• Title/Summary/Keyword: newness

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A Study on the Paradigmatic Characteristics of the Space Age Fashion and Techno-Cyber Fashion in 20th Century (20세기 스페이스 에이지 패션과 테크노-사이버 패션의 패러다임적 특성에 관한 연구)

  • 문신애;김문숙
    • The Research Journal of the Costume Culture
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    • v.7 no.6
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    • pp.170-181
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    • 1999
  • The purpose of this study is to suggest the possibility of futurism as original design pursuing newness in approaching 21C by studying how futurism having a great effect on fashion as innovatory ideology in early 20C did became paradigm in 20C fashion and the common peculiarity of the dress and its ornaments in this time before 21C. The Space Age Fashion and Techno-Cyber Fashion are representative futurism fashion of 20C. The common inner inclination in both Space Age Fashion and Techno-Cyber fashion are ; First, a future-oriented character. Second, a surrealism character, Third, an anti-cultural character. The greatest peculiarity in the common outer shape in both Space Age Fashion and Techno-Cyber Fashion is material. First, a innovatory choice. Second, an active motion. Third, a diverse effects. Future dress and its ornaments of 21C may be changed greatly by the development of technique, and this fact supports the forecast that the change of paradigm resulted from the development of science may have an effect on future dress and its ornaments as well as modern one. The paradigm change of futurism fashion would be continued, and its influence would work as main source shaping the form of design in 21C.

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A study on Mobile SNS Attributes Effects on Information share, Relationship formation, and User satisfaction (모바일 SNS속성이 관계형성과 정보공유를 매개로 사용자 만족도에 미치는 영향)

  • Sim, Sun-Hee;Moon, Jae-Young
    • Journal of Korean Society for Quality Management
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    • v.40 no.1
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    • pp.60-72
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    • 2012
  • This research conducted a survey targeting mobile SNS users in order to see whether mobile SNS attribute( accessibility, usefulness, newness, connectivity) through the medium of information share and relationship formation had a positive influence on user satisfaction. The results of the analysis showed that usefulness and accessibility had a significant influence on information share, while accessibility and connectivity had a significant influence on relationship formation. Information share and relationship formation both had a significant influence on user satisfaction. Based on this research, an angle of approach different from the business transactions and information services offered in existing mobile networks is necessary when corporations provide SNS through mobiles. When considering that the most important part in the use of mobile SNS is the social component, this can be actively used for the development and marketing of SNS services. Therefore, the SNS provider must focus its efforts on finding a method to stimulate user sensibilities in order to increase customer satisfaction and draw out continuous usage.

A Study on Application of Ethnography for the User Research in Designing Korean Express Train

  • Kim, Hyun-Jeong;Lee, Kyn-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.389-393
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    • 2000
  • Ethnography, a major research method in Anthropology, has been recently applied in human-centered design research. Since ethnography has empirical, naturalistic, holistic and eclectic characteristics, it is needed a guideline to apply ethnography into design research in accordance with a characteristic of project. Design project in which ethnography is applied can be categorized by two criteria; degree of newness of project goal(existing user-potential user) and limitedness of worksite(site-oriented-work-oriented). Among work-site activities, technology in use, and user group culture, it should be decided which content to content to focus more than others and thus what kinds of research techniques to apply in the ethnographic research.Case study was to design an interior of a Korean express train. This project is site-oriented and has an existing-potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity flow, and participant observation was applied to obtain statistical data of synchronous activities. Case study shows a concrete process example of how to apply ethnography into design research.

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The Impact of Standardization Intensity on Sales Performance: Evidence from Korean SMEs (중소기업의 표준화 집중도가 기업의 매출성과에 미치는 영향)

  • GANG, KwangWook
    • Journal of Korea Technology Innovation Society
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    • v.19 no.3
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    • pp.417-438
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    • 2016
  • The choice of SMEs between standardization and R&D is one of the strategies of building capabilities for achieving competitive advantages under the liabilities of newness and smallness. This paper provides empirical evidence of Korean SMEs choice between standardization and R&D. We hypothesize two possible impacts of standardization intensity on sales performance; a positive linear and a U-shaped relationship. The analysis of data on 821 Korean SMEs from information and technology, and electricity and electronics industries in 2013 shows an U-shaped relationship between relative standardization intensity over R&D and sales performance.

VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective - (VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -)

  • Jeon, Byoungwon;Cha, Minchol
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

THE FIT BETWEEN NEW PRODUCT STRATEGY AND VALUE CHAIN STRATEGY : A SYSTEM DYNAMICS PERSPECTIVE

  • Heungshik Oh;Kim, Bowon
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.37-43
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    • 2001
  • New product development has been a key element fur organizational evolution. The bulk of research about new product strategy has focused solely on new product development function itself. This paper investigates cross-functional elements in new product development. More specifically, we suggest that there must exist a fit between new product strategy and value chain strategy. It means that, in order to support new product development activity, there must exist a relevant value chain strategy. We consider three types of integration - internal integration, customer integration, and supplier integration - as strategic elements of value chain strategy. For the case of new product strategy, we consider market newness and product technology unfamiliarity as strategic elements. We also consider two types of learning characteristic, i.e., \\\"fast-adaptive learning\\\" and \\\"slow-adaptive leaning\\\" as control factor. Learning characteristic represents firms organizational capability related with organizational learning. For example, fur fast-adaptive learning case, the effect of integration appears early in time. System dynamics simulation is employed to verify our research framework. The results exhibit that there must exist cross-functional relationships between value chain strategy and new product strategy in order to shorten total development time.al development time.

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A Study on Emergent Novelty of Aldo Rossi's Architecture (알도로시 건축의 '창발의 새로움'에 관한 연구)

  • Ahn, Ji-Hye;Lee, Dong-Eon
    • Journal of architectural history
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    • v.22 no.3
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    • pp.37-48
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    • 2013
  • The purpose of this study is to evaluate Aldo Rossi's work as representation or non-representation, for some hold that the works of Aldo Rossi are representative and others say that they are non-representative. According to the three kinds of novelties appearing after Stephen Pepper's concept, "the breaking of reference" happens, and Aldo Rossi's concept, "the sense of deposition" Rossi's work is uncovered as non-representation. In order to clarify Rossi's work as non-representation, we are going to borrow Pepper's terms, intrusive novelty, emergent novelty, and naive novelty. The breaking of reference accompanies intrusive novelty to bring a sense of representation, emergent novelty to intuit a sense of non-representation, and naive novelty to a sense of newness of disorder. We hope to verify a hypothesis that Aldo Rossi's architectural thought and the architecture come from 'emergent novelty' on the basis of his two books, A Scientific Autobiography and Architecture of the City. Also this paper discusses qualitative aspects rather than visual aspects. The main concepts of emergent novelty are applied to Aldo Rossi's works and his thought. Finally this paper verifies 'the hypothesis' through revealing what Aldo Rossi means by the quality of suspension, the sense of deposition, and idea of the unfinished(repetition). Rossi's work is not textural reference of representation appearing after blocking, but qualitative reference of non-representation.

Influential Variables of Impulse Buying in Jewelry Market (주얼리 충동구매에 영향을 미치는 요인에 관한 연구)

  • Park, Eun-Joo;Ha, Myung-Jin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.3
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    • pp.385-394
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    • 2008
  • The purpose of this study was to investigate the influential variables of impulse buying for jewelry. A survey questionnaire was developed from previous researches. Data were obtained from female consumers who have purchased jewelry products living in Busan. The results showed that impulse buying of jewelry was influenced by shopping orientation, consumption value, store attributes, store types, and demographic variables. The impulse-buyers of jewelry were more likely to be recreational and fashion-oriented shoppers and to have store/brand loyalty than unimpulse-buyers. Additionally, they perceived importantly the uniqueness, newness or fashionability of jewelry, kindness of salesperson, store atmosphere, various design and assortment, and special sales of the jewelry store. They were more likely to patronize the department store and franchise store to purchase jewelry products. They also tended to spend more for jewelry and more frequently visit the jewelry store. Findings should provide the informations to assist marketers and researchers in their understandings of the jewelry market.

A Phenomenological understanding of the Lines in Shiro Kuramata's Furniture Design (Kuramata Shiro의 가구디자인에서 나타나는 선의 현상학적 이해)

  • Suh, Jeong-Yeon
    • Journal of the Korea Furniture Society
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    • v.23 no.3
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    • pp.229-241
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    • 2012
  • Kuramata Shiro's design has been evaluated as an unseen type of beauty. He created totally different aesthetics from functional furniture by utilizing glass, acrylic, and expanded steel mesh which usually are inappropriate for making furniture. Kuramata told that his design always starts from zero status. By doing so, he could be free from the existing notion and form of furniture. This means that every function and every form must be based on his own understanding and experiment in order to produce newness. Owing to these efforts, we can regard his design as artworks. Kuramata tried to bring forth formative lines inside contour of furniture rather than to deform only the formal outlines of furniture. These lines are very delicate and sometimes ephemeral. But they establish formal potentiality of phenomenological being of beauty. Also those lines are built from humble industrial material but they open the truth of thing itself and introduce the beauty to field of aletheia. At the same time, transcending limitation of function and use, they leave pure form and temporariness. So, lines become a field of Heideggerian rift which produces embodiment of form. We can appreciate his design through these lines that are relatively thin but vivid enough to follow his original world of art.

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A Study on the Revealing of Regionality in Kim Su-Keun and Kim Jung-Up's Architecture (김수근과 김중업 건축의 지역성 구현에 관한 비교 연구)

  • Lee, Seung-Heon
    • Journal of architectural history
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    • v.13 no.3
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    • pp.37-50
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    • 2004
  • Presentation is the way of revealing regionality that is hidden into the inner world. The expression of regionality has to be based on the origin and at the same time created newness as always suitable for the present through combination of 'familiarity' and 'unfamiliarity'. Regionality that has been maintained even under the application modern trends, spirits, technologies and materials should be now disclosed. Creating new forms that reflect regionality is possible only when a keen sense(emotion) always focusing on the essence of the earth works together with foresight(imaginative power) clarifying global pattern changes, under high tensions between both of them. Kim Su-Keun succeeded in reinterpreting traditional spaces, but failed in communicating patterns of life, ultimately revealing stiffness with no tension and no creativity. Kim Jung-Up could not draw out a whole meaning of relations among traditional fragments or relations between them and the present. He only borrowed such fragments from the view of formative art. For 'disclosed abstract', 'familiarity' and 'unfamiliarity' are repeated circularly and cope with pattern changes, continuously creating new forms and showing unity as a complete calmness(rest). In "YangDuk Catholic Church" by Kim Su-Keun provides a simultaneous reactivation of various images through continuous cross-weaving rather than being inclined to either the earth or the world. Based on the technique of 'disclosed abstract', "YangDuk Catholic Church" created a new form and space never seen before.

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