• Title/Summary/Keyword: perspective view

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What Determines Standardization vs. Adaptation in Global Marketing Program?: An Empirical Study with Contingency and Resource-based Views (글로벌마케팅의 표준화-현지화 결정요인에 관한 실증 연구: 상황적응론 vs. 자원기반 관점 중심으로)

  • Han, C. Min
    • International Area Studies Review
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    • v.14 no.2
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    • pp.229-248
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    • 2010
  • This study is intended to empirically investigate determinants of the degree of standardization vs. adaptation in global marketing programs for Korea firms. Our study has two main focuses. First, our study takes a global perspective instead of a binational, i. e., home vs. foreign perspective. Second, we accommodated two conflicting veiws - contingency and resource-based views in explaining determinants of global marketing strategy. As such determinants, we considered global market dynamism and complexity from a contingency view and global marketing assets from a resource-based view. Surveys were conducted with 128 Korean firms engaged in global marketing. Our study found that Korean firms with global assets tend to engage in highly standardized global marketing programs. On the other hand, global market dynamism and complexity did not show statistically significant relationships with the degree of standardization vs. adaptation. The findings suggest that a resource-based view may be more powerful than a contingency view in explaining global marketing strategies of Korean firms.

Art and Fashion Design Based on Charles Baudelaire's Aesthetic Perspective (보들레르의 미적 관점에 의한 예술과 패션디자인)

  • Kim, Yon-Son;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.1
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    • pp.17-32
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    • 2008
  • This study focuses on the analysis of Baudelaire's aesthetic perspective which has established a theoretical basis on research of the critical reviews' salon exhibitions as written by Baudelaire. Charles Pierre Baudelaire(1821-1867) having lived during the latter part of Neo-classicism and the era of Romanticism and Impressionism, Baudelaire displayed opposition to customary realities such as social ideology or religious authority that suppressed human nature. Also he pioneered a new genre known as art criticism and wrote much that provided important insights on the essential elements of artistic work, modernity and trend, as well as art definition and art categories. The aesthetic perspective and creative spirit were formed by Baudelaire, during his age were also reconfirmed in the successive ages of modernism and postmodernism. As such, this study sheds light on how Baudelaire's aesthetic perspective was not only temporarily assertion but it is consistently applied to modern art and fashion area. What is more important that, Baudelaire admired new artificial beauty that is created by the human soul liberated from natural instincts or desires. Especially, informed by strangeness and distinctiveness, Baudelaire's view of fashion ran along the same vein as his view of art, and these views form the basis of that creative spirit which situated western fashion on a center of the world. In conclusion, the research on Baudelaire's aesthetic perspective will reaffirm a firm awareness of the creative spirit essential to globally-oriented creative artists and designers who work within the circumstance of the 21st century, a time when the paving of new aesthetic paths is necessary. The research also offers a clear understanding of the aesthetic values demanded by this age.

The Influence of Intellectual Capital Elements on Company Performance

  • EKANINGRUM, Yulliana
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.1
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    • pp.257-269
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    • 2021
  • Intellectual capital is becoming a crucial factor for a firm's long-term profit and performance in the knowledge-based economy as more firms identify their core competence as invisible assets rather than visible assets (Itami, 1987). The company was encouraged to measure financial and non-financial factors, including the customer perspective groups, the internal business process, learning and growth perspective, then to link all these measurements in a coherent system. This paper seeks to investigate the influence of intellectual capital elements on company performance, as well as the relationship among intellectual capital elements from a cause-effect perspective. Resource-Based View (RBV) considers intellectual capital as resource and capability to sustain competitive advantage on company performance. The partial least squares approach is used to examine listed banks in Indonesia Stock Exchange for year 2017-2019. Results show that human capital directly has positive influences on innovation capital, customer capital, and process capital. Innovation capital has positive, but less significant influence on process capital, which in turn influences customer capital. Human capital and process capital also influence customer capital. Finally, customer capital contributes to performance. This study helps management to identify relevant intellectual capital elements as competitive advantage and their indicators to enhance business performance.

Perspectives of Game in Terms of Interactivity between Game Texts and Players (게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점)

  • Kihl, Tae-Suk;Chang, Jun-O
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.51-59
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    • 2008
  • This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.

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Bandwidth-Efficient Live Virtual Reality Streaming Scheme for Reducing View Adaptation Delay

  • Lee, Jongmin;Lee, Joohyung;Lim, Jeongyeon;Kim, Maro
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.1
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    • pp.291-304
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    • 2019
  • This paper proposes a dynamic-tiling-based bandwidth-efficient (DTBE) virtual reality (VR) streaming scheme. We consider 360-degree VR contents with multiple view points such as the front, back, upper, and bottom sides. At a given time, the focus of a client is always bound to a certain view among multiple view points. By utilizing this perspective, under our proposed scheme, tiles with high encoding rates are selectively assigned to the focused view where multiple view points consist of multiple tiles with different encoding rates. The other tiles with low encoding rates are assigned to the remaining view points. Furthermore, for reducing view adaptation delay, we design a novel rapid view adaptation mechanism that selectively delivers an I-frame during view point updates by using frame indexing. We implement the proposed scheme on a commercial VR test bed where we adopt the MPEG media transport (MMT) standard with high-efficiency video coding (HEVC) tile modes. The measurement-based experiments show that the proposed scheme achieves an average data usage reduction of almost 65.2% as well as average view adaptation delay reduction of almost 57.7%.

Application Study on the View Points Analysis for National Roads Route using Digital Elevation Data

  • Yeon, Sang-Ho;Hong, Ill-Hwa
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.292-296
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    • 2002
  • This study has been accomplished as a experimental study for field application of 3D Perspective Image Map creation using Digital Topographical Map and based on the Ortho-Projection Image which is generated from Satellite Overlay Images and the precise Relative Coordinates of longitude, latitude and altitude which is corrected by GCP(Ground Control Point). AS to Contour Lines Map which is created by Coordinate conversion of 1:5,000 Topographical Map, we firstly made Satellite Image Map to substitute for Digital Topographical Map through overlapping the original images on top of each Ortho-Projection Image created and checking the accuracy. In addition to 3D Image Map creation for 3D Terrain analysis of a target district, Slope Gradient Analysis, Aspect Analysis and Terrain Elevation Model generation, multidirectional 3D Image generation by DEM can be carried out through this study. This study is to develop a mapping technology with which we can generate 3D Satellite Images of a target district through the composition of Digital Maps and Facility Blueprint and arbitrarily create 3D Perspective Images of the target district from any view point.

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UCP600: An Exercise in International Private Sector Self Regulation (UCP 600: 국제 사적 부문 자체 규제의 일례)

  • Byrne, James E.
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.36
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    • pp.47-84
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    • 2007
  • The Uniform Customs and Practice for Documentary Credits ("UCP") may be treated as a useful laboratory for studying the scope and limitations of self regulation. This is due to its almost universal success on a global stage which provides it a perspective rarely available for self regulatory provisions and due to extensive experience of judicial review of it. In this sense, it is worthwhile to examine in brief the latest iteration of the UCP, Publication No. 600 ("UCP600"). This article describes and analyze some of core provisions of the UCP600 from the perspective of their adequacy as an exercise in self regulation. It is attempted first in view of several categories of private rulemaking; definitional rulemaking, default rules, procedural rules, and remedies. After that, it is examined second in view of sound rulemaking which is related to the relative role of law and practice. It points out rich and varied insights into the possibilities and problems associated with private rulemaking in connection with commercial transactions.

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Cause-and-Effect Perspective on Software Quality : Application to ISO/IEC 25000 Series SQuaRE's Product Quality Model

  • Koh, Seokha
    • Journal of Information Technology Applications and Management
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    • v.23 no.3
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    • pp.71-86
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    • 2016
  • This paper proposes a new software quality model composed of a hierarchy of software quality views and three software quality characteristics models. The software view hierarchy is composed of two levels : end view and means view at the first level, contingency view and intrinsic view as sub-views of means view. Three software quality characteristics models are activity quality characteristics model, contingency quality characteristics model, and intrinsic quality characteristics model, which correspond to end view, contingency view, and intrinsic view respectively. This paper also reclassifies characteristics of ISO/IEC 25000 series SQuaRE's software product quality model according to the proposed software quality model. The results illustrate clearly the shortcomings of SQuaRE's product quality model and how to overcome them. First of all, most of SQuaRE's product characteristics should be redefined and conceptually clarified according to the views on which they are really rested. Much more characteristics should be supplemented too. After that, rigorous empirical researches will become relevant. Causal relationships between activity quality characteristics and characteristics of means view should be empirically researched.

An Analysis of Multi-View Fashion Design Reflected in the Perception of Time and Space (연속적 시·공간관이 반영된 다(多)시점 패션디자인 분석)

  • Kim, Minji;Kan, Hosup
    • Journal of Fashion Business
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    • v.19 no.2
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    • pp.136-148
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    • 2015
  • The purpose of this thesis is to study multi-view fashion design with an analysis of multi-view art's formation and philosophical perspective. The production of unique artwork is dependent on how we see, think and represent what is around us. Multi-view art has great potential as a concept related to the continuity of time and space, it is not limited to space and time but it extends to infinitely, according to the artist's will and imagination. The study of time and space has been used as principles for deriving the formative of multi-view art, and the principles applied for analyzing multi-view fashion design. And the formation of multi-view art is reflected in fashion design. Simultaneity, deconstructivity, continuity and virtuality in terms of multi-view art are support the formation of multi-view fashion design, such as fabrication, expandability, concealment and transparency. As such, it is important to study multi-view fashion design as a creative design method with immense potential for further development.

Social Media as a Technology for Being : The Qualities of Being on Social Media and the New Problematics of Social Media Research

  • Juhn, Sunghyun
    • Asia pacific journal of information systems
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    • v.26 no.1
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    • pp.41-65
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    • 2016
  • What prevails in the today's research on social media is a functional view of technology. Technology is regarded as a set of technical devices used to conduct specific social functions, such as personal communication, social networking, public posting, and corporate advertising, among others. This paper proposes that such a functional view of technology renders social media research unduly limited and constrained in its scope, level, and direction of inquiry. Problematizing on some representative social media research efforts in the field of IS, this paper provides an alternative perspective, that is, to view social media as a technology-for-being that exerts a deeper level of influence on our existence, molding and shaping the nature and mode of being itself. Such a technology-for-being perspective has been rarely explored or subscribed to in the present IS social media research. Building upon the new conception of social media as a technology-for-being, this essay explores the quality of being in the context of social media. Five such qualities are discussed, including virtuality, materiality, externality, liquidity, and hybridity. The essay also explores the deep structural problems of research to guide future social media research. Six of such problems include Problematize-the-Natural, Follow-the-Actor, Welcome-the-Frankenstein, Weber-meets-Frankenstein, Freud-meets-Frankenstein, and Marx-meets-Frankenstein. The essay concludes with discussions on the implications of the essay, its limitations, and suggestions for future work.