• Title/Summary/Keyword: establishing identity

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A Study on the Spatial Presentation Strategies for Cafe as 'The Third Space' - Focused on the cafes located in regions where 'Street culture' was formed - ('제3의 공간'으로서 카페의 공간연출 전략에 관한 연구 - '길(street) 문화'가 형성된 지역을 중심으로 -)

  • Moon, Geun-Yi;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.68-77
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    • 2013
  • 'The Third space,' which is the concept that embraces sociological, spatial, and marketing concepts, refers to the place which is other than the home and the workplace and which is a comfortable frequented place where meditation, psychological relaxation, and social needs can be satisfied. 'The Third space' has the characteristics of comfort, openness, interactivity, playfulness, and diversity. In modern times, most of consumption spaces play the role of 'the Third space,' and the typical example is $Caf{\acute{e}}$. $Caf{\acute{e}}$ began from its origin with the characteristics of 'the Third space,' and recently it has become the complex cultural space of urban dwellers. $Caf{\acute{e}}$ as 'the Third space' has the characteristics of a healing space, communication space, personalized space, value-expressive space, culture and consumption space, nomad space. Such characteristics of $Caf{\acute{e}}$ are well represented in the cafes around the regions where 'street culture' has recently been formed. As examined through the examples, $Caf{\acute{e}}$ as 'the Third space' can be more strategically produced by establishing themes through storytelling, giving spatial identity through style creation, diversifying the sequence through complex space organization, and establishing interaction devices through experience elements.

Story Telling-based Scenery Color Plan to Establish Local Identity Focused on Eoeumhari Town, Ulju-gun, Ulsan Metropolitan City (지역아이덴티티 확립을 위한 스토리텔링 기반의 경관색채계획 울산광역시 울주군 어음하리마을을 대상으로)

  • Lee, Jae-Hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.217-227
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    • 2016
  • This study suggests story telling-based scenery color plan that uses local story resource in order to raise possibility of success in making characterized town implemented by Ulju-gun, Ulsan Metropolitan City. Characterized town making project of Eoeumhari Town is the first in Ulsan, and detailed project planning is going underway to transform it into story telling street by providing local story to the resource of Eoeumhari Town. Ulju-gun expects big help in luring tourists and activating local economy by maintaining these towns. As in this way, local marketing that uses story telling is recently being taken as a desirable way of overcoming the limit of local development, and it suggest new possibility of scenery color plan. Therefore, I attempted to extract Brand Story from story resources based on climatic color of Eoeumhari Town and apply them to the color plan in order to unique color identity with a town as a unit. It is significant to study as it suggests a direction to discover values of color which can be used for establishing local identity and activating local community breaking from current color plan by large-scale maintenance implemented by each local government.

What are the Community Foundation Doing, and What Difficulties do They Have? (지역재단의 운영실태와 문제점)

  • Noh, Hyejin;Lee, Hyunok
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.226-240
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    • 2017
  • The purpose of this study is to explore in depth what is the identity of the community foundation, how it operates, and what difficulties it faces. For this purpose, this study conducted in-depth interviews with 5 practitioners working in community foundations. The results of the study are as follows. First, it is important for the participants to identify what their organizations are doing for the community rather than to distinguish them by their legal status. Second, community foundations recognize fundraising as an important achievement regardless of the type. Third, community foundations have experienced difficulties in raising funds, establishing community foundation identity, relationship with other nonprofit organizations in the area, citizen participation, organizational capacity and institutional instability. Therefore, as a policy alternative for community foundations, this study suggested that the establishment of identity and model of community foundation suited to Korean situation, the enhancement of capacity as intermediate support organizations, and the administrative and institutional support of government.

National Reputation and Intercultural Communication: Focused on the Foreign Residents in Korea (국가명성(National Reputation)과 문화 간 커뮤니케이션: 한국 거주 서구인을 중심으로)

  • Cha, Hee-Won;Shin, Ho-Chang
    • Korean journal of communication and information
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    • v.39
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    • pp.506-543
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    • 2007
  • The purpose of this study is to explore the relationship between national reputation, culture and communication based on the intercultural communication theory. The 18 foreign residents in Korea were interviewed. The analysis of in-depth interview reveals that culture and communication are very important factors in establishing the national reputation. The qualitative research showcases that the cultural acculturation types(separation, integration, and assimilation) are grouped as foreigners adapt and acculturate to the residence. Especially, the assimilation is very essential type in having the in-group expectancy and the loyalty to Korea. The results reveal that a higher level of heterogeneity of a personal network('Korean in-group network') is associated with a higher level of reputation and loyalty to Korea. This suggests that having outgroup members in individuals' personal networks facilitates outgroup communication competence and loyalty to Korea.

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The Uniform Design Development to Build a City Brand using its Culture - Focusing on 'Kwangju, The Cultural Hub City of Asia' - (문화도시 브랜드 이미지 구축을 위한 유니폼 디자인 개발 - '아시아문화중심도시' 광주를 중심으로 -)

  • Lim, Song-Mi;Lee, Mi-Suk
    • Journal of the Korean Society of Costume
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    • v.63 no.4
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    • pp.70-83
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    • 2013
  • Lately, cities have been trying to build a certain brand by using its identity and culture in public designs. Cities are using its public design to show its cultural identity and to differentiate itself from other cities so it is playing a significant role in establishing a city's overall image. Public uniform is used to reflect the symbolism and identity of the city, an image of the city's culture and is used as a means of communication for specialization. Thus, the purpose of this study is to develop public uniform designs to build and strengthen the brand of Gwangju as Asia cultural hub city. Research presents a review of the literature including concept and type of a cultural city, correlativity between public design and urban competitiveness, domestic and foreign culture city branding case: focusing on Gwangju which is a cultural hub city in Asia, and then study sets up the development direction and motifs of uniform designs, and uniforms are designed by making use of the textile with symbols and logos, colors, and architectural motifs of Asian Culture Complex. Development ranges of uniforms were limited to Cultural Tourism Narrators and the Asian Culture Complex Advertisements staff uniforms, within the region of cultural tourism. Textile design, illustration, uniform simulation using Adobe Photoshop 7.0 and Adobe Illustrator CS 3 program is presented.

Analysis of Breaking Research Trends in Korea (국내 브레이킹 연구동향 분석)

  • Yoo, Hyun-Mee
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.468-475
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    • 2022
  • The purpose of this study is to identify trends in domestic breaking research to derive characteristics and implications, and further suggest future research directions. To this end, literature analysis (the timing of paper publication, research method, research topic) and keyword analysis of 50 papers related to breaking published in academic journals registered with the Korea Research Foundation (KCI) were conducted. The research results are as follows. First, the trend by thesis publication period was first published in 2006, showed a slight increase in 2012, and then increased rapidly in 2021. Second, domestic braking-related research has been mainly focused on qualitative research (60%). Third, looking at the research topic, it is divided into three categories: identity establishment, culture and arts field, and sports field, of which studies related to identity establishment accounted for more than 60%. Finally, looking at the keywords frequently used in breaking papers, the most frequently appeared word was 'hip-hop', followed by 'culture'. Based on these results, implications were drawn to establishing the identity of braking through academic and theoretical approaches, practical approaches through the development of standardized textbooks and curriculum, strengthening the characteristics and capabilities of the field through integrated approaches, and changing to sports.

A Study of the Relationship between City Branding and Event Content (도시 브랜딩과 이벤트 콘텐츠의 관계에 대한 연구)

  • Lim, Haewen
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.328-339
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    • 2021
  • In the age of global competition, city brand is a significant element for establishing a city's competitiveness. City branding is the process of building a storytelling about cities' content. Among the various contents that differentiate cities, this study seeks to discuss the role of an event and a city brand in the process of city branding based on the city marketing and event tourism literatures. This research uses grounded theory and a case study to examine Seoul exploring the changes in the Hi Seoul Festival and the Hi Seoul city brand over the last two decades. The qualitative research includes a secondary data analysis based on case studies from domestic and foreign regions and their festivals. The analytical results indicted three limitations: inconsistency, a lack of identity, and political leverage. Based on the limitations, this study discusses the importance of the connection between city identity and event content, suggesting implications for moving forward toward a stable Seoul city branding strategy for the Seoul Metropolitan Government.

Peer Role-Play in a College of Korean Medicine to Improve Senior Students' Competencies in Patient Care and Communication: A Case Analysis and Proposal for a Model (한의학 전공학생의 진료 및 의사소통 역량 향상을 위한 동료 역할극 모델제안과 사례분석)

  • Eunbyul Cho;Hyun-Jong Jung;Jungtae Leem
    • The Journal of Korean Medicine
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    • v.43 no.3
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    • pp.49-64
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    • 2022
  • Objectives: Peer role-play (PRP) has been used in health care training simulations because standardized patient training requires considerable time and expense. This study described the implementation of clinical simulation using PRP and examined the effect. Methods: Final year students from a single college of Korean medicine engaged in PRP as part of clinical skills practice. Education tools from clinical practice guidelines were used to structure the PRP. Communication competency was assessed with the Korean Version of the Self-Efficacy Questionnaire (KSE-12). Whether this training helped to achieve graduate outcomes was evaluated on a five-point scale. Results: Fifty-nine students (53.2%) participated in the survey. Among 12 items on the KSE-12, the score for "How certain are you that you are able to successfully listen attentively to the patient?" was the highest. Further, PRP was found to be helpful for self-directed learning, establishment of one's professional identity, and the ability to communicate and manage patients. Three themes ("Benefits of role-play", "The importance of positive feedback", "Limitations and problems of role-play"), 15 categories, and 16 central meanings were derived by categorizing learners' subjective opinions about PRP. Conclusions: Study findings indicate that PRP may contribute to improving communication skills and establishing a professional identity for future Korean medicine doctors. We suggest using PRP in clinical education in colleges of Korean Medicine.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

City design identity with application of the region's emotional image factors (감성적 지역 이미지요소를 적용한 도시디자인 아이덴티티)

  • Heo, Seong-Cheol;Hong, Seong-Soo;Kim, Eok
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.307-316
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    • 2009
  • The basic objective of this study is to suggest the city image ideas and methods of application based on the analysis of the regional characteristics and image factors in making proposal for integrated design for public facilities. Through understanding and analyzing natural, environmental, industrial characteristics, the city was subdivided into urban, marine, inland, and industrial complex areas. Also, local residents' attitude survey and the city's cultural iconic image survey analysis was performed simultaneously, and the survey results were used to establish the strategy for Pohang's city design identity and were applied in public facility design development process. Developing from the identity motive, "texture", the images of "iron", "marine", "science" were selected as core image of identity and were applied as design factors. Four unique colors were selected for each areas based on scenery color analysis. For facilities that needed to be installed separately in all four areas, "application of color and material consistency" and "application of shape consistency and partial color diversity consistency" were suggested to integrate the image of the city as a whole through establishing distinctive image for each area.

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