• Title/Summary/Keyword: Success Elements

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The Contents Construction for Learning a Region (지성에 대한 학습 내용 구성에 관한 연구)

  • 윤옥경
    • Journal of the Korean Geographical Society
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    • v.39 no.1
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    • pp.153-168
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    • 2004
  • This study begins with the interests of the problems in learning a region under the Korean National Curriculum in geography field and the perceptions on the region which affects students 'formation of regional concept. The purposes of this study are to find problems in learning a region and to construct a new content for learning a region to improve the current problems. This study suggests that it is necessary for student to establish a clear concept on a region in order to effectively learn a region. Therefore, this study reviews how concepts on a region have changed and selects important elements in learning a region by considering a level of students' understanding. The important elements selected in this study are the definition of a region, the formation of a region, and the system of a region. By learning a real region established as a 'region for instruction' of a medium scale, students can reach an appropriate level of meaningful understanding of a region. This study found that an appropriate selection of scale in choosing the extent of a region was critical in success of effective organization of learning contents.

Maturity model considering the interrelation between software project management areas (소프트웨어 프로젝트 관리영역의 상호영향을 고려한성숙도 모델)

  • Jeon, Soon-Cheon
    • Journal of Advanced Navigation Technology
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    • v.15 no.5
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    • pp.823-832
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    • 2011
  • Recently, as the project becomes larger and the number of project increases by the information system integration in the public and financial sectors, it is necessary to have a proper plan to manage the information system project. There have been many researches about the project management, success elements and failure elements, but the research on the interrelation between project management areas leaves much to be desired. This research deduces the scope, schedule, quality, work force and risk as the project management areas from the preceding research and the questionnaire and interview with PM developers, information system builders and data processing experts. And, it analyzes the interrelation and the relative importance between management areas, classifies the progress of the management areas under plan, implementation and completion stage and presents the frame to evaluate the accomplishment of each progress.

Characteristics Analysis of '3.1 Phillip Lim' Brand in order to Create Korean Luxury Fashion Brands (국내 패션브랜드의 명품화를 위한 '3.1 필립 림'의 브랜드 특성 분석)

  • Jung, Kyung-Hee;Bae, Soo-Jeong
    • Journal of the Korean Society of Costume
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    • v.61 no.6
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    • pp.131-145
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    • 2011
  • The purpose of this study is to provide preliminary data on strategies to create a domestic prestige brand based on Korean traditional designs. This study also deals with how to promote this brand around the world. The two points mentioned above will be accomplished by examining the characteristics of the brand '3.1 Phillip Lim' which succeeded in both design and marketing during a short period of time. The method of the study will be followed. Firstly, the basic design and philosophical background of Phillip Lim was investigated, after reviewing the global luxury market and current status of overseas expansion of Korean designers through paper study and antecedent workups. Secondly, for the practical stage, design characteristics and marketing strategies were reviewed with the collections of '3.1 Phillip Lim'. Three factors found in '3.1 Phillip Lim's design success are as follows: First, practical and simple designs using fabrics of high quality. Second, handcraft elements and interesting details that differentiates his design identity. Third, femininity expressed in the feminine silhouette and color. The marketing elements that made '3.1 Phillip Lim' as a successful brand are: First, differentiated positioning as a luxurious contemporary brand. Second, brand promotion through various collaborations. Third, the gradual expansion of women's, men's, kids' apparel to accessory, lingerie and the stable flagship stores. Thus, '3.1 Phillip Lim' has combined modern and classic styles using high quality fabrics and practical designs with unique details. Through it's differentiated marketing strategy targeting New York's market, which prefers popular 'luxury contemporary brand's rather than high-end luxury brands, this brand's creativity and commercial aspects contributed to make '3.1 Phillip Lim' into a luxury brand that represents New York fashion. Korean designers who seek to enter the global fashion industry should consider applying Korean traditional designs on global designs to make favorable products and localize these products according to regional characteristics.

A Study on Ubiquitous Environment and Furniture Design - Focus on Elements of Interior Design Trends -

  • Kim, Jong-Seo
    • Journal of the Korea Furniture Society
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    • v.22 no.3
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    • pp.160-173
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    • 2011
  • Increased internet use under a ubiquitous environment may be called as a great human information space revolution followed by Industrial Revolution. This revolution is exerting its significant influence over all the industry as a whole with speed faster than that of any other times. Along with this trend, if furniture design field that leads living culture should fail to jump on this main stream without noticing it, it may be reduced to a unpopular field some day without any sign of recovery. Under this background, this study is intended to recognize a goal aiming at understanding our rapidly changing living environment and leading our way positively. Currently, our surrounding living environment is immersed in computers here and there and Mark Weiser once defined a system that moves in advance before an action as ubiquitous computing and in this respect, I am going to observe a detailed transformation process of space. First nature of the space may be defined as atoms, a physical space equivalent to a spatial element and Bits space that is untouchable is usually called as 2nd space and a combination of atoms and Bits is an intelligent space - 3rd space - that can be intelligible without touching it and finally, this space is called as a ubiquitous space. This spatial transformation is developed by several changes of living environment and we may call it as living trend or interior design trend. Transformation in terms of social perspective, space structural perspective and digital technique perspective may be enumerated. These transformations were surveyed based on its contents being implemented at a future housing exhibition hosted by 5 construction companies along with fusion of information furniture and furniture depending on each housing space. In conclusion, it could be realized that most of the companies were decorating future space by implementing ubiquitous environment as a success factor of future housing market. It may be meaningful to note once again that under an interior environment, a fusion of furniture and information furniture is required considering interior trend elements.

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A Study on the Development of Design Information Elicitation Process based on Customer Needs (사용자 니즈의 디자인 정보 변환 프로세스 개발에 관한 연구)

  • 황재준;김명석
    • Archives of design research
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    • v.12 no.1
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    • pp.63-72
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    • 1999
  • Customer needs are considered as being quite remarkable in product design. The elaborate fulfillment of them in the design solution is closely related to the success of a product. They, however, are generally collected and presented by marketers. Consequently those needs are difficult for designers to understand and therefore might not get fulfilled in the final product design. Here the goal of this study is set that the process of design information elicitation based on customer needs is developed as a guideline of utilizing them in design activity in effective manners. findings of this study can be summarized as follows: First, customer needs are expected to get interpreted into the designer-oriented language in the aspect of function and image of a product. Those interpreted needs play a role as a base for concept establishment and the development of it with the help of various techniques from the fold of statistics and systematic product development. Second, designer-oriented manner of understanding customer needs requires designers to take parts in from collecting to interpreting them for better design solution that fulfills them, which brings up a necessity that available techniques shouldn't be beyond understanding of designers and for the styling activity customer needs of image aspect should be interpreted and presented visually. In this study, those visual information is presented through the image maps and image information sheet. It is image information sheet that is suggested to contain visual and verbal information altogether such as the overall and major elements images expressing a specific image need and the correlation between them showing how much the elements image contributes to building the overall image.

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The Study on Positioning of Giant Characters of Sci-Fi Movies & Games in Media Convergence Ages (미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구)

  • Joo, Jin-Su;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.349-357
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    • 2015
  • Giant character used various SF movies and games in media convergence ages, and is essential for giant character in success contents. It This study defined giant character of SF movies and games, it analysed the eight of external characteristics and internal characteristics of giant character in SF movies and games. The external characteristics defined shape, silhouette, size and color, the internal characteristics defined fear, satanism, image and story focus, playfulness. Above, it was structured positioning model of giant character based eight characteristics and analyzation of example of SF movies and games. The elements of positioning model of giant characters are darkness, huge, abnormal, human, animal, fear, satanism, story focused, image focused and playfulness, and this study was proposed these model of elements of eight in SF movies and games.

Development of An Evaluation Index of Organizational Creativity Level (조직의 창의성 수준 평가 모델 개발)

  • Roh, Poong-Du;Cho, Yong-Gon;Cho, Keun-Tae
    • Journal of Korea Technology Innovation Society
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    • v.14 no.1
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    • pp.109-138
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    • 2011
  • Recently, the rapid change in the technical environment and under global competition, there has been an increasing attention to the creativity among core competency of organization. Particularly, creativity is an initiative for technological innovations and a primary key factor to the success. Systematic understanding towards creativity is required to derive sophisticated creativity. However, previous researches involved in only one or two elements of creativity made it difficult to understand the holistic relations. Furthermore, the objective measurement tool of creativity is insufficient. Therefore, this study analyzes creativity from each level and clarifies the elements that can coordinately measure that. First, the study suggests three levels that compose creativity. Second, the study not only clarifies the factors influencing creativity from each level but also develops the evaluation index. The creativity level assessment model proposed in the study is capable of providing a guide-line that evaluates, and therefore enhance, the organization's competencies and potentials of creativity.

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A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
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    • s.28
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    • pp.101-124
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    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

A STUDY ON THE OSSEOINTEGRATED PROSTESIS USING THREE DIMENSIONAL FINITE ELEMENT METHOD (골유착성 보철물에 관한 삼차원 유한요소분석적 연구)

  • Kim, Dong-Won;Kim, Yung-Soo
    • The Journal of Korean Academy of Prosthodontics
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    • v.29 no.1
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    • pp.167-213
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    • 1991
  • The successful replacement of missing teeth has been one driving aim behind the emergence of implant dentistry as both a technology and clinical vocation for over four decades. To date, a multitude of dental implant devices had been designed and utilized in the patient population. Most of these devices have been designed without support of the engineering criteria. The long-term success of any dental implant is dependent upon the optimization of stresses which occurs during oral function and parafunction. Although many studies have examined the biologic interactions between dental implants and living tissue, few studies have been reported on the biomechanical aspects of dental implants. The purpose of this study was to analyze the stress distribution of osseointegrated prosthesis on certain conditions, such as amount of load, location of load, length of fixtures, number of fixtures used, arch shape, bone quality, etc. Three dimentional finite element analysis was used for this study. FEM models were created using commercial software(Super SAP. for IBM 16 bit AT computer. All elements were 8-node brick, isoparametric. Mandible and prosthesis was modeled with 780 elements and 1074 nodes. The results were as follows : 1. In case of cantilever extension, there was a compressive stress at the base of the first implant and a tensile stress at the base of the second implant. 2. The stresses were linearly proportional to the amount of load. 3. The stresses were linearly proportional to the length of cantilever. 4. There was a stress concentration at the neck of the implant and bone under horizontal loads.

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A Research on Gender Discourse of Animation Character: Focused on Female Characters of Disney Animation Frozen (애니메이션 캐릭터의 젠더 담론에 관한 연구: 디즈니 애니메이션 <겨울왕국>의 여성 캐릭터를 중심으로)

  • Oh, Dong-Il;Choi, Hye-Rim
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.613-620
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    • 2014
  • Gender Representation of animation character that is discussed in this essay is a semantic discourse that is related to communication with contemporary audience. For gender Representation of animation character, as it can be thought that linguistic elements for signification with audience are materialized, it has a significant value when it comes to communication with audience. Commercial success of Disney's feature length animation Frozen is from excellent aesthetic principles and techniques and global marketing capabilities of Disney studio. However, independent and active gender representation of Elsa and Anna in Frozen are more important commercial successful elements. Especially, Gender representation of these two characters reflects myth of women who live in this modern society so their linguistic meaning can appear affluently. That also means that those two characters have advantages, in terms of communication, that can have effective signification with contemporary audience as linguistic sign. And those advantages are signification foundation that Frozen can be commercially successful by communicating with audience all around the world.