• Title/Summary/Keyword: Information & Culture Industry

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A Study on the Culture Marketing Using the "Digital Costume Avatar"

  • Kim, Young-Sam
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.10a
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    • pp.77-77
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    • 2003
  • If we look closely to the power shift of the powerful countries historically. during the 16th century Spain's power came from gold, colony trade, the mercenary force, close relation with the thrown, 17th century Netherlands owes their power to trade, capital market, the marines, 18th century France owes it to population, agriculture, public administration, and the army. Also, England had their industry, political unity, finance and trust, the marines, liberalistic principles, a geographical merit of being an island which can be defended well and the 20th century America has their cosmopolitan culture, supernational communication, the capacity of the economy, science technology, military strength, alliances, liberalism international formation. But in the 21st century culture and art will prevail over the information age where technology and knowledge was the key, and it is predicted that this will be the source of power for a strong country. Rolfe Yesson, the head of The Copenhagen Research Center for future studies said, "Information age has ended and in the future Dream Society will arrive which focuses on making distinctions by delivering dreams and emotions to consumers". As cyberspace gradually substitutes reality, cyberspace has become more than an information search engine and has become a place where people fulfill their desires and exchange culture. And as a medium for diffusing culture, the importance of the digital dress-up avatar is predicted to increase gradually.gradually.

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An Exploratory Study on the Demand & Supply to Senior friendly industry to Culture Contents Technology(CT) R&D (문화콘텐츠기술(CT) R&D 연계 고령친화산업의 수요와 공급에 관한 탐색적 연구)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.12
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    • pp.3848-3855
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    • 2009
  • Many social and environmental changes emerged by the increasing of the number of the aged to entrance the aged society. This study explored the current supply status on Contents Technology R&D(research and development) of CT ministries and market policies(senior friendly industry) targeting to elderly consumers and the needs and demand of elderly generation to knowledge information technology. In, 2008, Ministries announced the sixth category of CT R&D's fundamental planning. The 'public culture service' to elderly and handicapped person is one of CT R&D category. This study investigated the information technology participation(internet participation rate, blog and internet cafe commitment) and contents technology to the elderly. The research indicated the desired needs of elderly consumers are creativity contents, emotional & experience and communication needs. These three factors of CT R&D to elderly consumers meets the needs non-game factors such as health, economic stability and information seeking in entertainment game.

A research on the Korean medicine industry of define and classification (한방산업의 정의와 분류에 대한 연구)

  • Shin, Hyeun-Kyoo
    • Korean Journal of Oriental Medicine
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    • v.10 no.1
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    • pp.97-105
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    • 2004
  • 1. To define 'Korean medicine industry' through study on existing medicine related industries, Korean medicine industry means all industrial activities related to Korean medicine. It covers material resources such as herbs and products made with herbs, medical instruments, Korean medical service and related information service based on Korean medicine theories. 2. According to Korea National Statistical Office standard industrial branch, Korean medicine industry was classified as a large branch. There were industries such as agriculture, food and beverage manufacture, publishing, copy of prints and record media, manufacture of compound and chemical products, medical service, manufacture of precise optical instruments, wholesale trade and product mediation, retail trade, restaurant, research and development, education service, health preservation service, entertainment, culture and sports industry related to the Korean medicine industry. 3. If we classify this according to the industry branch of English economists Clark, Colin Grant, herb cultivating industry will be classified as primary industry, manufacture of foot and beverage related to Korean medicine, secondary industry and wholesale and retail sales of herb, research and development, education, health preservation, social welfare, tertiary industries.

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PR Technology As A Modern Function Of Educational Management

  • Kovalenko, Yelena;Kovalchuk, Olena;Hotsalyuk, Аlla;Karikov, Sergiy;Havrylo, Olena;Kotlyar, Svitlana
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.399-405
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    • 2022
  • This article is devoted to the consideration of the image strategies of higher education on the example of a comparison of Ukrainian and foreign experience. The relevance of the chosen topic is as follows. Today, educational institutions need to position, shape and elevate their image. PR helps to solve all these tasks, performing a function that is so necessary for establishing mutual understanding as communication management. The following tasks are solved in the article: originality of definitions was investigated; revealed PR and related concepts; analyzed the role of PR in the information promotion of universities; determined the specifics of information promotion, due to temporary conditions and regional development; considered image materials of Ukrainian and foreign universities; disclosed the specifics of the information promotion of the objects under study; analyzed.

he Effect of Mindfulness of Exhibition Design Employees on Jab Performance Through Self-Efficacy, Jab Satisfaction (전시디자인기업 구성원의 마음챙김이 자기효능감 직무만족을 통해 직무성과에 미치는 영향)

  • Jung, Soohyung;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.1
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    • pp.57-75
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    • 2018
  • The growth of the Exhibition Design Industry has been exponential both internationally and domestically since the composition and fusion of Artistic Culture and information. Since the introduction of various Display Techniques, such as, augmented reality, Virtual Reality, and 3D interactive applications, the Exhibition Display Industry has seen innovative development. Furthermore, this has transpired a new wave of change and globalization in social network and thru creative Exhibition Design this has become a turning point in the Exhibition Design Industry. The aim of this research is to find Influencing factors of domestic Exhibition Design Industry members. These factors thru self-efficacy and job satisfaction will study objectively to find what influences duty result and help members of Exhibition Design Industries to work comfortably and to increase productivity we are proposing effective and efficient development methods. To do this, we are suggesting a research model applied on variables of the mindfulness theory which is based on the emphasized unconsciousness which represents the existence of the mind. To objectively verify this research model, we have conducted surveys on Exhibition Design Industry workers and a Material Designer in Seoul.

Intra-organizational Conflict and Innovative Performance in Media Industry: An Exploratory Simulation Study

  • Cheon, Youngjoon;Jeong, Seong Bin;Kwak, Kyu Tae
    • Journal of Internet Computing and Services
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    • v.19 no.2
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    • pp.89-98
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    • 2018
  • Media industry is attempting various types of strategic innovation in the content and organization as they enter transition period. However, previous research has casually treated the organizational culture from the management and realized that cognitive/cultural differences between the specific departments yield conflicts. This means the researchers explored less on the decision-making process with the conflict between sub-groups and constituent in the organization. Our study reviewed the most positive method to achieve the innovation outcome through the conflict management within the organization based on the behavioral theory of the firm and applied computer simulation model for analysis to construct the quantitative scenario and infer the result. Conflict always found while media organization experiences innovation within the groups. However, in the long term, securing the independence through the certain state of 'anarchy' which possibly lead consensus implies significance rather to comprise collegiate system for unilateral control. In specific, this study explored the issues in 'conflict management' that has been evaded in media organization research through NK simulation model.

The Development and Application of Identity Design to Facilitate Farm Restaurants - Developing menu of barley dishes for Hwanggeum Bori (golden barley) in Gimje, North Jeolla Province (농가맛집의 활성화를 위한 아이덴티티 디자인 개발과 적용 - 전북 김제 황금보리 밥상개발을 예로 -)

  • Chang, Hea Jin;Kim, Su In
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.143-153
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    • 2013
  • The rural tourism in Korea is expanding in scope including experience tours and integrating with dining industry these days. The Rural Development Administration in Korea has been supporting the farm restaurant project across the nation as part of its efforts to utilize local or rural food recipes as tourism resource for seven years. Over the years, however, case studies are rarely done or reported regarding physical environment of farm restaurants. This study offers an opportunity for farm restaurateurs and policy makers related to recognize the importance of developing brand identity and inner culture contents for the rural community by presenting a case of integrated design marketing. In the study, definitions of the "authentic food" in Korea and other countries are compared before farm restaurants at home and abroad are investigated. It also addresses the foundation on the significance of physical environment and design to build a brand identity of authentic food. The case presented is naming, designing and developing logos and design applicable to various product packages for "Hwanggeum Bori Aechan", which is the barley (main crop in Gimje)- dish development project for Gimje, North Jeolla Province in 2012.

Development of Virtual 3D Contents for Augmented Reality based on Culture Archetype of BanChaDo (반차도의 문화원형 가상복원기반 증강현실 3D 콘텐츠 개발)

  • Kim, Hye-Weon;Kim, Eun-Jin;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.367-370
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    • 2019
  • 본 논문에서는 사료 검증을 바탕으로 반차도의 문화원형(文和元型, Culture Archetype) 가상복원을 통한 3D 증강현실 콘텐츠를 개발하였다. 반차도란 의궤에 담긴, 조선 시대 왕실의 행차를 그린 그림을 의미한다. 조선의 왕실문화를 활용한 궁궐콘텐츠는 한국 고유의 것이며, 스토리텔링이 풍부한 반차도를 활용한다면 국민의 전통문화 향유를 증대시킬 수 있다. 현대에서는 재현행사를 통해 왕실의 행차를 재현하고 있지만, 실내에서는 재현하기 어려워 왕실 행차에 대한 문화유산 접근성이 낮다는 한계가 있다. 또한, 문화콘텐츠닷컴과 국립중앙박물관에서 제공하는 반차도 관련 멀티미디어 콘텐츠는 반차도 구성을 설명하는 것이 아니므로 심도 있는 반차도 학습에 어려움이 따른다. 이를 극복하고자 본 논문에서는 사료 고증 메타데이터에 기반을 두어 문화원형 가상복원 3D 증강현실 콘텐츠를 제안하고자 한다. 이를 토대로 문화원형 가상복원을 위한 3D 증강현실 콘텐츠의 활용 가능 모습을 살펴보고, 기록유산 반차도의 문화원형 가상복원기반 증강현실 3D 콘텐츠를 제안하다.

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Study on Capstone Design Program in Fashion Major

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.6-11
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    • 2020
  • In today's world, the design industry is becoming more complex, with the development of networks such as the internet and revolutionary changes in information and telecommunications. As the demand for designers to cope with various situations occurring in these industrial sites or solve problems in practice promptly is required, a capstone design program was developed in collaboration with the industry. Capstone design classes have positive effects on creative problem solving ability, academic achievement and learning satisfaction by allowing students to think and experience the practical problems of the industrial field. It is also effective in improving communication, creative thinking and critical thinking. The purpose of this study is to search for talent training methods needed in the fashion industry and to develop effective programs through capstone design class studies conducted in the fourth grade of fashion design majors from 2017 to 2019 (6 semesters). Through these studies, the aim is to search for talent training methods needed in the fashion industry and to develop effective programs. If the capstone design learning method is used as a method of solving problems through close communication between the company and the educational field as an industry-academia cooperation system, it is expected to be positioned as a field-type human resource education method that is required in the industrial field.

A Study on Fashion Items to Prevent COVID-19 Using Wearable Technology

  • Park, Hye-Sook;Moon, Phil-Joo
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.277-282
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    • 2021
  • The generalization of social distancing due to the COVID-19 pandemic has rapidly spread non-face-to-face services, accelerating the speed of non-face-to-face digital conversion technology. The importance of telemedicine, a remote service, has been rekindled in the wearable technology including the medical industry. In a situation where it is not easy for any company to overcome the COVID-19 pandemic, it is a time when collaboration within the industry or between competitors is necessary. In addition to the digital-based online exhibition hall using AR-VR-MR technology, which is a major core technology of the future industry, virtual stores that can receive services such as actual shopping should be actively used. Paradoxically COVID-19 will provide new opportunities to reshape and reconnect the future of the textile and fashion industry. Therefore, the purpose of this study is to investigate the current status of wearable technology products being developed as fashion items for the prevention of COVID-19 and analyze their characteristics. This study results can be used as basic data for future research on the fashion industry and education.