• Title/Summary/Keyword: Information & Culture Industry

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Creative Cultural Localization Ways and IT Market of the EU to Converge the Creative Industries (창조융합시장을 위한 유럽 연합 (EU)의 시장과문화적 지역특화방안)

  • Seo, Dae-Sung
    • Journal of Distribution Science
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    • v.13 no.1
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    • pp.27-33
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    • 2015
  • Purpose - The ICT market in the EU is lagging behind that of the US; however, algorithm and software development within the EU have grown steadily, and they involve focusing on the creative cultural convergence conceptualized as part of Horizon 2020 and connecting neighboring markets in the EE and the Mediterranean region. It is essential to study the requirements to market the EU's creative ICT development in emerging industrial countries after examining its applicability in these countries. Research design, data, and methodology - This study deals with data pertaining to the EU's creative industry and competitive edge. The global cultural expansion of the EU facilitates a new concept involving not only low-cost IT products to enhance local cultural artifacts through R&D and the construction of efficient infrastructure services, but also information exchange with a realistic commercialization of the technology that can be applied for creative cultural localization. In the European industry, research on algorithms has been applied for the benefit of consumers. We investigated how the process is conducted in the EU. Results - Europe needs to adjust its economic structure to the local culture as part of IT distribution convergence. The convergence has been converted into a production algorithm with IT in the form of low-cost production. This is because there is an attempt to improve the quality of transport infrastructure, workforce availability, and the distribution of the distance to the local industries and consumers, using IT algorithms. Integrated into the manufacturing industry, based on the ICT infrastructure and solutions, smart localized regional clusters are formed with the help of grafting. Europe has own strategy to increase the number of hub-and-spoke cities. Europe is now becoming integrated, with an EPC system for regional cooperation rather than national competition in ICT technology. Europe has also been recognized in this study as changing the step-by-step paradigm for global competitiveness through new creative culture industries. Conclusions - As a result, there are several ways of converging with others through EU R&D intensity; therefore, the EU can be seen as successfully increasing marginal value, which is useful in developing a special industrial cluster or local cultural cities that create converged development by connecting people and objects with IT. In fact, when compared to the US, Europe has a strong culture and the car industries have a tendency to overshadow the IT industries with integration of services in IT distribution. Considering the rapid environmental changes, the convergence of IT services is likely to take place in Europe, similar to the pharmaceutical industry and the automotive industry. This requires a focus on human resources and automated systems management. The trend is to move away from low-wage industries, switched to key personnel centers of the local university-industry. EU emphasizes the creation of IT market demand in Europe involving local cultural convergence for marketing as the second step to strengthen the economic hub-and-spoke areas.

An Analysis on Shopping Orientations of Small Store User in Yhasi street of Dong-Sung Ro, Daegu (대구 패션 소비자의 구매성향 분석 - 동성로 야시골목을 중심으로 -)

  • Kim, Jung-Won
    • Fashion & Textile Research Journal
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    • v.3 no.1
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    • pp.61-69
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    • 2001
  • The purpose of this study was to analyze the purchasing behavior related factors of Small Store User in Yhasi street of Dong-Sung Ro, Daegu. Frequency, $X^2$-test MANOVA, ANOVA and Duncan multiple range test were used to analyze the sample. The results of this study were as follows: 1) The largest sample were as follows: un married female, college students of twenties, 101-200 thousand won for salaries. 2) The factors of purchasing behavior were classified into 8 factors, enjoy shopping, store image, unique goods, culture space, salesperson, low price, information seeking, value via price orientation. 3) There were significant differences found between attitude on information source, number of seeking store, music in shop, music sound, size, display, price, street, in their factors of purchasing behavior (unique goods, value via price, low price, store image, enjoy shopping) 4) There were significant differences found between demographic characteristics (personal sales, location, transportation) in their factors of purchasing behavior (salesperson, cultural space, store image).

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Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

An Analysis of the on-line Shopping Motivation of One-person Households using R (R을 이용한 1인 가구의 온라인 쇼핑 동기 분석)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.1
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    • pp.123-132
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    • 2019
  • As the one-person households with economic power have increased, the consumption culture changed as well. The primary purpose of this study is to investigate the on-line shopping motivation of one-person households in terms of consumer value. Economic value, emotional value, convenience value, social value were identified as affecting factors of satisfaction and intention to re-use of on-line shopping purchasing based on prior studies of on-line shopping behavior. This study tested the hypothesized model targeting 244 one-person households who have purchased products in on-line shopping mall. According to the results of analysis by using R, economic value, emotional value are significantly related to the consumer satisfaction but convenience value, social value are not. Consumer satisfaction of online purchasing was also shown to be related to the intention to re-use. However no difference between men and female was shown in shopping motivations. The research result can provide useful guidelines and strategies for one-person households with online shopping malls.

The Necessity and Development of Radiation Counsellor Qualifications System (방사선카운슬러 자격제도의 필요성과 발전방안)

  • Kweon, Dae Cheol;Choi, Jiwon
    • Journal of Radiation Industry
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    • v.12 no.4
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    • pp.373-377
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    • 2018
  • The purpose of this study is to suggest a necessity and development of radiation counsellor qualifications system for the public to solve the anxiety and the curiosity about radiation exposure. We analyzed the definition and role of radiation counsellor and define radiation counsellor qualifications system. Qualification is given to those who have completed the professional training course organized by Korea Energy Information Culture Agency (KEIA). Since 2014, KEIA has been conducting radiation counsellor training, Examination and certification. This system continues to promote efforts to disseminate and develop the right knowledge about radiation risk and information of radiation risk to the public. Also, it is thought that radiation counsellors could be able to fulfill the roles needed in society through legislation for the mandatory placement of radiation counsellors.

Comparing Zoom's Security Analysis and Security Update Results (줌의 보안 취약점 분석과 보안 업데이트 결과 비교)

  • Kim, Kyuhyeong;Choi, Younsung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.4
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    • pp.55-65
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    • 2020
  • As corona began to spread around the world, it had such a big impact on many people's lives that the word "Untact Culture" was born. Among them, non-face-to-face meetings naturally became a daily routine as educational institutions and many domestic and foreign companies used video conferencing service platforms. Among many video conferencing service platforms, Zoom, the company with the largest number of downloads, caused many security issues and caused many concerns about Zoom's security. In this paper, Zoom's security problems and vulnerabilities were classified into five categories, and Zoom's latest update to solve those problems and the 90-day security planning project were compared and analyzed. And the problem was solved and classified as unresolved. Three of the five parts have been resolved but are still described as how they should be resolved and improved in the future for the two remaining parts.

A study on the development of the tourism industry through the use of idle space (유휴공간 활용을 통한 관광산업 발전에 관한 연구)

  • Kim, Hyo-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.425-426
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    • 2021
  • 문화콘텐츠는 지역 관광산업을 발전시키는데 핵심적인 요인으로 인식이 되어 전 세계 많은 국가들이 자신들만의 문화콘텐츠를 개발하기 위하여 노력을 기울이고 있다. 특히 우리나라뿐만 아니라 전 세계적으로 도시재생을 통한 문화콘텐츠 개발에 많은 관심을 가지고 있는데 그 이유로 도시에서 상대적으로 경제적·문화적으로 낙후되거나 사용하지 않는 유휴공간을 새로이 리모델링함으로써 도시 내 유휴공간을 지역의 특화된 문화예술 공간으로 구축함으로써 하나의 지역 특화 관광산업으로 발전을 하고 있기 때문이다. 따라서 본 연구는 SERVQUAL을 통해 유휴공간을 통해 제공되는 문화콘텐츠가 관광산업에 어떠한 영향을 주는지를 살펴 보고자 한다.

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Promoting the regional cultural industries through the animation festival : WAF case study (애니메이션 페스티벌 공모전과 지역문화산업 육성전략의 연계 모델 연구 : WAF 사례 분석을 중심으로)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.129-150
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    • 2008
  • The article concerns the relationship between the animation festival and the regional cultural industries. In particular, the article studies the WAF(Web Animation Festival) case, in which has hold since 2004 by the Gwangju Information & Culture industry Promotion Agency in the city of Gwangju. The WAF case will be examined in terms of the promotion of the selected web cartoons and animations in the festival competition. As a result, the competion festival has been managed in connection with the support programs for the promotion of the regional cultural industries. In the process, the Gwangju Information & Culture industry Promotion Agency has sought to connect the selected arts works with the CEOs in the field of content business and media business. The article concludes the WAF need to be reestablished in the context of the development of the Gwangu cultural industries cluster and the reinforcement of the international exchange and networking through the grand project of Asian Cultural Capital Gwangu.

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Research about The Present Situation Relating Online Game Problems (온라인 게임 관련 문제의 현황에 관한 연구)

  • Kim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.299-305
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    • 2007
  • This thesis will show the preparation of politic alternative plan about reaction through studying the domestic and overseas research trend and theories about online games analyzing the related problems. Online games have been already placed as the major culture trend in our society and produced the economic wealth as the major theme of 'Korean trend hot wind', including improvement of our foreign confidence. And the investments in online games and related industry are expected to be great Blue Ocean to us to have relatively deficient endowed resources. But with these beneficial effects, many unexpected reactions have happened and often published by medias, and they will be expected to be serious. So, it is to establish the united solution system of disputes related to online games which are spread in each law. Through this, we must draw prevention effects and use that as the evidence of rational judgements. And we must make the base to give online games the opportunity of upgrading to national strategic industry and try to conduct the research in various fields between academic organizations.

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Comparison of Customer Satisfaction by Operation Types of Business Foodservice in Chungbuk Province (충북지역 사업체 급식소의 운영형태에 따른 고객 만족도 비교)

  • An, Kwang-Bok;Yon, Mi-Yong;Lee, Yu-Jin;Kim, Woon-Ju
    • Journal of the Korean Society of Food Culture
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    • v.24 no.6
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    • pp.721-727
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    • 2009
  • In this study, the current status of the business foodservice industry, evaluation of leftover food and customer satisfaction with foodservice at direct operation and consignment foodservice businesses in Chungbuk were examined. This study has managerial implications in terms of improving the quality and effectiveness of the business operation of the foodservice industry. The sample size of this study included 800 customers who use foodservices provided by 11 selected businesses including 6 direct operation and 5 consignment foodservice businesses. From these 800 customers, a total of 692 were used (direct operation foodservice (n=361) and consignment foodservice (n=331) businesses). The results were as follows; First, as for the main reasons for using the employee restaurants in types of direct operation and consignment foodservice business, 'the close location' had the high percentage. Approximately 41% of respondents were not satisfied with the foodservice in the employee restaurants. Second, leftover food from consignment foodservices was higher than that for direct operation foodservices. Third, there were significant differences in customer satisfaction with five areas of foodservice between the two types of food service businesses: food, sanitation, feeding environment, mealing process and information and service. Customer satisfaction in the direct operation foodservice was higher than that of the consignment foodservice. In terms of the satisfaction level of foodservices, mealing process was the highest, followed by sanitation, food, and information and service in the direct operation and consignment foodservice businesses. Overall, satisfaction with the business foodservice was affected by the customers' satisfaction in five areas of foodservices (e.g., food, sanitation, feeding environment, mealing process, information and service). Especially, 'food' and 'information and service' were important areas for determining overall customer satisfaction with foodservice. In addition, the overall satisfaction was negatively correlated with the quantity of leftover food in the direct operation and consignment foodservice business.