• Title/Summary/Keyword: social platform

Search Result 777, Processing Time 0.024 seconds

Invigorating Makerspaces in Korea: Empirical Analysis on Operating Components of Makerspaces (한국형 메이커스페이스 활성화를 위한 운영요소 분석 연구)

  • Kwon, Hyeog-In;Kim, Ju-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.14 no.2
    • /
    • pp.105-118
    • /
    • 2019
  • New manufactural innovation was generated with combination with Do It Yourself(DIY) culture and Information and Communication Technology(ICT). It led people to make their creative idea in real things and share them. This social movement has been called as 'Maker' culture. As maker culture was developed, the places named 'Makerspace' with high-tech equipment and sharing environment have been widely spread and gotten spotlight. Futhermore, makerspaces have been diffused rapidly in Korea; because of its importance for the fourth industrial revolution. However, the operation of makerspaces is not matured as much as its popularity, so problems occurred in operating aspects. The number of related studies is not enough to foster domestic maker culture in Korea. Of that, studies on operation of makerspaces were limited and the quantity of survey sample was insufficient. Therefore, firstly, in this study, operation elements of makerspaces were extracted by literature review. And, survey for examining the extracted elements was conducted to four policy makers and researchers, four makerspace operators and four makers. Final survey was carried out by Importance-Performance Analysis(IPA) method to fifty recipients composed of policy makers and researchers, operators, and makers. In result, importance located above performance in every elements and in-depth interview was followed to understand domestic surroundings and suggest way to invigorate makerspaces in Korea. The suggestion shows as follows. First, online and offline platform for makers should be expanded; second, makerspace should connect private sponsorship with makers or their projects; third, policy direction has to be improved from venturing business to diffusion of maker culture; fourth, basic maker education should be enlarged.

Restrictions on Distance Education in Early Childhood Education in the Era of with Corona, and Proposal for Early Childhood Distance Education Solution Development (위드 코로나 시대에서 유아교육 현장의 원격교육 제한사항과 이에 따른 유아 원격교육 솔루션 개발 제안)

  • Li, Xin Ran;Hong, Pil Tae
    • Journal of Practical Engineering Education
    • /
    • v.13 no.2
    • /
    • pp.251-259
    • /
    • 2021
  • Due to the characteristic that early childhood education is a process of nurturing children's senses by a leader rather than the transfer of knowledge, even in the era of with Corona, early childhood distance education is not one-to-one non-face-to-face education, but rather through distributed materials such as early childhood education packages or media such as TV. Distance education was conducted in a self-care method. Through a review of prior research and intensive parent interviews, the researcher identified the requirements for distance education, such as the expansion and accessibility of educational contents, understanding of basic knowledge of early childhood distance education, and the need to increase children's social skills through real-time distance education. It was identified that the current distance education-related solutions are not suitable for early childhood education. Accordingly, the researcher presents the basic direction (VERI) of the early childhood distance education solution of diversity, ease, real-time communication, and integration, and provides a Web/App platform that allows children, parents, and teachers to share content and communicate in real time and in non-real time. The development of a solution was proposed. This distance education solution is expected to effectively support early childhood distance education in the era of With Corona as infants, parents, and teachers communicate and share the current situation, which is only presenting guidelines and materials.

A Study on the Information Strategy Planing for the Construction of the Online Information System for the Transaction of Art (미술품 거래정보 온라인 제공시스템 구축을 위한 정보전략계획)

  • Seo, Byeong-Min
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.61-70
    • /
    • 2019
  • The The government has recently announced its mid- to long-term plans for promoting art. With the advent of the 4th industrial revolution, contemporary art contents that are integrated with Intelligent Information Technologies such as Artificial Intelligence (AI), Virtual Reality (VR), and Big Data are being introduced, and social interest in humanities and creative convergence is rising. In addition, the industrialization of the art market is expanding amid the rising popularity of art among the general public and the growing interest of art as an investment replacement system, along with the strengthening of the creative personality education of our Education Ministry. Therefore, it is necessary to establish a strategy for transparency and revitalization of the art market by providing comprehensive information such as search functions, analysis data, and criticism by writer and price. This paper has established an information system plan for the establishment of an online supply system for art transaction information, providing auction transaction information for art market, providing report and news for art market, providing public relations platform, and providing art market analysis service and membership relationship management service. To this end, the future model was established through environmental analysis and focus analysis of the art market, and strategic tasks and implementation plans were established accordingly.

Research on regional spatial information analysis platform about NTIS raw data (국가과학기술지식 원시데이터에 관한 지역 공간정보 분석 플랫폼 연구)

  • Lim, Jung-Sun;Kim, Sanggook;Bae, Seoung Hun;Kim, Kwang-Hoon;Won, Dong-Kyu
    • Journal of Cadastre & Land InformatiX
    • /
    • v.50 no.2
    • /
    • pp.21-35
    • /
    • 2020
  • Due to the coronavirus pandemic and diplomatic disputes, governments are actively developing a policy to revitalize·reshore manufacturing and to diversify international cooperations. In order to develop such a policy, it is very important to compare and analyze domestic·international geospatial information. Over the decade, the US·EC governments have conducted a series of national researches to build data-based tools that can monitor·analyze regional geospatial information driven by government R&D investments. In the case of the EC system, it can compare geospatial information in domestic and international(including Korea) regions. Compared to US·EC cases, Korean examples of national researches with available data analplatform need future improvements. Current study is investigating an automated analysis methodologies using "National Institute of Science and Technology Information (NTIS)" DB, which was national security data until recently. Research on data-mining regional geospatial information can contribute to support policy fields that need to discover new issues in response to unexpected social problems such as recently faced corona and trade disputes.

A Study on the Characteristics of Garden Architecture in Italian Renaissance Villa Lante (이탈리아 르네상스 빌라 란테의 정원건축적 특성)

  • Choi, Jong-Hee
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.29 no.2
    • /
    • pp.90-98
    • /
    • 2011
  • This study aims to discuss the characteristics of garden architecture in Italian Renaissance Villa Lante that was constructed by the cardinal in Bagnaia at 16th century through actual survey and analysis of the garden's elements. To do this, it was studied in two ways: Analysis of the present conditions and review historical documents. The results are as follows. First, the buildings, the gardens and the surrounding landscapes are visually connected each other in relations between the topography and the surrounding landscapes. Second, the spatial composition accepted Neoplatonic law of multiple proportions and was influenced by ancient myth and "Liber ruralium commodorum" of Pietro de Crescenzi(1305). Third, the garden's elements consist of plants, buildings and items. In plants, the upper plants are fir tree, cypress and pine tree and the lower plants are english holly, box tree and sweet oleander. The buildings are casino, loggia and terrace. The items are pot, sundial, chair, viewing platform and fountain. The result of this study, the political and social, technical phenomena which constitute construction pattern affected the locational property and the spatial organization of the neighbor on Villa Lante.

Current Status of Food Industry and Future R&D Strategy: Focusing on the Role and Direction of Public Sector (식품산업 현황과 R&D 미래 대응전략: 공공부문의 역할과 추진방향을 중심으로)

  • Jeon, Ji-Young;Hahm, Sang-Wook;Park, Jin-Sung;Park, Jung-Min;Hong, Seok-In
    • Food Science and Industry
    • /
    • v.53 no.2
    • /
    • pp.235-247
    • /
    • 2020
  • Current status of the domestic food industry and major issues are reviewed, and some problems derived from the R&D aspect are analyzed. Particularly, the role of the public sector and the direction of R&D are presented in order to enhance the vitality of the food industry and strengthen the competitiveness of small and medium-sized businesses. At first, the government needs to provide a consistent R&D roadmap through macroscopic coordination, and public institutes and private companies should come up with practical and concrete collaborative measures. It is also necessary to set the investment direction for food R&D in the public sector, taking into account the strategic importance of core technology and the global level difference, targeting on basic research and public platform technology. More efforts to discover agendas focused on food technology and link them to large-scale R&D projects are urgently needed to solve national and social problems through food research.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.23-30
    • /
    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

The Economic Effect of E-Commerce during COVID-19: A Case Study through "H" Shopping Mall's Garlic Sales (COVID-19에 따른 전자상거래의 경제적 효과에 관한 연구: 'H' 쇼핑몰의 마늘 사례를 중심으로)

  • Han, JinAh;Kim, JeongYeon
    • The Journal of Society for e-Business Studies
    • /
    • v.26 no.4
    • /
    • pp.81-93
    • /
    • 2021
  • Through processors, wholesale markets, intermediate sellers, and retailers, agricultural products have been distributed in a multi-level customary manner for a long time as they are easy to deteriorate and no not have a standardized system of size and quality. However, with the advancement of Internet networks and logistic services during the 2000s that facilitated the development of offline markets, and the rise of the non-contact purchase preference in direct response to COVID-19, previous offline consumers flowed into the online market to purchase agricultural goods. In other words, the volume of online agricultural transactions exploded since the pandemic. Against this social backdrop, this study focused on the difference in distribution costs as a result of converting from conventional offline distribution channels to online channels, and analyzed the reduced distribution costs through a case study of garlic sales on the online platform "H" shopping mall. The analysis found that considerable economic effects occurred, some of the effects being an approximate 39% decrease in distribution cost when comparing direct online transactions of the online shopping mall with other more traditional means, a reduced distribution cost rate of approximately 28%p, and increased profit for farmers.

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

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.267-275
    • /
    • 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.

A Critical Study on Google Arts & Culture's "Non-Profit" Strategy and its Appropriation of Publicness of Museums (구글 아트 앤 컬처(Google Arts & Culture)의 '비영리' 전략에 대한 비판적 고찰 - 뮤지엄의 공공성을 전용하는 디지털 플랫폼 기업의 비즈니스 모델 -)

  • Park, Sohyun
    • Korean Association of Arts Management
    • /
    • no.59
    • /
    • pp.33-72
    • /
    • 2021
  • I intended to discuss the new phase of the publicness of museums in a digital environment with the Goole Arts & Culture Project. To this end, I critically examined the instrumental approaches and technological optimism in the application of digital technology to museums, and scrutinized the recent museological issues, particularly the revision or curtailment of the museum's publicness amid the spread of neoliberal policy, which have been omitted within those technological approaches. This is because the meaning of Google Art & Culture can be considered more effectively through an extended theoretical reconstruction. Based on these theoretical discussions, I critically reviewed how the "non-profit," an important concept that defines the publicness of museums, was adopted and utilized as an business strategy by Google. As a result, I wanted to reveal that the neoliberalization of museums, the failure of the government's public function, the crisis of museum's publicness, and Google's "non-profit" strategy have been closely related. Armed with advanced digital technology, the GAC project appropriated the publicness of museums as a useful profit-making model. As such, now the concept of publicness of museums is at a point of more controversial and radical transformation than ever before.