• Title/Summary/Keyword: 창의적 소비

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Development and Effect of Consumer Education Program for the Middle School Creative Extra Curricular Activities (중학교 창의적 재량활동 시간을 활용한 소비자교육 프로그램 개발 및 효과)

  • Kim, Jeong-Hee;Kim, Hyang-Ran
    • Journal of Korean Home Economics Education Association
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    • v.18 no.4 s.42
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    • pp.103-126
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    • 2006
  • This study was to develope and applicate the consumer education program with appropriate level for middle school students so that they could take systematic consumer education by using creative-discretionary activity. The procedure of this study was researching and analyzing the degree of learner's need and choosing the contents of education involved with the characteristics of adolescent consumers. This education program was performed at creative-discretionary activity class with the 3th grade of middle school. To evaluate the effect of education program, we compared with the difference of student's knowledge and attitude before and after this program was performed. Although there was no significant difference, student's knowledge and attitude was improved much better. And there marked a high satisfaction rate of 3.87 about the overall method of consumer education.

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Development and Application of Guidelines for Cresumer Product Design (크리슈머(Cresumer) 제품 디자인을 위한 가이드라인 개발 및 적용)

  • Yoo, Cho long;Lee, Tae Il
    • Design Convergence Study
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    • v.18 no.6
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    • pp.27-39
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    • 2019
  • The purpose of this study is to develop design guidelines for developing innovative products utilizing the characteristics of creative consumers(cresumers) who create alternative usages of consumer products, and to suggest effective way of applying the guidelines in design process. To do this, the study conducted the analysis on the characteristics and types of cresumers and in-depth interviews and observations of actual cresumers. The study was able to initially come up with 131 items in 7 categories through keywordization and affinity analysis of prior outcomes, and reorganized and modified those to 52 items in 4 categories. After verification of co-relationship and credibility analysis with 2 evaluation sessions (7-scale SD), the study has reached 4 categories - product concept development, product development, product use environment, and market possibility - with 46 guideline items. The study developed a design toolkit to effectively apply the guidelines in the product development process. The toolkit consists of three chapters and provides explanations and related examples to clarify the categories and individual guidelines, designed in the form of cards and booklet.

People's Creativity and User/Field-driven Innovation: Literature Review for the Paradigm of Creative Economy (국민의 창의성과 사용자/현장 중심 혁신: 창조경제 패러다임 정립을 위한 문헌 연구)

  • Lim, Hong-Tak
    • Journal of Technology Innovation
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    • v.22 no.3
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    • pp.135-166
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    • 2014
  • 'Creative Economy' has been announced as the new paradigm of socio-economic development strategy of newly elected President Geun-Hye Park's administration. By explicitly defining people as a major player in creative activity, it seems to depart from expert-driven or science & technology-focused development paradigms of previous administrations. Yet, its interpretation and operation in terms of government policy does not seem to show any differences. This study aims to explicate the nature of Creative Economy as a development paradigm by clarifying the differences between people's creativity and that of scientists and engineers through extensive literature review. People can contribute to the creative activity not just as users but also as living persons who make everyday yet independent choices based on their humanistic, philosophical, ethical and experiential capabilities which are clearly different from the sources of scientists' & engineers' creativity. People's creative activity does involve value judgement about life and can often accelerate the system innovation or transition by changing consumer behaviour and lifestyle, and hence destruct technological lock-in user lock-in of the existing system. People's creativity can thus present 'User/Field-driven Innovation Paradigm which clearly differs from existing expert- or science & technology-driven innovation paradigm. The Creative Economy with focus on people's creativity therefore faces new socio-economic development challenges of fulfilling the User/Field-driven Innovation Paradigm.

Analysis on The Spatial Distribution of Music Industry Value Chain in Seoul (음악산업의 공간적 분포 연구 -서울시 음악산업 가치사슬을 중심으로-)

  • Hong, Boyeong;Kim, Kyung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.18 no.3
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    • pp.335-347
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    • 2015
  • Music industry is considered as a creative industry, which tends to locate within a city. However, there is very few paper analysing spatial patterns of music industry in Korea. This study aims to understand music industry's value chain and its location pattern; whether it is clustered or dispersed. In detail, music industry contains five sub-industry: planning, manufacturing, distribution, sales and performance. Locational pattern of each sub-industry is tested by GIS and hot spot analysis. There are several findings from this research. First, value chain of music industry make clusters and have a spatial autocorrelation. Second, the result shows that music industry makes a hotspot area at Gangnam, Guro, Mapo and Jongro-Junggu.

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TV용 전원장치 기술

  • Han, Sang-Gyu
    • KIPE Magazine
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    • v.27 no.3
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    • pp.31-37
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    • 2022
  • 20세기 디스플레이의 중심에 서 있던 브라운관이 1990년대 이후 PDP나 LCD 등 박형 평판디스플레이로 대체되면서 현재까지 스크린 사이즈의 중대형화, 고해상도화, 저소비전력화, 저가격화 등 다양한 노력들이 지속적으로 이루어져 왔다. 특히 TV와 디스플레이 산업에 있어 우리나라는 2004년 이후 세계 점유율 1위의 위치를 꾸준히 유지해 오고 있으나 2020년에 들어서면서 중국과의 격차가 1%대로 좁혀지고 있는 등 TV 시장에 대한 후발주자의 공세가 점차 거세지고 있다. 이에 따라 LCD에서 OLED나 마이크로 LED 등 차세대 디스플레이로의 사업구조 전환을 서두르고 있으며 후발주자의 추격 또한 만만치 않은 상황에 있다. 이러한 가운데 코로나 19를 계기로 비대면 문화가 확산되면서 IT 제품 수요가 지속적인 강세를 보이고 있으며 TV와 디스플레이도 대형 및 프리미엄 TV를 중심으로 그 수요가 빠르게 확대 개선되고 있는 추세로서 100인치대 내외의 대화면, 8K UHD와 같은 초고해상도, 5-10mm 수준의 초슬림에 대한 요구가 절정을 이루고 있다. 이를 위해 TV와 디스플레이를 구성하는 핵심 요소인 전원장치 또한 고전력밀도와 초솔림화를 위한 많은 연구 개발이 이루어지고 있으며 특히 최근 EU의 에코디자인 규정에 따라 디스플레이의 소비전력과 효율 또한 매우 중요한 이슈로 부각되고 있다. 한편, 최근까지 주류를 이루고 있는 LCD TV와 디스플레이용 전원장치의 경우 역률 개선을 위한 PFC(Power Factor Correction) 단과 LED 백라이트 및 영상보드의 전원공급을 위한 절연형 DC/DC 단으로 구성되며, OLED와 같은 저전압 대전류 디스플레이 소자의 경우 전반적인 전원장치의 구성은 유사하나 비절연형 DC/DC컨버터가 추가적으로 요구되기도 한다. 본고에서는 상기한 바와 같은 최근 추세에 따라 TV 및 디스플레이용 전원장치의 각 구성요소별로 고효율, 고밀도, 초슬림을 위한 전원회로 기술에 대해 간략히 소개한다.

Investigation on a Way to Maximize the Productivity in Poultry Industry (양계산업에 있어서 생산성 향상방안에 대한 조사 연구)

  • 오세정
    • Korean Journal of Poultry Science
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    • v.16 no.2
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    • pp.105-127
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    • 1989
  • Although poultry industry in Japan has been much developed in recent years, it still needs to be developed , compared with developed countries. Since the poultry market in Korea is expected to be opened in the near future it is necessary to maximize the Productivity to reduce the production costs and to develop the scientific, technologies and management organization systems for the improvement of the quality in poultry production. Followings ale the summary of poultry industry in Japan. 1. Poultry industry in Japan is almost specized and commercialized and its management system is : integrated, cooperative and developed to industrialized intensive style. Therefore, they have competitive power in the international poultry markets. 2. Average egg weight is 48-50g per day (Max. 54g) and feed requirement is 2. 1-2. 3. 3. The management organization system is specialized and farmers in small scale form complex and farmers in large scale are integrated.

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Analysis of the Relevance to Education for Sustainable Development and the Inquiry Tendency of 2015-Revised Middle School Home Economics Textbooks: Focusing on the 'Adolescence Consumption Life' Unit (2015 개정 중학교 가정 교과서 지속가능발전교육(ESD) 연관성 및 탐구 성향 분석: '청소년기의 소비생활' 단원을 중심으로)

  • Kim, Saetbyeol;Kim, Yeasle
    • Journal of Korean Home Economics Education Association
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    • v.32 no.3
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    • pp.161-177
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    • 2020
  • This research aims to identify the relevance of 'Adolescence consumption' units to ESD(Education for Sustainable Development), and to analyze the unit's inquiry tendency through the Romey analysis method. The assessment criteria in association with ESD developed in the previous literature were summarized and established to set up an analysis framework consisted of 11 key points including environmental perspective (natural resources, climate change/disaster prevention and mitigation, and sustainable rural and urban systems), economic perspective (corporate sustainability, market economy, and poverty gap mitigation), and socio-cultural perspective (human rights/peace/human protection, cultural diversity and understanding, health/safety, civic engagement, and management of nation). With this framework, the learning contents of 'adolescence consumption life' unit in twelve middle school Home Economics textbooks were analyzed including the texts, images/illustrations/tables/graphs, and activities. The analysis revealed that the core elements of the 'market economy' and 'management of nation' from the economic perspective were presented in three different formats: texts, images/illustrations/tables/graphs, and activities. However, relatively insufficient contents were presented in terms of health/safety, civic engagement, sustainable rural and urban systems, and corporate sustainability, and thus, development of textbooks dealing with various ESD contents is neededrecommended. Additionally, most textbooks' texts and images/illustrations/tables/graphs tend to be authoritative, while activities and assignments exhibited an inquiry tendency. It is advisable to incorporate a wider variety of ESD-related content in Home Economics classes and creatively employ inquiry-based learning activities for the development of pro-sustainable-development consumption values and behavioral tendencies among young students.

A Study on The Real-Time Data Collection/Analysis/Processing Intelligent IoT (실시간 데이터 수집/분석/처리를 위한 지능형 IoT)

  • Kim, Hee-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.2
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    • pp.317-322
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    • 2019
  • This study is based on big big data base for real-time collection/analysis/processing of data, creative analysis of data assets, and intelligent processing system based on IoT, which can measure distribution phase in real time. The mobile terminal uses the SDK of the provided device to measure the data information on the consumption of specific seafood production and distribution. We use the oneM2M protocol to store various kinds of information needed for seafood production, and implement a DB Server and a system that allows the administrator to manage the system using the UI.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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A Comparative Analysis of Cognitive Thinking Process for Character Design Between Korea and China (한국과 중국의 캐릭터 디자인과정 인지적 사고특성 비교분석)

  • Zhang, Xiao Bo;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.672-680
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    • 2017
  • Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.