• Title/Summary/Keyword: Media Introduction

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A Study on Space Representation of Kid Theme Park using Green Contents (그린콘텐츠를 적용한 키즈 테마파크 공간연출에 관한 연구)

  • Ryu, Hyo-Jin;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.106-113
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    • 2012
  • As environmental pollution and resource exhaustion have been considered as social issues, interest in green content industries which lead low-carbon green growth is increasing. In various areas, green content products and programs have been presented. Of them, kid theme parks are designed to recognize fun and advantages eco-friendly consumption with green contents has and lead children to recognize the problems of environmental pollution and the importance of environment. This study aims to analyse kid theme parks using green contents and characteristics of their space representation. The analysis frame was made through theoretical examination for bibliographical data and a direct interview in terms of factors of green contents. For the analysis frame, visitors were directly interviewed from June to July, 2012. Cases of introduction were analysed to identify realization and characteristics of green contents. As a result of the analysis, it was discovered that kid theme parks using green contents pursued green stories, but they did not consider environment seriously in terms of content materials and methods of realization. To develop successful kid theme parks using green contents, multi-dimensional research is needed in various aspects and various contents such as media should be introduced. The parks should provide fun space for children and propagate green ideas. Its success can lead in green entertainment. The study will be helpful for design of future kid theme parks.

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College Students' Understanding on the System of Separation between Proscribing and Dispensing (일부 대학생의 의약분업 정책에 대한 이해도)

  • 박종연;강혜영;김한중;윤지현
    • Health Policy and Management
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    • v.11 no.3
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    • pp.151-164
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    • 2001
  • This study is to investigate the level of understanding of the separation of dispensing and prescribing health policy in Korea and its associated factors. A questionnaire survey was conducted upon a sample of college students responded from 540, response rate 77.1%, 4 months after the introduction of the policy. The understanding level was measured using 4 question items describing the goal and motivation of the policy, and 8 items describing its operational rules. For each item, respondents were asked to mark whether the description was true or false. While the goal and motivation of the policy was relatively well informed (mean understanding score: 69.6 out of 100), the students did not have good understanding of the operational details of the policy (mean score: 32.5). The results of regression analyses showed that personal interest and agreement with the need of the policy were the most significant factors affecting the understanding level. It is suggested that, for other health policies in the future, policy makers in Korea need to develop more effective media communication strategies to inform general public of the practical details of the policy.

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A Study on the change of design by computer introduction - Change from plane space to Cyber Space - (컴퓨터 도입에 의한 디자인 변화 연구 - 평면에서 가상공간으로 변화 -)

  • 오양순
    • Archives of design research
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    • v.11 no.2
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    • pp.83-92
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    • 1998
  • If the Industrial Revolution had been the first industrial revolution. our 21st century will witness a second industrial Revolution. Namely. we will attest to a revolution whereby we will be freed from brain work by automation systems. computers and artificial intelligence. The technological revolution of the Information society has also resulted in various changes in the area of design. Designers almost depend on the newest computers of advanced functions to drastically reduce the production time. maximize the effects. save the cost and differentiate the design products for a stronger competitiveness. Accordingly. the media of design expression are changing. In short. the design works which had been done on the plane are now being expressed on the three-dimensional cyber space. Thus, this study alms to review the effects. positive and negative. of such a trend on the design.

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Advances in in vitro culture of the Brassicaceae crop plants

  • Park, Jong-In;Ahmed, Nasar Uddin;Kim, Hye-Ran;Nou, Ill-Sup
    • Journal of Plant Biotechnology
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    • v.39 no.1
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    • pp.13-22
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    • 2012
  • Plant regeneration has been optimized increasingly by organogenesis and somatic embryogenesis using a range of explants with tissue culture improvements focusing on factors, such as the age of the explant, genotype, media supplements and $Agrobacterium$ co-cultivation. The production of haploids and doubled haploids using microspores has accelerated the production of homozygous lines in Brassicaceae crop plants. Somatic cell fusion has facilitated the development of interspecific and intergeneric hybrids in sexually incompatible species of $Brassica$. Crop improvement using somaclonal variation has also been achieved. Transformation technologies are being exploited routinely to elucidate the gene function and contribute to the development of novel enhanced crops. The $Agrobacterium$-mediated transformation is the most widely used approach for the introduction of transgenes into Brassicaceae, and $in$ $vitro$ regeneration is a key factor in developing an efficient transformation method in plants. Although many other Brassicaceae are used as model species for improving plant regeneration and transformation systems, this paper focuses on the recent technologies used to regenerate the most important Brassicaceae crop plants.

A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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A Research on Motion Graphic by Opening Title Sequence of Korea Movie (한국영화 오프닝타이틀 시퀀스를 통한 모션그래픽에 관한 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.618-625
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    • 2010
  • Receiving information and transmitting it is the most basic and important thing in numan society. And modern communication is not only transmitting objective information but also a visual communication which shows feeling of each emotions and image-motive. Introduction of Motion graphic which was grown by new media changed opening title sequence to a more expanded genre. The purpose of this research is to announce the new value of opening title sequence. Motion graphic will be used continually as an important way to communicate and also a guideline which could transmit exact informations and emotions to viewers with creative expressions.

A Study on the e-Business Marketing Strategy of Digital Age (디지털 시대의 효율적인 e비지니스 마케팅 전략에 관한 연구)

  • 조원길
    • The Journal of Information Technology
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    • v.3 no.4
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    • pp.89-105
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    • 2000
  • Electronic commerce includes the tasks that support the buying and selling of goods and services, and interactions among those tasks. Electronic commerce enables companies to close stores, reduce inventory requirements, and distribute products over the internet. Electronic commerce can simplify communication and change relationships The expanding global e-marketplace has triggered an evolution with powerful implications. The introduction of interactive media and the online environment has made real-time, customized one-to-one advertising, marketing and commerce possible. I-marketing is the most rapidly growing channel being explored today. Users of this expanding medium include a range of service providers, publishers, marketers of music, s/w, other products that cross an increasing number of industry lines. Thus, the opportunities for e-business marketing strategy, and new businesses based on interactivity and sophisticated database technology are vast. This study explores the e-business marketing strategy of digital age. Strategic e-marketing can harness the power of today's technology to propel a company of any size farther into the worldwide market than ay any other time in history, increasing potential profits and productivity.

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A Study on Development of Backpack Journalism Using Digital Mobile News Gathering (무선통신망 중계방송(DMNG)을 이용한 '백팩 저널리즘' 발전방안 연구)

  • Jeong, Gyoung-Youl
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.334-342
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    • 2017
  • Due to the development of telecommunication technology, the relay broadcasting system is changing rapidly. The introduction of the wireless mobile communication relay (DMNG) method has enabled the one-man relay, which has resulted in absolute reductions in terms of equipment and manpower. However, it is a reality that the basic level of broadcasting such as broadcasting stability and image quality is becoming less complete. This paper analyzes wireless telecommunication relay equipment and broadcasting system called 'backpack', and discusses future development plan. To do this, we analyze the success and failure cases of backpack relay broadcasting and present concrete plans.

Electronic Cash for Central Bank′s Monetary Policy

  • Lim, Kwang-Sun;Park, Jung-Su;Hyun, Tchang-Hee
    • Journal of Korea Technology Innovation Society
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    • v.1 no.1
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    • pp.96-105
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    • 1998
  • Electronic cash affects central bank in many areas, in particular regarding the issuance of money, supervision of cashless payments, supervision of the banking system and monetary policy. The effects of electronic cash on central bank policies, the security and integrity of the payment system, and naturally also on single sector such as company engaged in the transport of money and valuables, depend mainly on the extent to which the new payment methods can replace cash. The possible development of electronic cash merits special attention from central banks for at least three reasons. First, central banks are concerned that the introduction of the new payment instrument should have no adverse effect on public confidence in the payment system and payment media. Second, although the substitution of electronic cash for other forms of money should not theoretically hamper central bank's ability to control the money supply, it might, however, have practial implications, at least in the long run, which need to be carefully examined. Third, because electronic cash may be used for payments of very small value, they have the potential, more than any other cashless instrument, to take over the role of notes and coins in the economy and, therefore, have implications for central bank's activities and revenues.

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School Library and Information Skills Instruction and the Task in Korean Primary School (초등학교 도서관교육과 그 과제)

  • 유소영
    • Journal of Korean Library and Information Science Society
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    • v.33 no.1
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    • pp.35-55
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    • 2002
  • The author reviewed the school library and information skills instruction. In order to fit the goal that is the enhancement of student's creativity, the instruction the author introduced is based on the learning model such as The big Six. She insisted that students can be creative, if they solve their classroom tasks by using such learning model for their entire school days because the teaming models are structured similar to human brain's thinking process and it can help the function of human information processing system. The author suggested the improvement of the conditions of school library media centers for school library and information skills instruction to meet the goal of school, that Is the creativity of students.

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