• Title/Summary/Keyword: digital identity

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Research for the satisfaction of social network service - Functional elements of Instagram and Facebook - (소셜 네트워크 서비스의 만족도를 위한 연구 - 인스타그램과 페이스북의 기능적 요소를 중심으로 -)

  • Choi, Seula-A;Hong, Mi-Hee
    • Cartoon and Animation Studies
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    • s.40
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    • pp.423-442
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    • 2015
  • In a digital environment that is keep in change content from smart phones to tablet PC are a social network service is holding deep place in our lives. Social networking applications has building a network and communication with others than other application, it means that Social networking applications are sharing not only personal purpose in that trend of variety and competition of these social networks can be expected to trend and be developed thru analysis of user certification. this study of social network service application is proposed to developing of application thru analyze the two-effective application which is high ranked in google store. the theoretical foundation was set based on the seven elements of the social network service of the information structures designed by Jean Smith. This study proceeded analysis is for the functional elements of Facebook and Instagram, and the advantages and disadvantages through survey research. As a result of the empirical analysis to user of Instagram and face book of communication, identity, satisfaction for the group are equally. Instagram is about the presence, reputation, and Facebook has had a high level of satisfaction for each sharing and relationship. Facebook got high satisfaction from sharing features, but user feel of discomfort in the randomly showing advertising content. Instagram is not showing off advertise on common page of content, it is good point to be complementary to facebook. And, Instagram hashtag is good for convenience, but satisfaction is high with Facebook. in order to increase the satisfaction of Instagram, it is necessary to consider the main advantage of the communication and the functional aspects of the share from facebook.

The Study on the Influence of Domestic Credit Card Design Elements on Credit Card Selection -Focusing on 30, 40 Housewives- (국내 신용카드디자인요소가 신용카드 선택에 미치는 영향에 관한 연구 -전업주부 30, 40대를 중심으로-)

  • Cho, Hye-Ryung;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.263-269
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    • 2017
  • Credit card holders are showing a higher level of psychology to show their identity beyond the means of payment. The purpose of this study is to investigate which design factors affect the 30th and 40th generation housewives when issuing credit cards. A total of 200 people in the 30s and 40s housewives who live in Seoul and the metropolitan area were selected from among the customers who use the credit card, and the effect of the design factors of the domestic credit card on the selection of the credit card, Based on previous studies, questionnaires were prepared and surveyed. As a result of the survey, it was found that the color design of the credit card design element was the achromatic system and the main image was the simple design which only used the color without emphasizing the image or the logo, and then the character type was preferred. I prefer not to have a card decoration, and I have found that a metal-like card material is the most preferred. Through this, I would like to suggest directions for the design development for 30 and 40 housewives in credit card companies.

Pharmaceutical Care Services of Community Pharmacies in Korea Through the Review of Literature (문헌자료 고찰을 통한 우리나라 약국서비스 시행 현황)

  • Sohn, Hyun Soon;Kim, Hyojung;Park, Hyekyung;Han, Nayoung;Oh, Jung Mi;Ji, Eunhee
    • Korean Journal of Clinical Pharmacy
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    • v.25 no.1
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    • pp.18-26
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    • 2015
  • Background: The recent change in pharmaceutical education system following the paradigm shift to patient-oriented pharmacy service requires an in-depth discussion to reorganize a future direction and establish a basis for maximizing social values of community pharmacy service. Objective: This study was conducted to review the current status of community pharmacy service provision in Korea based on published literatures. Methods: The electronic databases of National Digital Science Library and Electronic National Assembly Library were used to search the journal articles and dissertation papers. A search term "community pharmacy" was used and the published period was limited to papers published after year 2001, when the legal separation of prescribing and dispensing was implemented. Relevant study reports were also searched manually. Information about pharmacy service provision and study outcomes were retrieved from the selected papers, and classified by predefined individual service scope. Results: A total 33 papers reporting services provided by community pharmacies were selected (journal article 11, dissertation paper 17, and study report 5). Pharmacy services identified in these papers could be classified into prescription dispensing service, pharmaceutical care service, self medication service, other products service, and health promotion service. Twenty papers reported prescription dispensing services, three papers reported pharmaceutical care service, and only two papers reported health promotion service. Current community pharmacy services are highly dependent on prescription drugs while expanded services such as pharmaceutical care and health promotion are peripheral. Most prevalent research topic was medication counseling service (18 papers), reflecting that community pharmacists generally consider it to be the most important and fundamental service. Overall, current pharmacy services are very limited and focus on prescription dispensing service. Conclusion: At this point of time requiring expansion and quality improvement of community pharmacy services, we suggest further lively discussion to strengthen pharmacist's functional identity and set conditions for providing socially expected services.

Post-Medium and Postproduction: Contemporaneity of Contemporary Art (포스트-미디엄과 포스트프로덕션 : 포스트모더니즘 이후 현대미술의 '동시대성(contemporaneity)')

  • Chung, Yeon Shim
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.187-215
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    • 2012
  • In recent studies of art historical methodology, such as Critical Terms for Art History and The Art of Art History, subjectivity, identity, abjection, and other terms have been placed safely in the genealogy of contemporary art history. This paper questions the contemporaneity in the story of contemporary art in our time in relation to two other critical terms that have been regularly cited by contemporary critics, not only in Euro-American fields but also in Korea. The terms are postmedium and postproduction, respectively, as used by Rosalind Krauss and Nicolas Bourriaud. This paper stems from the critical condition in which art criticism and theory have their power in the rise of neo-liberalism. But this paper does not deal with the contemporary as a chronological term for art history but rather examines the three critical terms-contemporaneity, post-medium, and postproduction-that have garnered scholarly attention. I would like to put aside postmodernism for the moment; I don't disregard the postmodern condition although the death of postmodern critical terms has resulted in the loss of its polemical power in art worlds such as in exhibitions, etc. To look at "the postproduction in the age of post-medium age after postmodernism," I first explore Krauss's notion of post-medium because, unlike media artists like Lev Manovich and Peter Weibel, Krauss's post-medium condition is different and insists on medium specificity. In this sense, Krauss has turned out to be another Greenberg in disguise. For her, photography and video are expanded mediums after Greenberg, because Krauss has spent her life explicating those mediums. Under the Cup, her recent publication, came out in 2011, and discusses her desire to defend medium-specificity against the intermedia of installation art found ubiquitously in international exhibitions and biennales. Her usage of post-medium has been taken up by Weibel as postmedia in a broader sense. But whether the post-medium condition or the postmedia age, we nonetheless enter the new age of the contemporary. Consequently, this paper questions what constitutes contemporaneity in our times. It is said that there is nothing new on earth, yet I find original artistic strategies among the younger generation in the postmedia age. The contemporary justifies its place in art fields and criticism by keeping its distance from postmodernism although we still find the remnants of postmodern artistic practices and theoretical foundations. By looking at materials written by Terry Smith, I would like to examine contemporaneity as a rhetoric where artists, critics, and curators endeavor to set up a new spirit of criticism, distant from the past of modernism and postmodernism. In discussions, modernism and postmodernism act as catalysts interacting with each other while justifying their own place. In conclusion, my paper reaches to delineate where the contemporary finds its place among artists' responses and working methods. It explores the postproduction of the Internet and the World Wide Web generations, where images become data rather than representation (of modernism) and appropriation (of postmodernism). This paper analyzes Bourriaud's text, as well as relevant artists like Pierre Huyghe, Liam Gillick, and others. By examining the aforementioned critical terms, I would like to reconsider our own contemporary art in Korea, especially among young artists influenced by digital media and the World Wide Web in the 1990s.

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Branding a Place through Cultural Heritage: The Case Study of in Yunnan, China (문화유산 자원을 활용한 장소브랜딩: 중국 운남의 <인상리장>을 사례로)

  • Song, Jung Eun;Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.2
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    • pp.189-208
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    • 2016
  • This research aims to discuss the impact of on regional development as a place brand and glocal heritage. Based on understanding of the changes and influences of local heritages in the globalization era as a key component of place branding, this study explores how is used to develop a place branding strategy for Lijiang. The research methods are both a literature review and a field research related to Lijiang and its culture. Also, the resources from news, internet, and YouTube are used to analyze the impact of . The performance has been attracting tourists from both Chineses and foreigners and contributed to increase the economic profits of local tourism industry as one of the representative identities of Lijiang. Also, in the process of preservation and recreation of cultural heritages of Lijiang such as , the participation of local residents and on-going interactions between the residents and global tourists highly influence on a transition from place marketing to place branding. By applying local cultural heritages to place branding strategies, the regional values of Lijiang strengthen its place identity from a place of preserving a minority's heritage to that of flourishing cultural exchanges and hybridization from the world.

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A Study of the image integration of Product in the digital age (디지털 시대의 제품 이미지 통합화 방안에 관한 연구)

  • 김기수;정병로
    • Archives of design research
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    • v.12 no.4
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    • pp.89-98
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    • 1999
  • The application of tool which has grown rapidly by the age was used for the product development, however as today the computer digitalization has been fixed to the necessary process in every factory-made mass production, making the sensitive desire of designer the digitalization through systematic, rational information database building from the planning level of product to the final mass production in such a environment change. It should satisfy a variety of needs of consumer. The enterprise that hopes to get a winner in the present age brought in computer with useful tool to process information efficiently. The computer has displayed much more excellent computation ability than human to come up to their expectation and the growth of electronic technology was possible to make the computer's high-efficiency, economy and integration. No matter what we have a good economy and integration. No matter what we have a good information there is no meaning unless we are able to use it' so we should take it out by the our need. Therefore, this paper observes a future-oriented possibility of computer & Telecommunication in information society, information-oriented design environment and the trends of minimal and integrated computer. We will improve the designer's ability to develop a novel product that have the diversification of them using application, aiming at computer utilization and image identification design strategy of product in the age of network telecommunication.

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A Study on case for making immediacy Visual Effects field - With Focus on The Load of The Ring - (시각효과(Visual Effects) 분야가 비매개화에 기여한 사례에 관한 연구 - 반지의 제왕을 중심으로 -)

  • Cho, hyun-je;Jung, min-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.208-212
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    • 2008
  • The mediacy is now evolving with the development of mankind civilization. In the evolution, mediacy shows duplicate logic of remediacy with the opposite mediacy property between immediacy and hypermediacy. The duplicate logic of remediacy is defined as a result of hypermediacy which clearly requires transparency and absorption of immediacy. Because of changes from analog to digital age and the development of image technique, At present, the era is coming when the splendid and spectacle visual speaks for the screen not well-organized script and direction. With this developing period, the research for visual effect is actively performed and advanced to the new study. Though the study of visual effects contains the hypermediacy trait, it is also conjugated as a research field for immediacy on the screen which is the wish of content production directors. In this study, the analysis of case study for the movie "The Lord of The ring"'s visual effect application is carried out. Also, it is investigated that visual effects can guarantee for the verification of valuable new research filed which insure transparency and absorption in the hypermediacy results. Furthermore, on this study, it is executed for the contribution of the identity and systematization in the new research field "Visual Effects".

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The Recovery of the Deleted Certificate and the Detection of the Private-Key Encryption Password (삭제된 공인인증서의 복구 및 개인키 암호화 패스워드의 검출)

  • Choi, Youn-Sung;Lee, Young-Gyo;Lee, Yun-Ho;Park, Sang-Joon;Yang, Hyung-Kyu;Kim, Seung-Joo;Won, Dong-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.17 no.1
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    • pp.41-55
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    • 2007
  • The certificate is used to confirm and prove the user's identity in online finance and stocks business. A user's public key is stored in the certificate(for e.g., SignCert.der) and the private key, corresponding to public key, is stored in the private key file(for e.g., SignPri.key) after encryption using the password that he/she created for security. In this paper, we show that the certificate, deleted by the commercial certificate software, can be recovered without limitation using the commercial forensic tools. In addition, we explain the problem that the private key encryption password can be detected using the SignCert.der and the SignPri.key in off-line and propose the countermeasure about the problem.

The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.