All of us have no time to predict and prepare for a rapidly-approaching future change in the 21st century, thereby being reality that we feel uneasy about future society. Accordingly, there is necessity for re-consolidating environment and daily culture in preparation for future society, namely, aging society. Given well preparing for super-aging society that will approach in the future, by which this effort becomes what bad luck often brings good luck, our country's role is thought to get probably bigger even in the globally silver industrial market in near future. We need to synthetically recognize a human being's aging psychological and physical conditions through the aging experience exhibition available for publicizing properly this historical phenomenon, and to pay more attention to importance of interaction between a human being and product environment. The experience exhibition is a concept for the exhibition form and the spatial composition, which emphasized interaction, with having escaped from the simply exhibition space. Given trying to communicate information more scientifically with escaping from the conventional exhibition of seeing and listening, it is also important to research Into the basis for exhibition as the experience space based on interaction. After all, a human being's aging is the unavoidably future phenomenon. And, importance of environment, which influences a human being, is very mutual as well. Our country is desired to develop a research on interaction of the exhibition experience space available for broadening recognition of senior-friendly and for properly experiencing this, thereby being an opportunity that the business entity, which plans silver industry, and the academic circles, which research and develop this, do mutually cooperate and can make silver industry grow further.
This study starts from the genealogical analysis of the urban public spaces through local history of Seoul which is significantly different from western countries. The analysis targets the discourse on the urban street, the basic unit of urban tissue and the settlement condition in urban life, which defines urban space-structure among the urban public spaces. And this research classifies and categorizes the value recognition and policy value occurred each period. Based on these, this research defines the progress levels of urban public design policy in Seoul as follows. Results Firstly, 1890's and 1900's was the period of development in commerce and industry, which caused congested and crowded streets. The open port policy allowed the experience of the foreign circumstance, and thus the identity of the urban streets and the value of symbolism come to realize among the society. During the Japanese colonization, urban streets put on modernized images through the urban remodeling out of the context according to the colonization policy. The brand-new values such as publicness and amenity are injected as well as modern regulations by system and authority. From Liberation to 1950's, it performed only street restoration as a repair from war with Japanese colonial system because of the political confusion and administrative vacuum. Finally, each period can be defined as follows. 1890's and 1900's can be defined as 'spontaneous finding the modernization' because urban street was intentionally transformed by the empire. Period of the Japanese colonization can be defined as 'the formation of modernized urban street concept and the compulsion of modernized regulation.' And period of from Liberation to 1950's, can be called as 'the absence of value recognition and maintenance of colonial system.' methodology.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.9
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pp.5789-5794
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2015
Recently, thin and light-weight production technologies are needed in IT industry in accordance with increase of the smart phones and mobile PC products. In order to make light and high rigidity products, engineering plastic and aluminum materials are frequently used in products appearance and frame hat support structure. Especially aluminum extrusion and CNC Brick processes are widely used for high strength and high rigidity technology. But extrusion method has constraints to apply exterior design and CNC Brick process has relatively high production cost and low speed of manufacturing. In this research, a new process method is introduced in order to reduce material cost and to improve manufacturing speed dramatically. Plate forging process means basically that thickening of local wall area thickness after deform exterior shape by deep drawing and bending process. Therefore, it is possible to minimize the waste of material and the manufacturing time. In this study the process of plate forging is designed using finite element program AFDEX-2D and the thickness and the width of initial deformed blank. And it is verified as a sample which is a part of laptop developed through the proposed plate forging method.
This study examines the measures and implementation strategies needed to develop sustainable design from an international perspective, using examples of sustainability practices and product planning from Helen Kaminski, a representative fashion brand of positive luxury. The research method includes a literature study on positive luxury, a case study on positive luxury brands, and an empirical study where the researcher participated in the development of Helen Kaminski's design. The study identifies the following measures needed to develop designs for sustainable products: First, the development of designs that increase circularity; Second, the use of certified materials and strict adherence to material usage; Third, the simplification of production methods or development of new technologies for this purpose; Fourth, ensuring that design development incorporate the traditions and unique handicraft techniques of the local community. The implementation strategies required for a sustainable product planning process are as follows. First, changes in the product planning stage and expansion of participating members are needed. Second, securing and conducting prior inspections of the supply chain for ethical sourcing is required. Third, prioritizing the use of eco-friendly materials and material development. Fourth, establishing a stage for selecting and evaluating objects that will become representative designs with sustainability. As a result, this study can serve as basic data to strengthen corporate competitiveness and establish itself as a fashion brand for sustainability through actionable strategies applicable to the domestic fashion industry in the future.
Journal of Korea Entertainment Industry Association
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v.15
no.8
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pp.457-464
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2021
This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.
Purpose: The globalization of the Korean restaurant franchise industry differs from the business performance of enhancing the brand image and customers' intention to revisit depending on the degree of localization marketing. Therefore, it is necessary to consider the extent to which the localization marketing activities of overseas Korean restaurant franchise companies affect the customer's perception. This study aims to investigate the effects of localization marketing (Localized Menu, Localized Price, Localized Service Experience, Localized Promotion, Localized Physical Environment) of Korean restaurant franchise companies on customer revisit intention. Research design, data, and methodology: For this study, 150 questionnaires using local Korean restaurants in Beijing, China, were analyzed using SPSS Ver.21 and AMOS Ver.22. Result: It was confirmed that the localized menu, localized service experience, and localized physical environment all affect the intention to revisit customers. Based on these verification results, if overseas franchises fully recognize localization marketing, which is an important factor for local business success, and establish localization strategies, they can gain an edge in competition with local Korean restaurants or restaurant franchises founded by locals. There may be a higher probability that However, it was found that localization price and localization promotion had no mediating effect of brand image between revisit intention and revisit intention. It was found that it had no effect on the degree of inquiry and had a negative effect. Conclusions: Due to the impact of the COVID-19 pandemic, there have been many changes in the domestic and overseas food service industry over the past two years. Therefore, in future research, it is necessary to study the localization of overseas Korean restaurant franchise companies that are more multidimensionally subdivided. Various measures of customized localization marketing for optimal regional characteristics should be developed and applied to enhance customer revisiting and brand image of Korean restaurant franchise companies entering overseas. In the future, this study will be meaningful data for the establishment of localization marketing (Localized Menu, Localized Price, Localized Service Experience, Localized Promotion, Localized Physical Environment) strategies for Korean restaurant franchise companies that consider overseas expansion or have already entered.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.6
no.3
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pp.19-42
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2011
This research focuses on the case studies for operating scheme of technology venture incubation centers located at science parks, technology parks, and foreign universities. Technology venture incubation centers in foreign countries commonly vitalize local economy, create job markets, and promote new venture industry. There is a distinct difference in many ways between foreign and domestic incubation centers. Foreign countries consider the position of incubation centers at national policy level. They characterize the operation of incubation centers into technology fields. They install the networks cooperating with experts and promote the management. Tenant companies moved in incubation centers enhance the degree of completion through industry-university cooperation. Universities and research centers utilize the results of R&D to make the business, accelerate to venture establishment with technical skills, and foster technology entrepreneurs by spin-offs. Through case studies we propose implications helpful to manage domestic technology incubation centers and management methods to be successful centers.
Agricultural tourism is a new kind of industry, which combined agriculture with tourism. It not only has the productive function, but also has the function of improving the quality of ecological environment and supplying people with sightseeing, leisure, vacation. Agricultural tourism is a new kind of industry from the amalgamation of agriculture and tourism: it is based on farm work, characterized by agricultural management, combines agriculture and tourism, and includes the city as a market-place. It satisfies tourist demand with food, lodging, excursions, shopping and entertainment provided by agricultural places and agricultural products. After combining the substance of this study with the primary sources regarding the development of agricultural tourism, I suggest plans for the development of local agricultural tourism on the basis of sustainable tourism theory in case of the Inner Mongolia region. To conduct research, various data such as literature research and surveys are collected and analyzed. According to the result of the research, the Inner Mongolia region has great-wealthy resources for agricultural tourism. However, they have problems as well such as lack of funds, low infrastructure, low business-mind level, low management-mind, the scarcity of mid-supporting organizations for research and education, low awareness, and low service level of the agricultural tourism. In order to solve these problems, have to strengthen publicity, strengthen the county and city communication, educates continuously profession talented person, establish related laws and regulations, increase the integrity of infrastructure. As a developing industry, agricultural tourism is a new field of study which needs more encouraging research. The agricultural tourism of Inner Mongolia Autonomous Region has only just started development resulting in a limited amount of information available for this study. Future planned work entails a continuous in-depth study of Chinese agricultural tourism, considering Inner Mongolia Autonomous Region in particular.
Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.5
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pp.187-203
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2022
As the economic, social, and environmental problems of the local community reach a serious level, our society is realizing the need to foster young talents who discover opportunities in local issues through entrepreneurship education and create social values through creative challenges. However, entrepreneurship education programs are generally focused on commerciality, so customized education programs to solve regional problems are insufficient. Therefore, this study aimed to develop a community problem-solving entrepreneurship curriculum. In this study, a competency based curriculum model was applied to develop the curriculum, and regional problem-solving entrepreneurship competencies were derived through expert advice from a total of 10 people. In the process, the Delphi methodology was additionally used to reduce the possibility of errors in the competency model. As a result of the study, a total of 23 regional problem-solving entrepreneurship competencies were confirmed, and knowledge(K) - skill(S) - attitude(A) by competency consisted of 5, 9, and 9, respectively. By applying this to Dunham's problem-solving six-step model, modular learning support measures were developed in the order of phase 1(problem discovery), phase 2(problem analysis), phase 3(plan), phase 4(measure), and phase 5(evaluation). This study is meaningful in that it integrated theory and practice by developing specific entrepreneurship curriculum and learning support measures based on the theoretical model devised in social welfare. In addition, it has implications in that it developed a regional problem-solving entrepreneurship competency model based on expert advice and proposed a specific curriculum based on this.
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