• Title/Summary/Keyword: An Innovative City

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Design and Management Direction of Smart Park for Smart Green City (스마트 그린시티 구현을 위한 스마트 공원 설계·관리 방향)

  • Kim, Yong-Gook;Song, Yu-Mi;Cho, Sang-kyu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.6
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    • pp.1-15
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    • 2020
  • The purpose of this study is to propose a direction for designing and managing a smart park for realizing a smart green city and to present measures in the landscape field to foster related industries. The research process is as follows. First, the concept of a smart park was operationally defined through a literature review, and three principles to be considered in the process of creation and management were established. Second, in terms of the three principles, problems and implications for improvement were derived through an analysis of established cases of smart parks in new and pre-existing cities. Third, a pool of designs and management standards for each spatial component of a smart park was prepared through literature and case studies, and then further refined through brainstorming with experts in related fields. Fourth, measures were suggested to the government, local governments, and the landscape field to promote smart park creation and management. The main findings are as follows. First, the concept of a smart park is defined as "a park that contributes to securing the social, economic, and environmental sustainability of cities and local communities by supporting citizens' safe and pleasant use of parks and improving the management and operational efficiency by utilizing the digital, environment, and material technologies." Second, the three principles of smart parks are to improve the intrinsic value of parks, to improve the innovative functions of parks to solve urban problems, and to make the design, construction, and management process smart. Third, improvement implications were derived through the analysis of cases of smart parks creation in new and pre-existing cities. Fourth, the directions for smart park design and management were suggested in five aspects: green area, hydroponic facility area, road and plaza area, landscape facilities area, and park design method. Fifth, as for policy implications for revitalizing the construction and management of smart parks, the development of smart park policy business models by city growth stage, and park type, the promotion of pilot projects, the promotion of smart park projects in connection with the Korean New Deal policy, and smart park policies led by landscape experts were presented.

A Study on the Utilization of Storytelling in Town-making Area Marketing and Town Development Plan Establishment - Focusing on Storytelling of Jeju Yongdam 1-dong Town - (마을만들기 장소마케팅과 마을발전방안 수립에 스토리텔링활용 연구 - 제주시 용담1동 마을스토리텔링을 중심으로-)

  • Hwang, Kyung-Soo;Yang, Jeong-Cheol;Oh, Yun-Jung;Lee, Gwan-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.529-538
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    • 2017
  • The objectives of this study are to examine and propose a method for establishing a seed story regarding residents of Yongdam 1-dong and to utilize storytelling in establishing town development strategies. Globally, major cities seek urban restoration based on their regional culture and history. Yongdam 1-dong is a downtown area located in Jeju City, South Korea. This study attempts an innovative approach to town-making by storytelling about the residents' lives. The storytelling method may be utilized to establish town development plans in the following ways: 1) To make use of the storytelling method in the town to be introduced in various ways; 2) As an important reference in establishing town development plans; 3) To establish various town-making plans. For example, the method may be used to decide the direction, prepare program contents, plan related festivals, and conduct regional facilitator education programs; and 4) To help experts who participate in voluntary work in the region to understand the town. Using these contents, we can create one of various fields in town development.

Awareness and needs for intellectual property education among health-related department university students (보건계열 대학생의 지식재산 교육에 관한 인식도 및 요구도)

  • Ji-Eun Hwang;Ji-Won Park;Jong-Hwa Jang
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.4
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    • pp.301-309
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    • 2024
  • Objectives: This study aimed to measure the awareness and needs for intellectual property (IP) education among university students majoring in health-related fields to inform the development of future IP education curricula. Methods: The study was conducted through an online survey from January 5 to 26, 2024, targeting students from the health-related departments (Department of Physical Therapy, Health Administration, Clinical Laboratory Science, and Dental Hygiene) at Dankook University located in Cheonan City, Chungcheongnam-do. Results: A total of 151 students participated in the survey. Among the respondents, 84.8% were women, and the largest groups of respondents were from the Health Administration and Dental Hygiene departments, each accounting for 32.5%. Only 13.9% of the respondents had taken courses related to IP, and 22.5% had related activity experience. The overall average importance score of IP education was 3.88 (±0.80), and the overall average need score was 3.78 (±0.80). An Importance-Performance Analysis (IPA) Matrix analysis revealed that 13 topics fell into the first quadrant (high importance, high need), one topic into the second quadrant (low importance, high need), 18 topics into the third quadrant (low importance, low need), and four topics into the fourth quadrant (high importance, low need). The educational topics identified as first quadrant include 'Securing patent rights', 'Requirements for patent registration', 'Effects and contents of patent rights', 'Patent infringement and remedies', and 'Effects and contents of copyrights'. Conclusions: Future IP education programs should develop innovative educational content and methods that consider both the importance and needs to increase students' interest and engagement.

An Analysis on the Mechanism and Algorism of ET·IT Based Future City Space (환경기술과 정보기술 기반의 미래도시 공간 메커니즘과 알고리즘 분석)

  • Han, Ju-Hyung;Lee, Sang-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.296-305
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    • 2017
  • This study aims to create a new urban space through mechanism structure and algorism analysis between IT and ET. The results are as follows. First, the development trends of ET IT are classified into 4 types, "Eco-Friendly Development", "Energy Production Technology Development", "Energy Saving Technology Development" and "Wide Area IT Network Development", which are found to be constantly evolving. Second, Sang-Am DMC developed through the environmentally protective and eco-friendly aspects of ET from the Korean War to 1978. Wide area IT networks developed rapidly from 1990 to 2000. However, in 2010, urban spaces began to develop by the fusion of the Environment and Information. The fusion of Environment and Information in the development trends in the past is referred to as "Individual Development", that in the present is referred to as "Semi-fusion Development" and that in the future will be referred to as "Total Fusion Development". Third, the mechanism structure of DMC has evolved through creation, extinction and fusion processes. The creation process will serve to supplement the insufficiencies of the existing systems, the extinction process will be the compactification of the fusion process, and the fusion process will be the standard for creation and extinction. Finally, the future of new innovative urban and architectural spaces will be forged by the mechanism symbolization patterns of IT ET.

5G Mobile Communications: 4th Industrial Aorta (5G 이동통신: 4차 산업 대동맥)

  • Kim, Jeong Su;Lee, Moon Ho
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.337-351
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    • 2018
  • This paper discusses 5G IOT, Augmented Reality, Cloud Computing, Big Data, Future Autonomous Driving Vehicle technology, and presents 5G utilization of Pyeongchang Winter Olympic Games and Jeju Smart City model. The reason is that 5G is the main artery of the 4th industry.5G is the fourth industrial aorta because 5G is the core infrastructure of the fourth industrial revolution. In order for the AI, autonomous vehicle, VR / AR, and Internet (IoT) era to take off, data must be transmitted several times faster and more securely than before. For example, if you send a stop signal to LTE, which is a communication technology, to a remote autonomous vehicle, it takes a hundredth of a second. It seems to be fairly fast, but if you run at 100km / h, you can not guarantee safety because the car moves 30cm until it stops. 5G is more than 20 gigabits per second (Gbps), about 40 times faster than current LTE. Theoretically, the vehicle can be set up within 1 cm. 5G not only connects 1 million Internet (IoT) devices within a radius of 1 kilometer, but also has a speed delay of less than 0.001 sec. Steve Mollenkov, chief executive officer of Qualcomm, the world's largest maker of smartphones, said, "5G is a key element and innovative technology that will connect the future." With 5G commercialization, there will be an economic effect of 12 trillion dollars in 2035 and 22 million new jobs We can expect to see the effect of creation.

The Current Status of Korean Industrial Crisis Area: Industrial Environment and Crisis Status in Gumi Region (한국 산업위기지역의 현 주소: 구미지역 산업 환경과 위기실태)

  • Jeon, Ji-Hye;Lee, Chul-Woo
    • Journal of the Economic Geographical Society of Korea
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    • v.22 no.3
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    • pp.291-303
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    • 2019
  • This study analyzed the changes in the industrial environment surrounding the Gumi region and the status of the industrial crisis in the Gumi area amid such changes. The Gumi region is experiencing a more turbulent period than ever in the environment changes at the international, national and local levels, such as the transition to the Fourth Industrial Revolution, the weakening of the competitiveness of key industries including mobile devices and displays, and the moving-out of core companies such as Samsung and LG Group. Accordingly, efforts have been made to diversify the industrial structure by fostering industry of automobile parts, high-tech medical devices and carbon materials to cope with and adapt to environmental changes at the regional level. However, the Gumi region is still locked in to the mono-cultural, large enterprise-dependent industrial structure centering on the mobile and display sectors, failing to overcome the regional industrial crisis and stagnating the overall local economy. The relocation of large companies began to increase in the 2010s, reducing the protection of large corporations against environmental changes at the corporate level. As a result, the crisis factors of small and mediumsized enterprises are gradually expanding to the national and international scale and working more complexly, which is beyond the level they can afford. So it is highly likely that the current industrial crisis will deepen. Therefore, it is necessary to strengthen the resilience to adapt to changes in the environment when it comes to overcoming the industrial crisis in Gumi region. To this end, it is necessary to improve innovation capabilities and diversify businesses based on convergence and complex technologies at the enterprise level, and to be selected as a special crisis response area aimed at creating an innovative ecosystem through autonomous resonance of companies and industries at the local level.

The Effect of Curiosity and Need for Uniqueness on Emotional Responses to Art Collaborated Products including Moderating Effect of Gender (독특성 추구성향과 호기심이 아트 콜라보레이션 제품에 대한 소비자의 감정에 미치는 영향: 성별에 따른 조절효과)

  • Ju, Seon Hee;Koo, Dong-Mo
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.97-125
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    • 2012
  • Companies recently introduce art collaborated products incorporating culture into a product. Art collaborated products include incorporating famous movies and/or design of an artist into a newly launched product. The introduction of art collaborated products are gradually increasing. However, research for this trend is relatively scarce. Although research concerning design has discussed a number of different factors as playing a role in influencing responses to design including culture, fashion, innate preferences, etc.), only limited attention has been paid to the processes by which consumers generate responses to product designs. People with different characteristics may respond differently. When people encounter these art products, they may become curious, may think that these products are unique, novel and innovative. People tend to show different levels of curiosity when they encounter new and novel objects, which they have rarely seen or experienced. Curiosity is defined as a desire for acquiring new knowledge and new sensory experience. Previous studies demonstrated that curiosity motivates individuals to engage in exploratory behaviors. People also show different levels of need for uniqueness, which is defined as being different from others or becoming distinctive among a larger group. Individual's need for uniqueness results from signals conveyed by the material objects that individuals choose to display. Recently, researcher have developed the need for uniqueness with three distinct constructs. These three concepts include creative choice, unpopular choice, and avoidance of similarity. Creative choice is a trait tendency of an individual by expressing or differentiating himself from others through consumptions of unique products. Unpopular choice is related to an individual's tendency to consume products, which deviates from group norms. Avoidance of similarity is linked to the avoidance of consumption behavior of products that are not famous. Past research implies that people with different levels of need for uniqueness show different motivational processes. Previous research also demonstrates that different customer emotions may be derived when consumers are exposed to these art collaborated products. Research tradition has been investigated three different emotional responses such as pleasure, arousal, and dominance. Pleasure is defined as the degree to which a person feels good, joyful, happy, or satisfied in a situation. Arousal is defined as the extent to which a person feels stimulated, active, or excited. Dominance is defined as the extent that a person feels powerful vis-a-vis the environment that surrounds him/her. Previous research show that complex, speedy, and surprising stimuli may excite consumers and thus make them more pleased and engaged in their approach behavior. However, the current study identified these emotional responses as positive emotion, negative emotion, and arousal. These derived emotions may lead consumers to approach and/or avoidance behaviors. In addition, males and females tend to respond differently when they are exposed to art collaboration products. Building on this research tradition, the current study aims to investigate the inter-relationships between individual traits such as curiosity and need for uniqueness and individual's emotional responses including positive and negative emotion and arousal when people encounter various art collaborated products. Emotional responses are proposed to influence purchase intention. Additionally, previous studies show that male and females respond differently to similar stimuli. Accordingly, gender difference are proposed to moderate the links between individual traits and emotional responses. These research aims of the current study may contribute to extending our knowledge in terms of (1) which individual characteristics are related to different emotions, and (2) how these different emotional responses inter-connected to future purchase intention of arts collaborated products. In addition, (3) the different responses to these arts collaborated products by males and females will guide managers how to concoct different strategies to these segments. The questionnaire for the present study was adopted from the previous literature and validated with a pilot test. The survey was conducted in Daegu, a third largest city in South Korea, for three weeks during June and July 2011. Most respondents were in their twenties and thirties. 350 questionnaires were distributed and among them 300 were proved to be valid (valid response rate of 85.7%). Survey questionnaires from valid 300 respondents are used to test hypotheses proposed. The structural equation model (SEM) was used to validate the research model. The measurement and structural model was tested using LISREL 8.7. The measurement model test demonstrated that consistency, convergent validity, and discriminat validity of the measurement items were acceptable. The results from the structural model demonstrate that curiosity has a positive impact on positive emotion, but not on negative emotion and arousal. Need for uniqueness has three different sub-concepts such as creative choice, unpopular choice, and avoidance of similarity. The results show that creative choice has a positive effect on arousal and positive emotion, but has a negative impact on negative emotion. Unpopular choice has a positive effect on arousal, but on neither positive nor negative emotions. Avoidance of similarity has no impact on neither emotions nor arousal. The results also demonstrated that gender has a moderating influence. Males show more negative emotion to creative and unpopular choices. Implications and future research directions are discussed in conclusion.

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