• 제목/요약/키워드: New Identity

검색결과 1,360건 처리시간 0.032초

김지훈 작 풍찬노숙 혼혈족의 혁명논리로부터 새로운 질서 찾기 (Kim Jihoon's , Finding a New Order from Revolutionary Logics)

  • 권경희
    • 한국연극학
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    • 제48호
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    • pp.127-170
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    • 2012
  • The primary concerns of this thesis simply stems from the curiosity of how the playwright Kim Jihoon lookouts a peculiar change of our spiritual, physical world. His lately work, , deals with a tribe of mixed blood who are either not shared by, or excluded from a national system, putting the writer's emphasis on some hints that informs us his outlook on the world. And these hints summon the following doubts. What is the significance of constituting a national community in this age, particularly in the time when the end of national people is frequently being referred? In strengthening national compositions, can the national identity be a pivotal element and central mechanism? Can the identity be able to exercise the hegemonic functions containing the political rights of decisions? Does the identity still dominate the various collective bodies such as genders, races, regions, professions, generations and classes etc? Finally, as the manifests, can the national identity be a desirable alternative that may cease both confusions and disorders evoked by the collision of heterogeneity? To find the answer, the study starts from a search for the origin of the complexities immanent in the mixed blood. The terror syndrome and the ambiguous identity, both residing outside the border of normality, will characterise the origin. Then I will focus both on the tribe's desperation itself and their present hope, in order. A myth of creating a country, making history and nationalism, all these are converged in their resistant ideology. This thesis ends with no clear conclusion, and yet suggesting the three presumptions the text insinuates: nomadism, a new barbarism, and the heterogeneity that awaits for our re-reading, and hoping that the three will lead the 'being-to-come' of the tribe, as an alternative of their future.

공업계 고등학교 기계과 교사의 직업정체성에 관한 생애사 연구 (Life History Research on the Vocational Identity of Mechanical Education Teachers in Technical High School)

  • 조동근;임세영
    • 대한공업교육학회지
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    • 제42권1호
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    • pp.1-29
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    • 2017
  • 1970년대 산업화에 의한 숙련기술인력 수요의 급속한 팽창 및 이와 더불어 추진된 숙련기술인력 양성정책에 힘입은 공업교육은 산업변화와 더불어 변화하고, 필요한 인력을 육성하는 가운데 오랜 정체 상태를 벗어나게 되었다. 이후 공업교육은 국가 경제 정책에 종속됨과 이로부터 벗어남을 반복하며, 부침을 거듭해 왔다. 산업화, 정보화, 지식경제화의 영향에 의한 변화의 격랑 가운데 공업고교 교사로 산다는 것은 무엇일까? 지속된 변화의 와중에서 그들은 무엇을 지키고자 하였으며, 어떤 교사가 되고자 하였을까? 이를 탐구하려는 것이 이 연구의 배경이다. 본 연구의 목적은 공업계 고등학교 기계과 교사의 생애사 연구를 통해 다음 두 가지 문제를 탐구하는 것이다: 기계과 교사로서 겪은 주요한 경험은 무엇인가? 사회와 학교교육 변화의 맥락 속에서 그들의 직업정체성은 어떻게 변화, 형성되었는가? 연구목적을 달성하기 위하여 공업계 고등학교 기계과 교사로서 1970년대에 교직에 입문하여 40년 가까이 그 자리를 지킨 2인을 연구참여자로 선정하여 심층면담을 실시하였고 이를 녹취하여 분석하였다. 심층면담을 통해 얻은 자료 외에 연구참여자의 인사기록카드, 각종 수상기록, 언론기사 등도 분석하였다. 연구 결과 공업계 고교 기계과 교사가 겪은 주요한 교육적 경험은 (1)자격증 취득을 위한 교육 (2)기능반 지도교사 경험 (3)공고 교육의 혁신 경험 (4)새로운 분야에 대한 학습 (5)공업고등학교의 급격한 위상변화에 대한 경험 (6)실습장을 유지관리, 안전사고 예방 경험 등이었다. 공업계 기계과 교사의 교직 경험에 따른 직업정체성은 (1)정체성 표류 (2)정체성 안정 (3)정체성 전환 (4)정체성 유보 (5)정체성 승화 (6)정체성 통합의 과정을 거치면서 형성되고 발달하였다.

디올 패션 하우스 디자인의 아이덴티티 연구 - 폰 갈리아노 디자인을 중심으로 - (The Study on the Design Identity of Dior Fashion House - Concentrating on John Galliano -)

  • 정정희;고현진
    • 복식
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    • 제59권6호
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    • pp.126-139
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    • 2009
  • The following study from the perspective that the identity of a brand is determined by the creative work of the designer, will review the design identity of fashion house, which have maintained a basic concept of couture house until recently. For this purpose, first, the concepts of fashion house and identity could be examined, and then the design identity of both the past couture designer and the present house designer could be comparatively analyzed. This study focused on John Galliano of Dior, and was carried out under the method of document study and case study. Based on this, the analytic results of the design identity of fashion houses are as follows. The design identity of fashion house, which has its origins in the past couture house, appears from the house characteristics, design characteristics and the design image. The original design identity of Dior House seems to be feminism and elegant extravagance, which naturally models the body line of women into diverse lines. The new design identity of Dior House by Galliano, while reflecting wit and fantasy, at the same time is expressed as sexy and romantic elegance which attempts to express the beauty of modern women. The pursue of chic elegance, which is the characteristic of early Dior design, have changed into avant garde and unique designs with tendencies of multi-culturalism due to the most recent house designers. Finally, Dior house design has successfully maintained the master of handcrafted quality based on craftsmanship, the history from the house archive, and the modern trends appropriately added by the creativity of Galliano.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

주택문화관의 브랜드 아이덴티티 표현특성에 과한 사례조사 연구 (A Case Study on the Expression Characteristics of Brand Identity in Housing Cultural Center)

  • 정수진;황연숙
    • 한국실내디자인학회논문집
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    • 제21권1호
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    • pp.30-39
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    • 2012
  • The essence of brand identity is to draw an interrelation between user and brand based on user's desire. The housing cultural center is focused on brand identity for satisfaction of user. The purpose of this study is to inquire out the expression characteristics of brand Identity in housing cultural center according to analyze previous studies and case studies. The results of this study are summarized as follows. 'Uniqueness' is directly expressed through brand name or logo or through brand colors. 'Experience' is expressed as auditive expression through stimulation using a body and providing music. 'Relationship' has provided a communication environment or created relationship with brand by leading interaction with others. 'Estheticism' has increased visual satisfactory level by aesthetically sublimating lighting direction or form. 'Functionality' is expressed by providing various programs through smooth flow plan and grafting with the latest technology. 'Non-dailiness' has affected memory territory by inducing curiosity and astonishment through space modification or new and contrasting direction. The housing cultural center needs to be planned as a space where interaction of user and brand will be initiatively activated sensationally and psychologically by pursuing user-oriented brand identity.

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사용자의 익명성을 제어하는 신원 위탁 방식 제안 (The Proposals of Identity Escrow Scheme to Control User's Anonymity)

  • 황보성;이임영
    • 한국멀티미디어학회논문지
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    • 제3권6호
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    • pp.617-624
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    • 2000
  • 사용자가 서비스 제공자에게 인증받는 단계에서 사용자의 익명성을 제공하기 위해 키 위탁의 응용인 신원위탁 방식을 이용한다. 신원 위탁 방석은 발행자에게 사용자의 정화한 신원을 제공하고 그에 따른 인증정보를 받는다. 사용자가 서비스 제공자에게 접근시 그의 정확한 신원을 주지 않고, 단지 이 인증정보만을 제공함으로써 사용자는 익명성을 유지한 체로 인증받을 수 있다. 하지만 사용자가 불법적 행동을 했을 경우, 서비스 제공자는 법 기관에게 익명성 제거를 요청한다. 법기관은 발행자와 협력을 통해 사용자의 정확한 신원을 드러낸다. 본 논문에서는 인증 절차시 사용자의 익명성을 제공하고 유사시 법기관과 발행자와의 협력을 통해 사용자의 익명성을 제거할 수 있는 새로운 신원 위탁 방식들을 제안한다.

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패션 디자인에 나타난 가상공간의 페르소나 표현 (Virtual Space Persona Expressed in Fashion Illustration)

  • 김순자
    • 한국의류산업학회지
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    • 제15권5호
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    • pp.671-681
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    • 2013
  • Persona means the mask of personality where the internal ego exposes itself to the outside. The complicated structure and diversity of contemporary society has provided men with a more variegated and diversified persona; in addition, advancements in internet and information communications creates the possibility for the emergence of more variegated and new persona. This study probes the persona of virtual space expressed in fashion designs; subsequently, this study reviews the concept and various characteristics of persona and examines the type of persona in the virtual space from the perspective of the manifestation of identity. The type of persona in the virtual space canbe categorized into flexible identity and falsified identity; subsequently, the characteristics and meanings of virtual space persona in fashion designs are analyzed. Flexible identity-oriented personas expressed in fashion designs are revealed through the images of animals or dolls. This is a childlike persona expression that expresses ego through other substances in an effort to express infantile substances such as dreams and fantasy cherished in childhood. Falsified identity-oriented personas are expanded as a realm of expression of the body and the realities are camouflaged as transformed persona. Negating existence itself by covering the eyes or face as well as the concealment of the body with masks or veils is an expression of a self-denying persona.

HIP을 적용한 동적 DNS 설계 (Dynamic DNS design for HIP)

  • 박정수;조인준
    • 공학논문집
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    • 제6권2호
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    • pp.125-130
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    • 2004
  • 현재 인터넷에서 사용되고 있는 IP주소는 호스트 위치정보와 신원정보를 동시에 나타냄으로써 이동성 및 멀티호밍을 원활하게 지원하지 못하는 근본적인 문제를 지니고 있다. 이러한 문제를 해결하고자 호스트위치정보와 신원정보 분리를 주장하는 HIP(Host Identity Protocol)이 제안되었다. 그러나 IETF hip WG에서 HIP 적용을 위해 제시한 DNS(Domain Name System)가 기존의 DNS 기능의 일부 확장 아이디어만을 제시하여 그 구체성이 결여되어 있다. 본 논문에서는 HIP이 원활하게 지원될 수 있도록 동적 DNS를 구체적으로 설계하였다. 즉 기존의 DNS에 호스트 신원(Host Identity Namespace) 및 랑데뷰 서버 네임스페이스(Rendezvous Server Namespace)를 추가하고 새로운 자원 레코드(PR, Resource Records)들을 정의하였다. 이를 통해서 아이디어 차원의 HIP용 동적 DNS를 보다 구체화 하였다.

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키 복구를 지원하는 향상된 신원위탁 메커니즘 (A Identity Escrow mechanism supporting key recovery)

  • 이용호;이임영;김주한;문기영
    • 정보보호학회논문지
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    • 제12권3호
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    • pp.119-128
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    • 2002
  • 사용자와 서비스 제공자가 인증을 수행할 경우 사용자의 신원이 노출되는 문제가 사회의 큰 이슈로 떠오르고 있으며, 이러한 문제점을 해결하기 위해서 신원 위탁 방식이 제시되었다. 신원 위탁 방식에서는 사용자의 정확한 신원을 가지고 있는 발행자가 사용자에게 익명 인증 정보를 안전하게 전송하고, 사용자는 이것을 이용해 익명성을 유지한 채로 서비스 제공자와 인증 단계를 수행하게 된다. 본 논문에서는 신원 위탁 방식의 안전성과 신뢰성을 위한 요구사항을 제시하고 이를 만족할 수 있는 새로운 메커니즘을 제안한다. 또한 서비스 제공자가 사용자에게 컨텐츠를 안전하게 전달할 수 있는 방안과 동일 도메인 내 사용자들 간의 키 동의에 의해 생성된 키를 이용한 암호화 통신 시 키 복구를 지원하는 향상된 메커니즘을 제안한다.

The Belt Road Initiatives, Identity Politics, and The Making of Southeast Asian Identity

  • Pamungkas, Cahyo;Hakam, Saiful
    • 수완나부미
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    • 제11권2호
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    • pp.59-83
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    • 2019
  • The Chinese Belt Road initiatives in the Southeast Asian countries marked a new chapter in the development of China political influence on this region. This article looks at the initiative from the cultural dimension and aims to place its narrative as the entry point to understand the use of identity politics in Asian countries that target the Chinese diaspora. This topic relates to the primordial sentiments of Southeast Asian nations amid massive Chinese investment in the region. The issue of Chinese investments under the Belt Road Initiative corridor has a relationship with the formation of anti-Chinese discourse and anti-communist in some Southeast Asian countries. We took the cases of Indonesian and Malaysian elections to observe the use of identity politics and anti-Chinese political discourse in Southeast Asia. In both cases, a common issue emerged, that of the strengthening both Islamic and indigenous sensibilities. The establishment of ASEAN during the Cold War may be seen then as an anti-thesis to emerging Chinese power. However, anti-Chinese and anti-communism sentiments were not enough to unite the forces of the nations of Southeast Asia. We have concluded that brotherhood, mutual prosperity, and anti-neo-colonialism are yet to be fostered completely to make a distinct ASEAN identity.

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