• 제목/요약/키워드: cultural software

검색결과 192건 처리시간 0.026초

글로벌 미디어 기업 창출에 관한 이슈와 전략적 접근 (Issues and Strategic Approach on Creation of a Global Media Company in Korea)

  • 최정일;김사승;김용희
    • 한국IT서비스학회지
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    • 제10권3호
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    • pp.31-47
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    • 2011
  • With the saturation of the local market, the domestic media industry is searching for new growth drivers by crossing over to other industries, but due to the limited size of the market, results fail to meet expectations. Despite its strengths in cultural contents, as verified by the Korean Wave Hallyu, and advanced platform services, the industry feels threatened by the entry of global foreign media businesses in the domestic arena. This and the stagnated growth in the local media market are challenges we are facing today. On the other hand, it could prove to be a timely opportunity to transform the existing media industry structure where exporting hardware and terminals is at the heart of a globalized business into a structure based on software and contents exports. Based on such critical thinking, this study examines the current status of media markets, home and abroad, and aims to come up with strategic measures through a discussion on the issues and methods proposed for the globalization of local media businesses from a holistic viewpoint based on ecosystem, M&A and contents.

카림 라시드의 작품에 나타난 유기적 디자인에 관한 연구 (A Study on the Organic Design in Karim Rashid's Works)

  • 한혜신;김문덕
    • 한국실내디자인학회논문집
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    • 제13권2호
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    • pp.56-63
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    • 2004
  • Harmony between men and their surroundings has been one of the most profound motives in space and object design for a long time. It is often expressed in design as the concept of 'organic'. Nowdays the term of organic is expanding its meaning in the contemporary sense of organicism. Nature, human 'beings, and digital technology are the key issues in future design paradigms. Karim Rashid is one of the most futuristic and vendible designer and his works show these issues. His designs flow organically and he uses materials that allow his forms to flow like the body, echoing life forms. it's very sensual, very tactile. In his work, a new concept of organic design is expressed in the organic unity of experience. He tries to contribute objects to our physical landscape that inspires, engages, and encourage positive experiences. Also, Technology is at constant play in his design process. With the latest three dimensional design software it is much easier to design and model sophisticated and complex shape and forms. Digital technology affects not only his design processes but also cultural views. New technologies and social shifts are changing our understanding of interior space.

그룹웨어 기술의 동향 분석에 관한 연구 (On The Trend of Groupware Research)

  • 김민홍;김광훈;백수기
    • 기술사
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    • 제32권1호
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    • pp.122-141
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    • 1999
  • Groupware is a new emerging research field, involving increasing numbers of institutions in the USA, Europe, and Asia such as Korea and Japan, etc., as an interdisciplinary research and development area with a strong computer science component. It grew from fairly unsystematic attempts by various developers to generate software that would increase the competence of people working together. This in turn was partly a response to: failures of and problems inherited from Office Automation and Management Information System ; some sociological intuitions about ways people might work together; and a search for uses of new interfacing, networking, and multi-media technologies. In this paper, groupware that has been configured to meet the needs of groups at work is defined as computer-based systems which support working groups of people engaged in common task in a shared environment. The basic concepts, origin, and historic research of the groupware are described. Specially, groupware relies on the approaches and contributions of many disciplines in computer science as well as sociology that is concerning human, social, and cultural activities. So, nine key disciplines of them upon which successful groupware depends are described briefly. Some state-of-the-art implementations and developments are reviewed through classifying and analyzing the current available groupware applications in the field or market.

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유류누출 지역에서 유래한 토착세균, Pseudoalteromonas sp. HK-3 배양에서 생물계면활성제의 최적 생산 (Optimized Production of Biosurfactant by the Indigenous Bacterium, Pseudoalteromonas sp. HK-3 Originating from Oil-Spilled Areas)

  • 조수희;마채우;오계헌
    • KSBB Journal
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    • 제26권1호
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    • pp.57-61
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    • 2011
  • The principal objective of this study was to determine the optimal conditions for the production of biosurfactant by the indigenous bacterium, Pseudoalteromonas sp. HK-3, originating from oil-spilled areas. The relationship between total biosurfactant production and the factors affecting biosurfactant production were evaluated by statistical analysis using SPSS software. The effects of various supplemental carbon sources (e.g., glucose, dextrose, mannitol, citrate, acetate) on the maximal production of biosurfactant by the test culture of Pseudoalteromonas sp. HK-3 was then evaluated. As a result, mannitol was found in this study to be the best supplemental carbon source for the production of biosurfactant. A spot inoculation of crude cultural liquid containing the HK-3 cells generated the largest clear zone, whereas only small clear zones appeared around the spots inoculated with either supernatant only or cell pellets following centrifugation. Our results demonstrated that the HK-3 test culture supplemented with 2% mannitol at an initial pH of 6 generated the maximal amount of biosurfactant within 72 h of incubation.

양방향 추천 캘리콘텐츠 오픈마켓 플랫폼 설계 (Design of Bi-directional Recommend Calligraphy Contents Open-market Platform)

  • 소경영;이윤한;문경희;고광만
    • 한국멀티미디어학회논문지
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    • 제18권12호
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    • pp.1586-1593
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    • 2015
  • Calligraphy contents(shortly called, CalliContents) depict the feature of communication media with artistic sentences or drawings before being processed into digital contents to become printed advertisement, visual design and entertainment products. As a fast growing business model, they can be applied to every single scope of all fields these days and each application case presented excellent effects to grab consumers' attention immediately. In this paper, we designed and produced an emotional bi-directional recommendation DIY calligraphy contents platform to consume created cultural contents and boost personalized contents industry that meets consumer's needs through both wired and wireless-based software with convergence of artistic and emotional calligraphy contents and ICT. For this works, we established for DIY calligraphy consumers a foundation of a virtuous circle of the CalliContents where various CalliContents are provided in on and offline environment and a third party target is opened at the CalliContents platform

구례군의 사례를 통하여 본 농촌마을만들기의 방향 (A Study on Direction for Rural Community Building through the Case of Gurye-County)

  • 서정호
    • 농촌계획
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    • 제19권1호
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    • pp.33-41
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    • 2013
  • Community building has been carried out from around the year 2000 by various statutes and government policies in Korea. This study suggested direction of the future for rural community building as surveyed cases of completed four villages in Gurye-county. In order to achieve this study's objectives, investigated previous studies and interviewed 75 person's residents in cases villagers. The target villages are Sangsa, Omi, Chamsaimigol and Artists village. As survey results, four villages utilized local resources, most of villages were focused perform hardware. On the other hand, Chamsaimigol was parallel software. In addition, communities didn't form and not agree with concept of community building as culture, education, welfare, etc., also didn't creation the case of village income. but active village as base development. Therefor, proposed the point to education, culture and welfare, base development and generating of income as directions for future rural community building. These directions are consistent with the concept of community building and the goal that improve the quality of life of residents ultimately through community building.

패션 머천다이징 교육(敎育) 방향(方向) (The Direction for Fashion Merchandising Education)

  • 전혜정
    • 패션비즈니스
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    • 제4권1호
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    • pp.87-96
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    • 2000
  • Merchandiser continue to play an important role in the exchange process by providing products for consumption. Merchandisers must still understand customer demands, analyze sale trends, select and present salable products. However, due to the competitive pressures in the apparel industry and the innovations required under QR business systems, the demands placed on merchandisers are changing. The purpose of this study is to present of the direction for fashion merchandising education. The direction for fashion merchandising are education summarized as follows; 1) Merchandising technology is the systematic application of information technology and Telecomunications to planning, developing, and presenting product lines in ways that reflect social and cultural value. Statistic Methods are developed and used to analyze data arising from a wide variety of applications. 2) Merchandising technology is to practise the technical and economic aspects of apparel production. Analysis of specific apparel manufacturing and management issues such as efficient manufacturing methods. 3) Merchandising technology is to forecast fashion trend according to consumer preference. Culture influences what people purchase and how those items are used forecasting fashion trend. 4) Merchandising technology is to practise communication skills used in formal and informal organization including interviews in particular language suited to their own business and professionnal careers. 5) Merchandising technology is to planning merchandise budgets and merchandise assortments based on more diverse forms of information. 6) Merchandising technology is to use techniques related hardware and software. 7) Merchandising technology is to learn participate in internship programs.

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청소년 대상 신체상 증진 프로그램의 효과에 대한 체계적 문헌 고찰 및 메타분석 (The Effects of Programs on Body-Image Improvement in Adolescents: A Systematic Review and Meta-Analysis)

  • 윤현정;서경산;한달롱
    • 대한간호학회지
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    • 제51권5호
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    • pp.597-616
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    • 2021
  • Purpose: This study's objective was to investigate the effects of programs that improve adolescents' body image, using a systematic review and meta-analysis. Methods: A literature search was performed in eleven electronic databases, using preferred reporting items for systematic reviews and meta-analysis guidelines. Population characteristics, contents of the programs, and measured outcomes were systematically reviewed from 21 selected studies. To estimate the size of the effects, meta-analysis was conducted using Comprehensive Meta-Analysis software. Results: The contents of the programs that aimed to improve body image included physical, psychological, interpersonal, and sociocultural interventions. Sixteen studies were meta-analyzed to estimate the effect size of body-image improvement programs. Results showed that the program for body-image improvement had significant effects on body satisfaction (effect size [ES] = 0.56, 95% confidence interval [CI] = 0.23 to 0.89), and body dissatisfaction (ES = - 0.15, 95% CI = - 0.23 to - 0.08). Conclusion: The program for body image improvement in adolescents includes a combination of physical, psychological, interpersonal relationship, and socio-cultural dimensions. The program that seeks to improve body image appears to be effective at increasing body satisfaction, and at reducing body dissatisfaction in adolescents. Thus, it is necessary to develop and apply multidimensional programs for adolescents to have a positive body image.

Measurement Instruments for Superior Product Development: A Case Study of Deli Serdang Cassava in Indonesia

  • P, Remus Hasiholan;TARMIZI, Hasan Basri;RAHMANTA, Rahmanta;PURWOKO, Agus
    • The Journal of Asian Finance, Economics and Business
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    • 제8권5호
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    • pp.1139-1145
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    • 2021
  • This study is aimed at developing a measurement instrument for the superior product development program of Deli Serdang cassava, Indonesia. This research population is the target population of Deli Serdang Micro, Small and Medium-sized Enterprises (MSMEs) which produces cassava. The sample was randomly selected and consisted of 300 MSMEs. The study method is research and development with confirmatory factor analysis using Amos software. The data collection technique was a questionnaire. Study results used the maximum likelihood method which showed that the validity and reliability instruments met the ideal loading factor value > 0.5 and a significance value of p (0.000). The model built also meets the fit criteria based on the Goodness of Fit Model Standard. All instruments are presented to build and measure the superior cassava product development program by Deli Serdang MSMEs. This superior product development program comprises (1) economic contribution (with a loading factor value of 0.76) (2) social aspects (with a loading factor value of 0.76) (3) cultural aspects (with a loading factor value of 0.99) and (4) institutional (with a loading factor value of 0.87). This result means that all instruments have proven construct validity.

멀티미디어 교수매체수업 설계를 위한 프리웨어 활용방안 - 중국어 회화수업을 중심으로 (Study on Application of Multimedia Freeware to Instructional Design: Focused on Chinese Conversation Class)

  • 박찬욱
    • 비교문화연구
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    • 제25권
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    • pp.549-596
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    • 2011
  • This paper aims to introduce some useful multimedia freewares, and also support Chinese instructor with discussing how to operate them for instructional design of multimedia language learning class. For this aims, this paper consists of three parts: First, instructional design. This part is focused to what kind of instructional model to be based on, for example, Dick & Carey model, ADDIE model, ASSURE model etc. This part introduces these models, and modifies ADDIE and ASSURE model to D.D.A.I.E.S and S.S.A.U.R.E.S as 'A(nalysis)' in these model may apply to the next 'D(evelopment)' on ADDIE, 'S(elect Methods, Media and Materials)' on ASSURE in the practical Chinese class. Second, Programme: What to use. This part is focused to what kind of free software we can use. In the web site online, there are huge free softwares so we usually hesitate to select and also don't know how to operate even though selected one of them. This part, accordingly, introduces ten of useful freewares and compares each other in terms of usefulness for Chinese instructors. Third, Programme: How to use. It is of no use just to know what to use but not to know how to operate, so this part describes how to use freewares like a kind of manual in detail as far as possible. In conclusion, we hope more Chinese instructors to learn and use more useful freewares for designing the better multimedia Chinese class by this paper.