows; Spring coat, Jacket, Vest, Shirt, etc. While pants had come trousers into fashion 2. Functional characteric of Foreign clothes was the possible acceptance of women's foreign clothes. It relate with much discussion to improve Korean development in those days and substitute foreign clothes for Korean clothes because of institence in those days to improve functional clothes life. 3. An improvement women's Korean clothes generally take aim at women's nipple liberation, substitute vest waist for skirt waist, appear seamless one-piece skirt of shade length, and long dress length of Jacket. 4. Children's clothes give an account of functional and sanitary conditions, handling method, washing method. 5. Clothes materials give account of foreign clothes material, artificial silk, furs, cotton fabrics, and etc. 6. Clothes management give an account of washing, keeping method, washing method of foreign clothes, and keeping of furs. 7. The hair generaly had come short hair into fashion in men's case, while accounts on long hair fashion of foreign nation effect in case of women. 8. Describing on beauty care manage primary beauty care, reform, plastic operation, and shade beauty care. Ideal beauty care deal with natural and dignified buauty care. 9. Accesaries (hat, handbag, handkerchief, gloves) change with fashion of clothes, it rapid more than clothes fashion. 10. On encouragement of abolition of white clothes and putting on dyeing clothes, because of economic defect of white clothes, psychology and beauty consequently, white clothes is on the rise abolition. In national level almost substitute dyeing clothes for control and improvement of people of all social standings consequently, dress and its ornaments conditions in those days analyzed account of Dong-A II Bo accept the foreign clothes that introduced internal country of the whole century, and substitute dyeing for white clothes. Costume condition in those days appear the mixed conditions of Korean clothes and Foreign clothes. In the 1920's is the first consideration dress and its ornaments form of Korean clothes. As later goes on foreign is given much weight in the whole clothes life. Account of foreign clothes managemental ways appear in the 1920's, while those facts prove the point that appeared the account that always dealed with concrete content of foreign fashion in the 1930's.

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Web-based Text-To-Sign Language Translating System (웹기반 청각장애인용 수화 웹페이지 제작 시스템)

  • Park, Sung-Wook;Wang, Bo-Hyeun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.265-270
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    • 2014
  • Hearing-impaired people have difficulty in hearing, so it is also hard for them to learn letters that represent sound and text that conveys complex and abstract concepts. Therefore it has been natural choice for the hearing-impaired people to use sign language for communication, which employes facial expression, and hands and body motion. However, the major communication methods in daily life are text and speech, which are big obstacles for the hearing-impaired people to access information, to learn and make intellectual activities, and to get jobs. As delivering information via internet become common the hearing-impaired people are experiencing more difficulty in accessing information since internet represents information mostly in text forms. This intensifies unbalance of information accessibility. This paper reports web-based text-to-sign language translating system that helps web designer to use sign language in web page design. Since the system is web-based, if web designers are equipped with common computing environment for internet browsing, they can use the system. The web-based text-to-sign language system takes the format of bulletin board as user interface. When web designers write paragraphs and post them through the bulletin board to the translating server, the server translates the incoming text to sign language, animates with 3D avatar and records the animation in a MP4 file. The file addresses are fetched by the bulletin board and it enables web designers embed the translated sign language file into their web pages by using HTML5 or Javascript. Also we analyzed text used by web pages of public services, then figured out new words to the translating system, and added to improve translation. This addition is expected to encourage wide and easy acceptance of web pages for hearing-impaired people to public services.

A Study on the Meaning and Types of Banpo [斑布] during the Joseon Dynasty (조선시대 반포(斑布)의 의미와 형식 연구)

  • Ree, Jiwon
    • Korean Journal of Heritage: History & Science
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    • v.53 no.3
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    • pp.164-183
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    • 2020
  • In the textile culture of the Joseon Dynasty, the historic record of Banpo is fragmentary and contains many missing details. The main reason is a lack of associated literature, and it is also significant that the actual substance used is not clear at present. Banpo is a kind of cotton, but this has not been confirmed in the traditional textiles that are currently handed down. The word Ban [斑] in Banpo means "stain", and the letter Po [布] means "fabric". At the border of white discourse, Banpo did not receive attention as a research topic. This study is an attempt to restore some of the textile culture of the Joseon Dynasty through Banpo. Banpo is not just limited to the Joseon Dynasty; it is an important material for examining the development of textile culture and exchange in East Asia. This study was broadly divided into three parts. First, the record and meaning of Banpo during the Joseon Dynasty were examined. Records of Banpo can be seen from the early Joseon period during King Sejo and Seongjong, and the production and actual use of Banpo have been confirmed. Banpo was maintained until the beginning of the 20th century, but is no longer observed. Banpo is a woven fabric made of cotton yarn dyed in many colors and has appeared in Southeast Asia since ancient times. In East Asia, there are other fabrics similar to Banpo, such as Ho [縞], Sum [纖], and Chim [綅]. In particular, the correlation between Banpo and Ho is an important link in understanding Banpo in the Joseon Dynasty. Second, the meaning of Banpo was examined from various angles through comprehensive analysis of Chinese and Japanese literature records and cases. The appearance and development of Banpo moved in sync with the period when cotton was introduced into East Asia. In East Asia, cotton was introduced and produced in earnest from the end of the Song Dynasty to the beginning of the Yuan Dynasty, and the meaning of Banpo was diversified. In China, the name of Banpo was changed to Hwapo [花布], Gizapo [碁子布], Gizahwapo [棋子花布], etc. Japan was late to introduce cotton and developed it in acceptance of the changed meaning. In Japan, use of the name Banpo is not on record, but a Ryujo [柳條] fabric of the same type as banpo has been identified. This Ryujo is the same concept as Ho and Hwapo, and later merged into Ho. Names such as Ho, Hwapo, Banpo, etc. were used differently in each country, but the form was shared across East Asia. Third, based on the meaning of Banpo shared in East Asia, the format of Banpo in the Joseon Dynasty was classified. The format of Banpo in the Joseon Dynasty can be divided into grid and striped versions. The name Banpo disappeared over time, but the form remained and was passed down until recently. I hope that this study will help restore Banpo in the future.

The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience (무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석)

  • Yoo, Chul-Woo;Kim, Yang-Jin;Moon, Jung-Hoon;Choe, Young-Chan
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

Development of Cyber R&D Platform on Total System Performance Assessment for a Potential HLW Repository ; Application for Development of Scenario through QA Procedures (고준위 방사성폐기물 처분 종합 성능 평가 (TSPA)를 위한 Cyber R&D Platform 개발 ; 시나리오 도출 과정에서의 품질보증 적용 사례)

  • Seo Eun-Jin;Hwang Yong-soo;Kang Chul-Hyung
    • Proceedings of the Korean Radioactive Waste Society Conference
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    • 2005.06a
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    • pp.311-318
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    • 2005
  • Transparency on the Total System Performance Assessment (TSPA) is the key issue to enhance the public acceptance for a permanent high level radioactive repository. To approve it, all performances on TSPA through Quality Assurance is necessary. The integrated Cyber R&D Platform is developed by KAERI using the T2R3 principles applicable for five major steps in R&D's. The proposed system is implemented in the web-based system so that all participants in TSPA are able to access the system. It is composed of FEAS (FEp to Assessment through Scenario development) showing systematic approach from the FEPs to Assessment methods flow chart, PAID (Performance Assessment Input Databases) showing PA(Performance Assessment) input data set in web based system and QA system receding those data. All information is integrated into Cyber R&D Platform so that every data in the system can be checked whenever necessary. For more user-friendly system, system upgrade included input data & documentation package is under development. Throughout the next phase R&D, Cyber R&D Platform will be connected with the assessment tool for TSPA so that it will be expected to search the whole information in one unified system.

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The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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Utilizing the Idle Railway Sites: A Proposal for the Location of Solar Power Plants Using Cluster Analysis (철도 유휴부지 활용방안: 군집분석을 활용한 태양광발전 입지 제안)

  • Eunkyung Kang;Seonuk Yang;Jiyoon Kwon;Sung-Byung Yang
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.79-105
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    • 2023
  • Due to unprecedented extreme weather events such as global warming and climate change, many parts of the world suffer from severe pain, and economic losses are also snowballing. In order to address these problems, 'The Paris Agreement' was signed in 2016, and an intergovernmental consultative body was formed to keep the average temperature rise of the Earth below 1.5℃. Korea also declared 'Carbon Neutrality in 2050' to prevent climate catastrophe. In particular, it was found that the increase in temperature caused by greenhouse gas emissions hurts the environment and society as a whole, as well as the export-dependent economy of Korea. In addition, as the diversification of transportation types is accelerating, the change in means of choice is also increasing. As the development paradigm in the low-growth era changes to urban regeneration, interest in idle railway sites is rising due to reduced demand for routes, improvement of alignment, and relocation of urban railways. Meanwhile, it is possible to partially achieve the solar power generation goal of 'Renewable Energy 3020' by utilizing already developed but idle railway sites and take advantage of being free from environmental damage and resident acceptance issues surrounding the location; but the actual use and plan for these solar power facilities are still lacking. Therefore, in this study, using the big data provided by the Korea National Railway and the Renewable Energy Cloud Platform, we develop an algorithm to discover and analyze suitable idle sites where solar power generation facilities can be installed and identify potentially applicable areas considering conditions desired by users. By searching and deriving these idle but relevant sites, it is intended to devise a plan to save enormous costs for facilities or expansion in the early stages of development. This study uses various cluster analyses to develop an optimal algorithm that can derive solar power plant locations on idle railway sites and, as a result, suggests 202 'actively recommended areas.' These results would help decision-makers make rational decisions from the viewpoint of simultaneously considering the economy and the environment.

A Study of Cultural Migration of Pungmul-gut - Focusing on a Pungmul-pae's Activity in Toronto, Canada - (풍물굿의 해외 문화이주 현상에 관한 연구 - 캐나다 토론토의 풍물패 활동을 중심으로 -)

  • Lee, Yon-Shik
    • (The) Research of the performance art and culture
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    • no.41
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    • pp.353-380
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    • 2020
  • Samul nori/Pungmul-gut is the symbol of ethnic identity for the Koreans abroad. It is the representative diaspora musical genre which is performed many cultural events held by Koreans. It is, at the same time, a global music which is appreciated by not only the Koreans but also the foreigners. Many musical communities in various countries exhibit the cultural migration through the discourse of 'tradition/variation' and 'authenticity/hybridity' in the course of the acculturation and enculturation of samul nori/pungmul-gut. The pungmul-pae 'Bichoe June' active in Toronto, Canada was organized by a foreign performer. For the foreigners pungmul-gut is easy to access as a genre of world music. As a percussion ensemble, it is easy to learn for the foreigners. The pungmul-pae 'Bichoe June' is a 'music community' consist of the Koreans and foreigners. The band tries to preserve the traditionality and authenticity of the Korean music. There is no variation or hybridity in its music since the member still learns the authentic music through various available textbooks and internet sites. Through the participation of the Koreans and foreigners, the band stimulates the globalzation of the pungmul-gut. The enculturation of the pungmul-gut is exhibited in two performances held by the band. One was host by the Canadian progressive group and the other was by the Korean conservative community. The former understood the nature of pungmul-gut as the music of the common people. The latter, however, accepted the music as the representative traditional music but was not easy to enjoy the 'noisy' music. In other words, the positive/negative acceptance of the pungmul-gut depends of the ideological nature of the listeners rather than the ethnical nature.

Performance Activities and Social Role of the Theater in Ulsan during the Japanese Colonial Period (일제강점기 울산지역 극장의 공연활동과 사회적 역할)

  • Kim, Joung-Ho
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.107-146
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    • 2021
  • This article examined the current status of performance activities in the theaters in Ulsan during the Japanese colonial period, and examined the characteristics and social roles of performance culture at that time.,The cultural space during the Japanese colonial period can be divided into theater space and semi-theater space.,The theater spaces in Ulsan include Daejeonggwan, Sangbanggwan, and Ulsan Theater. The semi-theater spaces include Ulsan Youth Center, Ulsan Youth Alliance Hall, Barrack Youth Hall, Eonyang Youth Alliance Hall, Eonyang Christian Hall, Eonyang Christian Hall, Eonyang Inn, Eonyang Public Inn, Eonyang Public Normal School, Seosaeng School, Ulsan Public Aid Auditorium, Night school.,These spaces not only held events or performances for a specific purpose, but also played a role as public spaces producing local discourse. The theater was a complex cultural space where performances are performed along with movie performances, and artists and audiences meet.,Furthermore, the theater provided a special experience of producing and consuming various issues such as colonial modernization, modern city formation, and the emergence of new popular culture beyond the meaning of stage space.,The theaters in Ulsan also functioned as a space to represent the foreign culture acceptance, leisure activities, the performance and viewing of cultural contents, and the artistic skills of local artists in accordance with the purpose of establishing local theaters.,It was a base space for local discourse production and enjoyment activities by holding political rallies, meetings, lecture activities, and various conferences.,Political rallies were also concerts, enlightenment activities were also accompanied by film screenings, and music performances were associated with dance performances and charity gatherings.,In particular, Ulsan Theater, which is the first theater in Ulsan, and the role of the public hall, held a lecture, debate, and oratory for public enlightenment along with performances such as musical drama, children's song contest, fairy tale contest, small-sized play performance,, It was widely used as a large-scale rallying place, and served as a public hall, such as a place to visit outside theaters. Thus, the theater and semi-theater space in Ulsan during the Japanese colonial period improved the cultural level of the region, fulfilling the aesthetic needs of the local people and faithfully fulfilling the social role as a public sphere leading the public opinion and agenda.,And it was also positioned as an alternative public area of ​​modern society and also played a role as a public institution.

A study on the regulation of negative emotions in the Ultimatum Game: Comparison between Korean older and young adults (최후통첩게임 상황에서의 부정정서 조절에 관한 연구: 한국 노인과 청년 비교)

  • Jeon, Dasom;Ghim, Hei-Rhee;Hur, Ahjeong;Park, Sunwoo;Kim, Moongeol
    • 한국노년학
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    • v.39 no.4
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    • pp.921-939
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    • 2019
  • According to the social selectivity theory (SST), despite the disadvantages of life conditions, older adults experience less negative emotions because they regulate their emotions by avoiding negative stimuli or situations. Based on the SST, this study attempted to find out whether older adults are better able to regulate negative emotions than young adults in the Ultimatum Game (UG). In an UG, if the proposer proposes to distribute a portion of the money to the responder, the responder must decide whether to accept or reject it. If the responder accepts the offer, the proposer and the responder can each have their own share as proposed, but if s/he reject the offer, both get nothing. Thus, if the responder considers own economic benefits, it is a more reasonable decision to accept the unfair offer no matter how low, than to reject it. To accept an unfair offer, the responder must regulate the anger felt at the proposer. If older adults could regulate anger better than young adults, they would be less likely to reject the unfair offer than young adults. Fifty-seven olders and 60 university students participated in this study. Both the older and young adults accepted most of the fair offers. In contrast, older adults accepted unfair offers at a significantly higher rate than young adults. In addition, compared to young adults, older adults reported anger less frequently at the unfair offers. Accepting unfair offers was negatively correlated with anger report, but positively correlated with the emotion regulation measured by ERQ. The ERQ score was negatively correlated with anger report. Emotion regulation partially mediated the relationship between the age groups and acceptance of unfair offers. The present results showed that older adults accepted the unfair offers at a higher rate than young adults because they could regulate the negative emotions felt at the unfair offer better than young adults. This study provided new evidence for the claim that improving emotional regulation is a major developmental change in adulthood.