Metaphors were conceived of as a figure of speech whose role consisted in merely ornamenting the language. However, with their seminal book Metaphors we live by (1980), Lakoff and Johnson have revolutionized the conception of metaphors by placing them as central to human language, thought and action. Cognitive linguists argue that humans tend to conceptualize abstract concepts, such as time, through more experiential and tangible concepts. For instance, it has been observed that the abstract concept of time is conceptualized as space in several unrelated languages. According to the Conceptual Metaphor Theory (CMT), TIME AS SPACE metaphor covers two more specific metaphors: (1) The MOVING TIME metaphor wherein the observer is conceived as a stationary entity, as in The end of the academic year is getting closer; and (2) The TIME AS A LOCATION metaphor wherein times are conceived as stationary points and the observer is conceived as moving relative to these locations, as in We are first approaching the end of the year. This paper aims at probing the validity of the CMT representations of time on the basis of an analysis of time metaphors in two languages: English and French. This analysis is conducted within the framework of CMT. The results corroborate the CMT representations of time, suggesting that in both languages the abstract concept of time is expressed in spatial terms. In English, as in French, time is conceptualized as a moving entity and as having extension in space. In both languages, time can be seen as bounded; therefore, one can perform actions within defined limits of time.
Journal of Korea Society of Industrial Information Systems
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v.15
no.1
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pp.25-36
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2010
Recently, digitizing technologies for conservation and restoration of tangible intangible cultural properties are coming into spotlight. Because cultural properties are easy to be lost and damaged over the years, After construction of cultural assets database we can reconstruct the cultural asset making use of the reverse engineering when needed, and implement digital contents such as computer graphics, 3D virtural realization, hologram, etc. So in this paper, we scrutinize visual and technical factors occurring in different types of digital restoration of cultural properties, and present problems and improvements, and try to research technological prowess and visual mechanism.
Purpose - The objective of this research is to investigate whether national culture influences consumers' service evaluations. The services industry is receiving increasing attention from academia and practitioners as its position grows in global markets. Standardization or localization is a traditional managerial decision in global business. As the boundaries of services expand across national borders, firms are required to decide whether to standardize services or adjust to local needs. Though it is imperative to reflect global perspectives in marketing theories, these perspectives are mostly based on Western conceptualization of the world. Through a comparison of consumer groups from two culturally remote countries, service quality evaluation mechanisms are examined based on similar stimuli. The study tries to expand service marketing perspectives across national borders. Research design, data, and methodology - Eastern and Western countries are known to be culturally distinct. One Eastern and one Western country were chosen: an Anglo-Saxon country (the U.S., England, and Australia) and South Korea. In Hofstede's cultural dimensions, the differences between the two are pronounced. The Anglo-Saxon based countries share many similarities. Samples of the same sites are targeted. Questionnaires using a service quality scale (SERVQUAL) and a customer satisfaction scale were distributed. Utilizing Hofstede's typology of culture, the service evaluation mechanisms of the respondents from the two groups are evaluated. Three hypotheses are proposed from the review of the literature. These are service evaluation habits, importance of service quality dimensions for the individualistic/collectivistic countries, and strong/weak uncertainty avoidance cultures. Consumers from the individualistic countries are considered to care about themselves and demand a higher level of responsiveness and assurance. On the other hand, consumers from high uncertainty avoidance cultures are assumed to rely more on tangible questions of service quality, as these are the only predictable service quality indicators. A t-test and regression analysis are applied to validate the constructs. Results - The respondents from the Anglo-Saxon countries are more generous on service evaluations than Koreans. Researchers have indicated that Americans tend to give higher service evolution scores than European, Mexican, and Korean counterparts. The tendency is the same here. The sample from Anglo-Saxon countries demonstrated higher service evaluation scores on every dimension of SERVQUAL. For the second hypothesis, the respondents from the collectivistic culture rely less on core service dimensions (assurance and responsiveness) due to their tendency to place more value on group harmony than individual interest. However, the third hypothesis was not validated. Conclusions - The study attempted to expand the scope of service marketing to reflect cross-national perspectives. Service quality is known to have a strong influence on customer satisfaction and loyalty behavior. However, this research demonstrated that individuals from different cultural territories respond heterogeneously to the same stimuli. Scholars argue that national cultures are main factors in such deviated behavior. Scholars and global managers should be aware of differences in consumer value judgment mechanisms such as satisfaction, expectations, and perceptions.
As a neighboring country belonged to the same cultural sphere with the Northeast Asia, China is recently emerging as a center of the world's economy. The social transformations caused by the rapid economic growth are bringing changes in the Chinese housing culture and thus, it is considered that the identification of a user's need concerning a new housing space and social and cultural understanding on China are necessary. Accordingly, this research intended to conduct the basic research on the Chinese housing space design by observing the small apartment users in Shanghai area in terms of not only the tangible element of the residential space type but also the intangible elements such as lifestyle, values, behaviors, etc. The research range was limited to the kitchen area at the center of a house as a place where the exchanges among the family members are most frequently occur, and the research was carried out in the following methods. First, the effective user research method for the analysis of the Chinese small apartment kitchen users was studied through the literature investigation. Second, the 6 families of a research target were selected focused on the small apartments in Shanghai, China and the user research was performed using three methods of User observation, Video ethnography, and Contextual inquiry. Third, the research results were analyzed focused on the flow of human traffic in the kitchen area and user's behaviors. What were identified as a result take account of the human traffic movements in the kitchen areas around the sink-counter-cook top, cooking behaviors and meal areas outside of the kitchen. Through this, the need for the effective organization of the sink-counter-cook top, arrangement of meal area, and placement of storage by section for the kitchen space of China were drawn based on the understanding of the cooking process, and it was identified that such results require comprehensive understanding of Chinese housing culture.
The purpose of this study is to consider and analyze the VM's characteristics of Maison Herm$\grave{e}$s which has tried continuously space presentations through the sensibility and differentiated strategy focusing on the flagship store window displays of Herm$\grave{e}$s. The framework for analysis of this study is established by related precedent studies. The results of this study were drawn through qualitative analysis of experts' group. The results of this study are as follows. Maison Herm$\grave{e}$s window displays have been unfolded a total of 57 times for 10 years, and have introduced a variety of themes by cooperating with 40 artists in various fields. Herm$\grave{e}$s set up eight types of themes in order to show the window displays, and these themes have been developed by the method of display presentation such as surrealistic, symbolic, mood, realistic, information. A majority of the participating artists was the Japanese. In addition, the display components such as the materials that can be easily accessible in everyday life, the object productions that were embodied the tangible and intangible image, the nostalgia, the child's world, good, colors, etc., were most frequently utilized for an effective display presentation of the themes that have been set according to each season. The most frequently used development techniques applied Herm$\grave{e}$s windows' VP were the 'd$\acute{e}$paysement', 'the descriptive narrative', and 'scene of dramatic contrast'. It turned out that a majority of the primary colors to make up Herm$\grave{e}$s window displays were analyzed by the red-orange and white color.
This paper is a comparison study about leadership training transfer factors between physicians working in large scale hospitals and managers working in firms. To fulfill this purpose, this study conducted a regression analysis on 101 managers and 59 physicians who had attended similar leadership training programs more than 16 hours recently in order to identify the differences on the learning transfer factors. 6 factors such as Learner readiness, Performance self-efficacy, (so far as Trainee Characteristics group), Organization Culture, Supervisor's tangible incentives and Supervisor's intangible support, (so far as Work environment group), Content Validity & Transfer Design (so far Training Design group) were used as independent variables while the personal Managerial Capability Increase and Leadership Capability Increase were used as dependent variables. And also we used 5 factors as control variables ; Job style (Manager or Physician), Age, Gender, Working years and Organization size. Here are the summary of major findings ; first, there were statistically significant differences between the learning transfer factors in leadership training programs for managers and those of physicians. Second, there were also statistically significant differences among trainees' working years and their organization size factors while age and gender do not affect the learning transfer factors. Third, for the physician's leadership training the practitioners should focus on two factors ; Organization Culture and Learner readiness.
Hayao Miyazaki provides pleasure which go beyond the barrier of culture and language through realizing pan-cultural and mythical space which can communicate with the audience through unique, aesthetic expression. In his animation storytelling, diverse tangible and intangible symbolic elements based on the traditional culture inherent to Japan are actively utilized, and he provides the audience with the aesthetic pleasure of arbitrary interpretation and contemplation by composing the system of connotative signification through such symbols. In this process, he creates the value of the system of meaning which clearly conveys the mythical message of connotative meaning of the work through the aesthetic form based on the universal experience of confrontation and coexistence. It can be said that this is the communicative value of animation storytelling pursued by Hayao.
This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.
Journal of the Korea Institute of Information and Communication Engineering
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v.22
no.11
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pp.1489-1494
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2018
Recently, culture technology (CT), which combines cultural contents and IT technology, is being watched as a new growth engine, and IT technology is actively utilized in preserving, inheriting and utilizing cultural heritage. For this, new areas of convergence of IT technology and cultural heritage are attracting attention. In particular, virtual reality is a representative area of IT convergence in the era of the fourth industrial revolution. Although some studies have been conducted to utilize virtual reality technology to preserve and inform cultural heritage, it is mainly limited to tangible cultural properties. In this study, we propose a methodology to develop contents of intangible cultural heritage using virtual reality technology in intangible cultural properties. To do this, we classify the types of intangible cultural properties to apply the technology to each type of intangible cultural property. Next, virtual reality, augmented reality, and $360^{\circ}VR$ video technology are applied to the intangible cultural properties classified.
International Journal of Advanced Culture Technology
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v.7
no.3
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pp.111-115
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2019
A 5G is 20 times faster than 4G. It also has hyper-connectivity, low latency merit and boundless potentials for medical education, transportation, entertainment and so on. In accordance with this, it is time to quickly look over on the utilization plan for 5G and sensible media in dance field, deal with the issue and its utilization. First of all, this study will review potential of 5G and sensible media in dance and its development plan. It seems like dance is able to communicate in a three-dimensional way. Utilizing sensible media can contribute to inform people of dance, and increase fun and interest which will make three-dimensional mutual communication. Also, in 5G environment, one can select whatever one wants in his or her viewpoint when utilizing sensible media such as VR, AR, hologram and so on. Supposing in a case of dancers and judges, it is possible for them to hire their own style of dancers in their countries. So, both the dancer and the judges have the positive merits. Third, streaming is possible without any installation, buffering is reduced. At the same time high-definition of media is allowed. This allowed collaborated performance of celebrities in dance and it also increased concentration and engagement. Dance field should acknowledge 5G sensible media, look for systemic and detailed method and disseminate and spread professional training and performance. In dance, testing fast developing sensible media due to 5G network, produce systemic dance training environment with various try is required and an effort for the performance situations in which advanced 5G sensible media is used.
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