• Title/Summary/Keyword: Giving Culture

Search Result 241, Processing Time 0.026 seconds

A Study on the Activation of Unemployed Space under the Viaduct

  • CHO, JAE-HEE
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.167-173
    • /
    • 2021
  • As population inflows into the city and the traffic volume increases, a three-dimensional transportation system was developed, and as a result, the lower space of the viaduct was formed. Since the space under viaduct includes factors such as shadow, noise, vibration, and disconnection between regions, efforts have been made to prevent slumming and help form local communities by activating them. This study intends to derive analysis based on locality, functionality, and communication for a variety of access to the lower space of an overpass, and analyze cases based on the result. We have the results through analysis are as follows. First, the space under the viaduct has been turned into a slum due poor accessibility and utilization, and local residents and local government also neglected the space. However, it appears to be a space with high potential utilization. Second, by giving diversity to the lower space of the viaduct and cultivating spatial identity, the space was activated and connected with the surroundings by providing a more pleasant environment. Third, accessibility was improved by providing a complex functional and aesthetic environment, and by providing various programs that could form a community among residents, voluntary and active participation was elicited.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
    • /
    • v.20 no.6
    • /
    • pp.75-88
    • /
    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

Brand Activism in the Age of Transmedia: Lessons Learned from Business Practices

  • Yoo, Seung-Chul;Piscarac, Diana;Kang, Seung-Mi;Truong, Tu Anh
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.64-69
    • /
    • 2021
  • Brands have begun to act without giving in to the challenges facing our society. Just like the slogan in the novel "The Three Musketeers" by Alexandre Dumas proclaimed, "All for one, one for all!" in the age of transmedia the success of brand activism must reflect the same principle. Specifically, by embracing the big as well as the little stories of consumers scattered everywhere, each and every one should create a huge resonance. This means that brands should use the cultural lever of transmedia so that the various stories of consumers do not fade into oblivion and, furthermore, expand the brand's call to action. By analyzing brand activism cases in business, this study explores the effectiveness of brand activism for advertisers to develop a better understanding of brand communication strategy. Building on findings that show new young generation consumers to favor brands that respond to social, political, and environmental issues and conceptual implications of the snowball effect, this study emphasizes consumer participation in the brand story creation process and the need for brands to aim for high standards of professionalism and accountability, so that they can grow together with their consumers.

Study of organizational climate at NTPC, BADARPUR

  • Kumari, Neeraj
    • The Journal of Economics, Marketing and Management
    • /
    • v.6 no.2
    • /
    • pp.5-20
    • /
    • 2018
  • Purpose- The study aims to understand the perception of the employees regarding employee relations, organizational culture, employee welfare and job design within the organization. Research design, data, and methodology - It is a descriptive study. A climate survey was conducted on the staff of NTPC, Badarpur. The sample size is 100. The data has been analyzed using excel and SPSS. Results - The study finds the lack of free flow of communication with the information by the top and middle management to lower levels, lack of existence of positive attitude, lack of recreational activities to bring stress level down. NTPC, Badarpur is an association which gives a wide range of offices to its workers along these lines giving fulfilment to its representatives all things considered. Conclusions - Correspondence network ought to be entirely clung to all the more free stream of correspondence by top and center administration. Greater lucidity with respect to expected set of responsibilities might be useful. Orderly enlistment is required. Human Asset prerequisites in groups should be re looked guaranteeing sufficient colleagues in a group. Workers are submitted towards association's objective. NTPC, Badarpur ought to move with the developing advancements so it can adapt up to the quicker rivalry.

Study of Quotations From Western Media in Disaster Report: Focusing on Covid-19 Outbreak

  • Hyun Ban
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.2
    • /
    • pp.1-6
    • /
    • 2024
  • The Covid 19 pandemic officially broke out in Jan 2020 and ended in Mar.2023, following the WHO, claiming 7 million lives. For the three years, while the world made concerted effort to fight against the deadly virus, South Korea was praised as a model country in that the country effectively contained the spread of the virus. Given this, the paper aims to figure out how South Korea's story was quoted by looking at six editorials in the New York Times and the Washington Post. For this aim, we have analyzed linguistic expressions within White (2003)'s appraisal theory and then conducted a key word frequency analysis. The analysis results as follows: first South Korea's story was quoted to criticize the U.S. government of its wrong management to the Covid-19, also giving some lessons to the world; second, both newspapers attribute the South Korea's success to its swift and rapid response to the pandemic; and third, the Washington Post showed more positive attitude to South Korea than the New York Times by quoting the country's success more frequently with more positive words in evaluating the country's responses to the pandemic while both newspapers showed negative attitudes to the U.S. government to the issue. Thus, it can be concluded that linguistic expressions in quotations are effectively used in showing the newspapers' attitude toward South Korea and the U.S.

A Study on Digital Culture Phenomenon Shown in the Modernly Fashion Design (현대 패션디자인에 나타난 디지털문화현상)

  • Kim, Jee-Hee
    • Fashion & Textile Research Journal
    • /
    • v.7 no.2
    • /
    • pp.143-152
    • /
    • 2005
  • A concept of 'digital' is changing a living pattern of moderners, with having influence on the whole life of modern society. The purpose of this study is arrange the frame of conformity to the 'fashion as culture' by considering the social and cultural phenomena being shown in relation to digital, which is a concept being watched most for the 21st century and by trying to analyze a tendency of digital culture being shown in the modernly fashion design based on this. The digital culture, which is a concept of generalizing the phenomena of interactional changes in the sub-structure being derived by digital technology, is being shown as a tendency of fusionization and globalization, and due to this, the culture of digital nomads is being formed. On the other hand, a tendency of amenity caused by the reaction against the coldly digital technology, is forming one axis of digital culture. As the culture, which experiences the process of a change by digital technology, is reflected even on the fashion, the fusion of technology and the human body, brought about the appearance and the development of the artificial body, by allowing the wearable computer to be introduced to fashion and by being connected directly to the body. This means the expansion of range for fashion. The destruction of a border between space and space, is making an opportunity of forming another ego inside the cyber space, with bringing about the mixed loading between the cyber space and the real space. As the border between the cyber space and the real space is being collapsed, the space of newly self-realization is being created. The collapse of gender is being shown as the pursuit of gender, which is a nomadic concept of not giving priority to anywhere of male gender and female gender. The tendency of sensitive design introduced the sports look as the largely fashion trend. Fascinated with Zen thoughts is leading to a response to the swiftly and coldly social conditions caused by machine. The digital culture by digital technology and the fashion tendency being shown by its influence, meet the needs of self-realization and self-expansion for a human being, and satisfy the needs for the expression of self-identity for a human being, and enable the search for introspection about inner existence inside the self.

Pilot Scale Production of (R)-3-Hydroxybutyric acid by Metabolically Engineered Escherichia coli. (Pilot 규모에서의 재조합 대장균을 이용한 (R)-3-Hydroxybutyric acid 생산)

  • 최종일;이승환;최성준;이상엽
    • Microbiology and Biotechnology Letters
    • /
    • v.32 no.3
    • /
    • pp.243-248
    • /
    • 2004
  • Production of (R)-3-hydroxybutyric acid (R3HB) by fed-batch culture and continuous culture of metabolically engineered Escherichia coli harboring Ralstonia eutropha PHB biosynthesis and depolymerase genes was examined in a 30 1 pilot-scale fermentor. A new stable two-plasmid system, pBRRed containing the R. eutropha PHB depolymerase gene and pMCS 105 containing the R. eutropha PHB biosynthesis genes, was developed. Among a variety of E. coli strains harboring plasmids, recombinant E. coli XL-10 Gold (pBRRed, pMCS105) was able to produce R3HB with the highest efficiency in a batch culture. By the fed-batch culture of recombinant E. coli XL-10 Gold(pBRRed, pMCS 105) in a 30 1 fer-mentor, the final R3HB concentration was 22.4 g/l giving a productivity of 0.97 g/l-h. To produce R3HB to a high concentration with high productivity, a new strategy of fed-batch culture followed by a continuous culture was investigated. The maximum productivity and R3HB concentration were 5.06 g/l-h and 25.3 g/l, respectively. These results show that economical production of R3HB is possible by recombinant E. coli in large scale.

A Study on Interactive Artistic Characteristics of Architecture Surface Design (건축 표피디자인의 인터렉티브 아트적 표현연구)

  • Lee, Kyung-Hwa
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.8 no.2
    • /
    • pp.39-46
    • /
    • 2008
  • Current architecture can receive support of and command various ways of expression by more advanced technology of the present time, this means the formation of changeable external design of building, and has the tendency to be interactive non-rheological shape. Accordingly surface of building is decorated not only by the basic function and the expression of information, but also by complex narrative image structure or text, so far as recognizes human as the subject of communication, and is trying the artistic expression interacting with the general public. In various expressive tendency of current architecture surface design, such an approach from a view of an interactive art trying the communication between architecture, art, and human has the meaning of suggesting the direction of directing emotional architecture giving a present to the morderners who are growing more and more an earnest desire for experiencing culture and art in their daily life.

  • PDF

Cyberloafing Across Generation X and Y in Indonesia

  • Hartijasti, Yanki;Fathonah, Nur
    • Journal of Information Technology Applications and Management
    • /
    • v.21 no.1
    • /
    • pp.1-16
    • /
    • 2014
  • Cyberloafing is as counterproductive behavior because it is the act of using internet for personal purposes which can affect employees' productivity, especially when done excessively (more than 4 hours a week). The objective of this study was to analyze whether gender and education level had significant effect on cyberloafing among generations in the workplace. From 267 respondents, gender was not found to have impact on cyberloafing because female and male respondents had the same frequency of low level cyberloafing. However, female had higher excessive cyberloafing than male. Gen Y had significant impact on the relationship between education and cyberloafing but Gen Y with diploma degree was revealed to have excessive cyberloafing. Furthermore, Gen X had started combining professional and personal lives throughout their daily lives. Hence, organizations should foster a culture of hard work by giving challenging job with clear target and worthy incentive but still implementing internet usage policy.

A study on organization′s effect on employers in food service industry. (외식서비스조직이 종업원에 미치는 영향 연구 (관계마케팅 측면에서))

  • 김종훈;경영일;박한나
    • Culinary science and hospitality research
    • /
    • v.8 no.1
    • /
    • pp.125-147
    • /
    • 2002
  • This study is to show the importance of customer and to define the customer's meaning in food industry. According to previous research, a consumer is a very small part of customer. At present and in the future, a customer is not only a consumer but all of interior and exterior environments related to a company. However the scope of customer has been extended eventually. Therefore, it is important for a company to find out and secure the proper customer giving profit. This study considers a relative marketing as a way to impress a customer. It is a useful marketing technology to make profits and company's growth. And to achieve a relative marketing successfully, it is necessary to perceive a fundamental understanding and building an organization for workers. Therefore, this study propose that a company would accomplish followings to continue a quality growth. First, Understanding and confidence about workers. Second, Building the culture of a company's organization impressive to a customer Third, Continuing effort and interest ing about service. In conclusion, a company will accomplish a customer satisfaction successfully through developing a service organization and performing relative marketing.

  • PDF