• Title/Summary/Keyword: The era of Covid-19

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Reconceptualization of Job Autonomy in the Context of Smart Work (스마트워크 상황에서 직무자율성의 개념화 고찰)

  • Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.255-264
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    • 2022
  • With the development of information and communication technology, smart devices, and COVID-19 pandemic, organizations and individuals using Smart Work are increasing. Constant connectivity has become commonplace while using smart devices such as smart phone and tablet PC, and based on this, workers can communicate and exchange data and information anytime, anywhere, resulting in increased job autonomy in determining method, time, and place to work. However, existing Smart Work research has the following limitations: the concept of job autonomy developed in the industrialization era of the 1970s is still used, job autonomy is verified in unidimensionality, and the paradoxical 'tied autonomy' in the context of Smart Work is not demonstrated. In order to overcome these limitations, this study examined the literature that demonstrated job autonomy in a Smart Work situation. Through literature research, this study suggested how previous studies have dealt with job autonomy in Smart Work context, how to develop the type of autonomy according to the Smart Work situation, and directions for future empirical research.

Research on how to promote fashion brands in the e-commerce era - Focusing on the work of a fashion PR agency - (e-커머스 시대 패션브랜드 홍보 방법에 관한 연구 - 패션홍보대행사 업무를 중심으로 -)

  • Song Ae Park
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.17-29
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    • 2023
  • The digital environment, which has been rapidly developing since the beginning of the 21st century, has become more specific due to COVID-19, and marketing strategies are rapidly changing to suit purchasing activities of Generation MZ, whose online purchases are becoming the center of their lives. A public relations agency is generally responsible for all aspects of making a client's product or service visible to the public through various forms of media. Among them, a company that performs only fashion-related tasks is called a "fashion PR agency". Now, the fashion industry is also centered on the e-commerce environment, and various digital marketing strategies have been developed and directly related to sales. This study examined the current status of online media and digital marketing, analyzes the aspects of fashion brand promotion strategies and methods in the e-commerce era, focusing on the work of fashion PR agencies, and suggests the direction of new online and offline promotion methods based on marketing and technological aspects. As a result of the study, first, theories on strategies for online media and digital marketing were examined, and found that the amount of online promotion has recently increased and become more specialized. Second, this study examines the concept of fashion PR agencies and analyzed their main tasks through interviews with fashion PR professionals. Third, based on successful online fashion promotion cases, the study analyzed fashion promotion strategies and methods that are being integrated online and offline in the e-commerce era. The main methods included SNS strategy, content strategy, performance strategy, influencer strategy, and event strategy, and it is suggested that integrated management is necessary for consistent brand image management, and an IMC (Integrated Marketing Communication) strategy, which intensively manages all strategies, should be employed.

Performance and Satisfaction of Online and Non-face-to-face Mixed Classes (온라인 수업과 비대면 혼합수업의 성과와 만족도)

  • Sun Young Park
    • Advanced Industrial SCIence
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    • v.2 no.1
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    • pp.39-44
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    • 2023
  • The purpose of this study is to compare the performance and satisfaction of online classes and non-face-to-face mixed classes at universities during the COVID-19 pandemic. This study was conductedtargeted fourth-grade students taking adult nursing lectures at the Department of Nursing at one university. Class performance and class satisfaction were compared between students who participated in the non-face-to-face class and participated in the non-face-to-face mixed class. class performance, students' average scores out of 100 on the final exams were compared. Class satisfaction compared the average score of questionnaire on class satisfaction Class performance was high in online classes, Class satisfaction was higher in mixed classes than in non-face-to-face classes. In the future, it will be necessary to develop and operate various educational methods for university education in the post-COVID-19 era.

Digital Transformation and Introduction of NFT in the Art Market (미술시장의 디지털 전환과 NFT 도입)

  • ROH, Tae Hyup
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.261-269
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    • 2022
  • The advent of the pandemic era due to COVID-19 is causing new changes in all areas of individuals, organizations, society and the country. The art market also faced a crisis due to restrictions on individual movement between regions and countries and social distancing, and even the contents of the work, the way the work is traded, and the propensity and characteristics of the buyer are changing. These demands for change in the art market are accelerating new opportunities for change by converting digital, expanding the online art market, expanding virtual space using VR(Virtual Reality) and AR(Augmented Reality) technology, and expanding the trading area of digital works NFT based on blockchain technology. In this study, the flow of change in the art market brought about by the Pandemic era is analyzed from the perspective of digital transformation. The contents of digital acceptance of the art market are identified through a summary of various types of digital transformation in the art market and a survey of perceptions following the introduction of digital transformation and NFT. Discuss major legal, economic, social, and transactional issues and countermeasures following the introduction of NFT based on blockchain technology in the art market.

A Study on the Spatial Expression Characteristics of Philippe Starck from the Perspective of Heterotopia (헤테로토피아 관점에서 본 필립스탁의 공간표현 특성 연구)

  • Seo, Su-Mi
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.375-381
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    • 2022
  • The purpose of this study is to find out the spatial expression characteristics of Philipstock from a heterotopic perspective in the background of the times of modern people struggling to live in the era of an infectious disease called COVID-19 along with the era of the 4th industrial revolution. As for the research method, a total of 11 places were selected, focusing on the completed works of interior space from 2015 to the present, when they are more active after retirement, to find out the characteristics of spatial expression through literature and case studies. As a result, the spatial expression characteristics of narrative that only space has were the most frequent, and it was found that the characteristics of imaginary space and fantasy, which are the form of overlapping time to express a place, were interrelated. Philip Stock's design method, which uses narrative, fantasy, and imaginary spatial characteristics, can be seen as sufficiently representing heterotopic characteristics and can be used as another design methodology when designing a new space.

Investigating the Factors Influencing the Use of Live Commerce in the Un-tact Era: Focusing on Multidimensional Interactivity, Presence, and Review Credibility (언택트 시대 라이브 커머스 이용 활성화 영향요인 고찰: 다차원적 상호작용성, 현장감, 리뷰 신뢰도를 중심으로)

  • Lee, Ae Ri
    • Knowledge Management Research
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    • v.22 no.1
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    • pp.269-286
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    • 2021
  • As the un-tact and on-tact consumption culture has proliferated due to the impact of COVID-19, 'live commerce', a form of shopping while communicating with customers through real-time streaming broadcasting, is emerging in the commerce and distribution industry. Live commerce provides an environment where customers can get the convenience of online shopping and enjoy un-tact shopping more realistically while communicating with the broadcaster in real time, as if purchasing directly from an offline store. Therefore, purchases using live commerce are expected to increase further. In this study, based on the characteristics of live commerce, the main factors influencing the increase in purchase intention through live commerce were derived and their influences were verified. In particular, this study examined these factors in multiple dimensions with focusing on strong interactivity, realistic presence, and providing detailed reviews with high credibility for products as the features of live commerce. This research collected sample data from actual users of live commerce and empirically analyzed the significance of the factors influencing the purchase increase of live commerce, thereby providing implications for knowledge management in a newly changed commerce environment in the un-tact era.

Banal Racism in the Global Era (글로벌 시대에 나타난 일상적 인종주의)

  • Joo Eun Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.141-148
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    • 2024
  • The purpose of this study is to examine the definition of racism, prejudice, discrimination, and neo-racism, and to find solutions to racial discrimination. Specifically, we looked for cases of banal racism that appeared in the global era and looked at the racism that is prevalent in everyday life. The American film 《Hidden Figures》 is based on a true story and depicts the racism experienced by black women, and this racism is prevalent around the world as it appears in everyday life. In particular, racial discrimination has increased during the COVID-19 pandemic. Racial discrimination continues even after the pandemic. Therefore, a solution to overcome everyday racism was suggested. The results of this study will serve as an opportunity to realize that habitual and unconscious racism can be physical and mental violence for people suffering from racial discrimination.

Improving the Support System for the Paradigm Shift in Vocational Training (직업훈련 패러다임의 전환을 위한 지원체제 개선 방안 연구)

  • Sookyung Lee;Bom-I Kim
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.299-309
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    • 2023
  • This study examines the paradigm shift in vocational training with the introduction of remote training, which has been conducted fragmentarily by project, to respond to the COVID-19 pandemic. It analyzes the operation's problems and limitations by dividing the remote training process from assessment to budget execution by subject, stage, and procedure. Additionally, it collects various stakeholders' opinions to propose improvement plans for the vocational training support system to effectively respond to the paradigm shift in vocational training in the digital and non-face-to-face era. The study assumes that the assessment of training institutions and the training process should be innovated in a way that can accommodate the direction of vocational training in the digital and non-face-to-face era instead of focusing on traditional collective training. Based on this premise, it suggests ways to enhance the pre-approval screening system and the training institution assessment system.

Adventure filming game for people in need of healing (힐링이 필요한 사람들을 위한 3D 어드벤처 촬영 게임)

  • Shin, Soyeon;Joo, Heesun;Choi, Yeonho;Choi, Jongin;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.133-136
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    • 2022
  • As the number of stress-related diseases increases due to the prolonged Corona 19, Corona Blue is attracting attention. This social background causes negative emotions due to frustration at work, changes in existing life rhythms, and blockade of economic sources, and makes us understand our era as an era in need of healing. Therefore, the purpose of this study is to propose a 3D-based adventure filming game that adventures a fantastic space and stores memories and experiences through photos. For this, important elements of healing were explored through literature study, and based on this, a game using 3ds Max and Unity was implemented. As a result of the study, the game was implemented with a filming function that contains visual elements for cute and warm healing, an emotionally approaching story, and the meaning of space. This study provides a game that can provide non-face-to-face healing to users and presents effective and important healing factors to service providers.

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Youth Audience Development in the Non-face-to-Face Era: An Action Research of National Theater Company's (비대면 시대의 청소년 관객개발 - 국립극단 어린이청소년극 <영지> 실행연구 -)

  • Jung, Yong Sung;Chang, WoongJo
    • Korean Association of Arts Management
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    • no.56
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    • pp.217-242
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    • 2020
  • At a moment in which the entire culture and arts field is in crisis due to the Covid-19 pandemic, the audience development strategies practiced by arts organizations require significant adaptation. In this paper we consider the theater for young audiences, Youngji, produced by the TYA(Theater for Young Audiences) Research Center(TYARC) of the National Theater Company of Korea (NTCK). We examine how an arts organization develops youth audiences and creates a participatory culture when normal non-face-to-face engagement is not possible. We applied an Action Research methodology to our research filed, which allowed us to track continuous change based on the evolving practices and contingencies of one arts sector organization. Using Brown and Novak-Leonard's (2011) audience involvement spectrum, Koste's (1995) concept of creative drama, and Moore's (1993) transactional distance theory, we explored the possibility of active audience development by analyzing the ways in which NTCK's arts education has adapted its approach to audience development. We find that, even in this non-face-to-face era, it is possible to effectively develop youth audiences through a dramatic play that continues from play to drama.