• Title/Summary/Keyword: Social Innovation

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Implementation of Virtual Diorama Using LEGO-Type 3D Brick System (레고유형의 3D 브릭 시스템을 활용한 가상 디오라마 구현)

  • Kwon, Hyo-Jeong;Jo, Hyun-Sin;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1344-1353
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    • 2006
  • In terms of the product conforming to a social value of integration of digital and design, the importance of brick toys aiming at the convergence with digital technology in various ways has increased on the strength of expanded base of users and in pursuit of design innovation. Given that previous studies on bricks centered on the role as a tool of flay and education, it is true that studies on other indefinite potentials and expandability in light of multimedia have not been conducted. This study was initiated with a question how the brick system toys, which is gradually gaining popularity, has evolved and is aimed at examining the status of evolvement through study of basic theories and analysis of examples. Based on this, it is intended to explore the possibility of the digital brick system by executing design process utilizing examples of comprehensive brick system with expanded form.

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An Analysis of the Interaction Effect of Benefit and Cost on Cloud Computing Service (클라우드 컴퓨팅 서비스 혜택과 비용의 상호작용 효과에 관한 연구)

  • Park, So Yeon;Kim, Yongwon
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.1
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    • pp.27-34
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    • 2013
  • IT has been receiving increasing attention for cloud computing services. However, despite a lot of attention, there are limitations of existing research on cloud computing services. There are researches respectively about the benefits and costs that would occur if you choose a cloud computing services. However, in real life, consumers should be considered about the benefits and costs at the same time if they choose and use a cloud computing service. Therefore, this study examines the interaction effect of benefits and costs on cloud computing service. The findings demonstrate that three independent variables(usefulness, social influence, and innovativeness) positively(+) affect the perceived value. However, showed the benefits and costs of interaction effects analysis, usefulness and innovation on the cost influence the perceived value in statistics. The interaction of the usefulness & cost shows negative(-) effect and the interaction of the innovativeness & cost has positve(+) effect on the perceived value. In conclusion, this study provide that consumers need to consider costs with benefits when they use a cloud computing service.

A Study on Win-Win Cooperation between Agriculture and Corporations: Focusing on Distribution Cooperation (농업-기업 간 상생협력 구축 전략에 대한 연구: 유통협력형을 중심으로)

  • Park, Seong-Jin;Heo, Seong-Yoon;Choi, Jong-Woo
    • Journal of Distribution Science
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    • v.14 no.10
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    • pp.137-146
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    • 2016
  • Purpose - Korean agriculture is facing internal and external environmental changes and the need for secure stable outlets. Active participation and mutually beneficial cooperation between enterprises and agricultural is necessary for a win-win situation. This study investigates the case for distribution cooperation and a cooperative system. To respond to the diverse needs of consumers and market reclamation, there is a need to analyze and categorize distribution cooperation. Research design, data, and methodology - A literature study, relevant interviews with enterprises, and meetings with local government practices were conducted. A survey frame was derived through the participation of agricultural enterprises and distribution cooperation models were categorized identifying win-win cooperation and best practices. It was organized on the basis of six best practice examples of distribution cooperation between industry and agricultural sectors, divided into three types: opening distribution channels, exporting cooperation, and developing new products. Results - An innovation management system that can adapt to environmental changes and problems of agriculture is necessary. A company has to supply high-quality agricultural products reliably to meet the preferences of consumers by introducing products that promote domestic market differentiation. In addition, consumers are choosing a variety of products that may include not only high quality products but also local products and safe products. The main areas of cooperation are the direct provision of agrifood raw materials to consumers. Next, would be to help agricultural sectors distribute and pioneer international markets. The ideal step for distribution cooperation is the joint investment in new products by business and agriculture. Conclusions - Agriculture and win-win cooperation with enterprises is in an early stage of social contribution. To implement a distribution cooperation model between business and agricultural sectors, it is crucial to establish a structured support system including joint councils. Additional requirements include strengthening agricultural capacities, creating a legal basis for provision, and producing a win-win cooperation environment. The promotion of win-win cooperation and agricultural enterprises needs to exist in various forms in order to establish a different type of incentive system.

A Study on the Vernacular Trends of Typography (타이포그래피의 풍토적 경향에 관한 연구)

  • 원유홍
    • Archives of design research
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    • v.14 no.2
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    • pp.225-234
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    • 2001
  • Technically, the connotation of Typography is more than embodiments which are associated with records, keeping and expressions in languages. Therefore, it reflects a variety of social aspects based on cultures. The tendencies of modem Typography that have been confusing originate from the reaction caused by, what's called, cynical Rationalism - as a kind of characteristic. Nowadays, modem Typographic is required that it experience a new turning point with challenge and innovation. In association with the fact, it tends to be more local, compromised, dialectal, multi-cultural and anti-aesthetic. Moreover, there are multilateral tendencies concerned with generations and wealth & poverty. Consequently, the situation of modem Typographic which was regarded as an immovable role is now needed to change. The vernacular trends of Typographic changing with newer aspects is not always optimistic - it may be failure. However, at least, the experiments of it have expanded the range of modem Typographic. Therefore, the ultimate goal will be to obtain, what's called, potential data some of which are unknown to us.

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A Study on the creativity of the editorial design through the DTP-Focus on the stagnation of idea according to the standardization of the tool environment- (전자출판(DTP) 편집의 Creativity에 관한 고찰-Tool 환경의 정성화 따른 아이디어의 정체성을 중심으로-)

  • 김경만
    • Archives of design research
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    • v.21
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    • pp.29-38
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    • 1997
  • DTP is an innovation of publishing arts act up to the social environmental change followed by the development of the computer and using a word processer. which makes us more convenient and economical. beside. consumer's various desires for design. DTP is getting more practical owing to convenience and economization. but. There is a limit on creativity by the typical working environment. Especially. A convenient tool environment has reduced the field of creativity on account of its consistency with only solving design problems. Result of study. The tool environment has rapidly improved in working environment and process compared with the handwork editing in the past. Particularly. Accidental creations caused by the computer program probably could narrow down the idea world with consistency which is expressed as a pleasure creation. Therefore. A design idea and process should be examined sufficiently by idea sketch before using a computer for original editing. And. As editorial design is based on the aesthetic formative principles. there should be not only how to operate by the tool but also a basic editing design instruction sufficiently for the electronic page design.

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An Analysis on the Design Analysis of Corset Look in Modern Fashion (현대(現代)패션에 나타난 코르셋룩의 디자인 분석(分析))

  • Choi, Kyung-Hee
    • Journal of Fashion Business
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    • v.6 no.5
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    • pp.72-86
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    • 2002
  • Recently the fashion design has been expressed mixing trend of antipodal concept. There are shown disorganization of existing standard with eclectism, pursued more sensational fashion by the sense of unease. And there are spreaded body exposure in producing on a commercial scale for sex, are shown the phenomenon by wearing innovation inner-wear in private area are exposed out. The purpose of this study are to consider preponderantly the fashion design using corset, shown up as the motive of costume design from 1990's to 2002's, define the character of molding. and extend the width of understanding of modern fashion. The results of the study are as follows: 1. The trend of deconstructionism as one line of fashion world in the 1990's make into outer garment of inner-wear, corset has been using the main item of infra costume. The past corset was existed innerwear, but it is revived various forms by transforming outer garment of body expression consciously. 2. Corset look is shown double faced factory of the beauty of tradition and decadence, vulgarity and nobility, concealment and exposure, and are expressed boldly the free consciousness outer about woman's sex with the improvement of woman's social position. 3. The molding character of Corset look divided Eroticism, Fetishism, Deconstructionism. Futurism. The trend of Corset look design is the emphasized sexual part of lace-up and cutting line of corset, and various details of see-through, kitsch, glitter look. Therefore, the trend of Corset look will be applied the modern fashion and used as motif of new design, affected the inspiration of more developed design with grafting of up-to-date fabrics and processing technique.

Verification of the Reliability and Validity of the Short Form 36 Scale in Indonesian Middle-aged and Older Adults

  • Arovah, Novita Intan;Heesch, Kristiann C.
    • Journal of Preventive Medicine and Public Health
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    • v.53 no.3
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    • pp.180-188
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    • 2020
  • Objectives: The Short Form 36 (SF-36) questionnaire is increasingly being used to measure health-related quality of life (HRQoL) in Indonesia. However, evidence that it is valid for use in Indonesian adults is lacking. This study assessed the validity and reliability of the SF-36 in Indonesian middle-aged and older adults. Methods: Adults aged 46-81 years (n=206) in Yogyakarta, Indonesia completed the SF-36, another measure of HRQoL (the EuroQoL visual analogue scale [EQ-VAS]), and measures assessing their demographic characteristics. Fifty-four percent (n=121) completed the SF-36 measure again 1 week later. Confirmatory factor analysis was conducted to confirm the factor structure of the SF-36. Internal consistency reliability was estimated using Cronbach's alpha, and test-retest reliability was assessed using intraclass correlations. Convergent and discriminant validity were assessed by computing correlations among SF-36 subscales, between subscales and the 2 component scores, and between component scores and EQ-VAS scores. Results: Most scaling assumptions were met. The hypothetical factor structure fit the data poorly (root mean square error of approximation [RMSEA]=0.108) and modification was required for a good fit (RMSEA=0.060). Scores on all subscales demonstrated acceptable internal consistency (α>0.70) and test-retest reliability (r>0.70). Divergent validity was supported by weak to moderate interscale correlations (r=0.19 to 0.64). As expected, the 2 summary scores were moderately to strongly correlated with the EQ-VAS (r>0.60). Conclusions: The findings adequately support the use of SF-36 in Indonesian middle-aged and older adults, although the optimal algorithm for computing component scores in Indonesia warrants further investigation.

Community-Based Learning and Capstone Design (지역사회경험학습과 공학설계교육)

  • Lee, Joo-Sung;Jeong, Bong-Ju
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.180-187
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    • 2010
  • Design and management of information and industrial engineering (DMIIE) is a project-oriented junior/senior class that integrates the methodologies of industrial and information engineering in order to solve real-world problems. It examines social issues, engineering approaches to solve the problems and business models that can generate sustainable value for society. This course help students use their engineering knowledge to assess and solve the problems faced by local community. By conducting real-world projects, students get an opportunity to refine their oral and written communication skills. In this paper, the experience of DMIIE course is presented. The effects of the community-based learning for a senior design course are discussed. The possibility of using this blended type of design course to meet the ABEEK outcomes is also stated.

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A Delphi Study on Competencies of Mechanical Engineer and Education in the era of the Fourth Industrial Revolution (4차 산업혁명 시대 기계공학 분야 엔지니어에게 필요한 역량과 교육에 관한 델파이 연구)

  • Kang, So Yeon;Cho, Hyung Hee
    • Journal of Engineering Education Research
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    • v.23 no.3
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    • pp.49-58
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    • 2020
  • In the era of the fourth industrial revolution, the world is undergoing rapid social change. The purpose of this study is to predict the expected changes and necessary competencies and desired curriculum and teaching methods in the field of mechanical engineering in the near future. The research method was a Delphi study. It was conducted three times with 20 mechanical engineering experts. The results of the study are as follows: In the field of mechanical engineering, it will be increased the situational awareness by the use of measurement sensors, development of computer applications, flexibility and optimization by user's needs and mechanical equipment, and demand for robots equipped with AI. The mechanical engineer's career perspectives will be positive, but if it is stable, it will be a crisis. Therefore active response is needed. The competencies required in the field of mechanical engineering include collaborative skills, complex problem solving skills, self-directed learning skills, problem finding skills, creativity, communication skills, convergent thinking skills, and system engineering skills. The undergraduate curriculum to achieve above competencies includes four major dynamics, basic science, programming coding education, convergence education, data processing education, and cyber physical system education. Preferred mechanical engineering teaching methods include project-based learning, hands-on education, problem-based learning, team-based collaborative learning, experiment-based education, and software-assisted education. The mechanical engineering community and the government should be concerned about the education for mechanical engineers with the necessary competencies in the era of the 4th Industrial Revolution, which will make global competitiveness in the mechanical engineering fields.

A Study on Factors Influencing User's Satisfaction of OTT Service (OTT 서비스의 이용만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, heesung;Jin, Haiyan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.93-100
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    • 2017
  • In multi-media, multi-channel era, video viewing using various digital devices via the Internet, not the existing broadcasting network, is emerging as a new broadcasting viewing behavior. OTT service is regarded as the main service of this change of viewing behavior. It is a video service that can seamlessly use any content desired by the user at any time, at any time, any device, any contents, if the Internet connection is available. The purpose of this study is to investigate the factors affecting the satisfaction of OTT service by applying the technology acceptance model (TAM). As a result of analyzing through 303 questionnaires of the early users of OTT service, social pressure, perceived popularity, perceived cost, user reputation, individual innovation, and esthetics set as external factors in this study are partially affects perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, perceived usefulness, ease of use, and enjoyment are directly influencing satisfaction. Based on these results, we discuss the theoretical and practical implications and propose future research direction.