This study is to suggest ways to overcome the social exclusion experienced by migrants in Korean society and achieve social integration, focusing on the fact that social exclusion continues in many fields along with the increasing number of migrants. The research results are as follows. First, the legal system related to migrants must be enacted and revised. As the number of migrants increases, various legal and institutional enactments as well as reorganization of related laws are inevitable. Immigrants should be allowed to overcome social exclusion so that their cultural uniqueness and value are recognized and preserved, and they are given the same qualifications and abilities as the residents. Second, migrants' political participation must be guaranteed. When the political participation of migrants, which is currently only open to a small part, is guaranteed, Korean society can be seen as progressing one step toward a multicultural society. Third, residents and migrants must coexist. As a premise of this, it is necessary to prepare a ground where social exclusion can be overcome so that migrants can coexist. Immigrants should be able to develop a relationship of coexistence in the reality that social exclusion is progressing in each field compared to permanent residents. In conclusion, in order for the increasing number of immigrants to settle in Korean society, social integration can be achieved only when social exclusion imposed on immigrants is overcome.
After relationship marketing emerged as a new approach in the marketing field in the 1980s, it has been widely studied in the United States, Europe and Asia. Rapid environmental changes and global competition has made it inevitable for companies to consider their relationships with the environment more closely. Under these circumstances, relationship marketing has held a position as a pivotal paradigm in the field of strategy as well as in marketing. In addition, relationship marketing has overcome the limitations of a traditional marketing research while providing richer implications in company's marketing activities. The paradigm shift to relationship marketing has brought fundamental changes in a marketing point of view. First, in philosophical aspects, unlike past research which focused solely on customer satisfaction, organizational relationship parameters which focuses on trust and commitment has become key elements of successful relationship marketing while shifts in thoughts naturally take place from adaptive marketing to strategic marketing. Second, in structural aspects, the relational mechanism of governance such as network structure with a variety of relational partners has emerged as a new marketing organization from the previous simple structure focusing on the micro-economic, marketbased trading between seller and customer. Third, in behavioral aspects, it proposed the strategic course of the action of gaining an advantage over the competition on the individual firm level by focusing on building long-term relationships and considering partnership with the components in the entire marketing system, rather than with one-time transaction-centric action between a seller and a customer. Fourth, in the aspects of marketing performance, marketing performance was sought through the long-term and cooperative relationship with various stakeholders, including customers in the marketing system, focusing on the overall competitive advantage based on relationship rather than individual performance of individual companies' marketing activities, such as market share and customer satisfaction. However, studies of relationship marketing were mostly centered in interorganizational relationships focusing on the relational structure and properties of commercial sector in the marketing system. Paradoxically, the circumstance of the consumer's side that must be considered is evolving again in relationship marketing. In structural aspects, a community, as the new relationship governance structure in the digital environment, and in behavioral aspects, the changing role of consumer participation demanding big changes in the digital environment engaged in the marketing system. The possibility of building a relationship marketing community for common value creation is presented in terms of organization of consumers with the focus on changing marketing environment and marketing system according to the new realities of the 21st century- the popularity of digital environments and the diffusion of customer participation. Therefore, future research of relationship marketing must seek for a truly integrated model including all of the existing structure and properties of the research oriented relationship from both the commercial and consumer sector.
Today people obtain much information about appearances through movies. The stars' body images in movies have been created through total fashion as they play the roles of an ideal model to create actual body images. This study examined the relations between the body images in the film media in terms of appearances or total fashion and actual body images based on the simulation theory by Jean Baudrillard. It conducted a literature study by collecting and analyzing film media-related picture images from books, papers, periodicals and the Internet home and abroad. The research scope was limited to the stars who made appearances in movies and the ones who starred in movies in addition to their other lines of work. As a result, the following conclusions were drawn; the stars' body images went hyperreal between their actual body images and the ones of their roles in movies and then were simulated in fashion. To be specific, 1. the stars' actual body images went hyperreal and were simulated in fashion in the following cases; 1) the stars in the heyday of film; 2) fashionistas; and 3) pictures taken by paparazzi. 2. The body images of their roles went hyperreal in the following cases; 1) through brand participation; 2) through changed body images; and 3) through cyber body images. Their body images became hyperreal and were simulated in fashion by the input of fashion designers and the techniques of other areas. The body images in film are the object of desire to the audience. They go hyperreal and become the ideal body image to real people. The various kinds of hyperreal images in the film media create new beauty as a reference and object of comparison for people to change their body images in reality.
This Paper discusses a theoretical approach to assess the acceptability on nuclear energy facili-ties and policies, that is associated with derivation of indicators influencing perception on the nuclear energy. Facets of the public perception include the necessity of nuclear energy, expected benefits and costs, possi-bility of control, nuclear energy risk sentiment level, and equality between present and future generations. It also identifies indicators directly or indirectly affecting the perception facets and classifies them into the knowledge-based and the trust-based. Knowledge on nuclear energy facility is acquired on the foundation of the understanding of fact, through information, education, PR, and experience the media. Meanwhile, trust on nuclear energy Policies as value judgment on reality is built through legitimacy, communication, compensa-tion, participation, and the media. Multi-dimensional analysis on nuclear energy acceptability will provide a key to developing a more realistic and mutually agreeable policies and solving the imminent issues.
Journal of Korea Spatial Information System Society
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v.11
no.1
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pp.1-8
/
2009
The u-GIS national land information providing technology is the technology which maximizes the application of u- GIS data through the national land information platform technique of the next generation web and provides a user with the on-demand national land information in the ubiquitous environment. Recently, as the environment emphasizing the web as a platform 'Web 2.0' emerges, the where 2.0 which is paradigm is diffused in the spatial information area. And the Geo-spatial Web technology develops in a center. Moreover, it is changed to the open platform of the user participation trend. And the consumer of the geo-spatial information is changed to the end-user center from the public institution. The geo-spatial technique is technologically faced with the new challenge. In this paper, we analyze the technical tendency about a paradigm, And we present the u-GIS national land information platform technique, the u-GIS national land information visualization technology, the u-GIS national land information GeoDRM integrative technique, and the u-GIS national land information mobile application technology as the essential elemental technology for overcoming this.
This stduy aimed to suggest a possible way for a new setting of interior design education through analyzing educational situations of domestic interior design societies. The study showed that interior design education should not follow expressive methods made from practical work which had been popular in the past and it should establish fundamental formation to make interior design education useful in industrial fields through active educationalindustrial complex. Interior design education is not possible without interrelationship with other professional fields and cooperative attitudes among them. The rapid development in the modern industrial world and the ever-growing information processing world regardless of ideology and regiional boundaries indicate that the future of interior design education will be no longer effective with traditional education systems. The idea suggested in this study may be understood as a bridge between the educational reality and its ideal in interior design teaching. The main points of the study are follows. First, the projects of advanced interior design should be focused on increasing the ability for problem solving rather than accumulating basic knowledge. Second, motivation is important for the maximization of the efficiency of educatiov. Therefore a few suggestions in establishing design conditions, as strategies of inducing 'attention', 'self-confidence', 'satisfaction', and 'relevance' are closely examined to propose practical application methods. Third, educational methods should be developed towards creativity in order to increase abilities of thinking and expressiov. Finally, it is necessary to explore various device which help internship participants to get experiences with a sense of practical situations in industrial fields. This could be possibly done by enforcing academic grades for the work done as an internship participation; by employing workmen in industrial fields as faculty members; and by bringing faculty members into actual industrial situations and providing workmen with lectures. A new approach for a better design education seems to be desirable for the future.
Proceedings of the Korean Institute of Interior Design Conference
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2004.05a
/
pp.156-160
/
2004
Our time is called as the era of information-oriented society and up-to-date scientific technology, but it can be also called as the era of image. It is because the image has much influence upon our everyday life. In the deluge of images, the delivery of image Is a better and faster synergic tool than the delivery of language, and this trend is consistent with the phases of the times in which the analog modality of synergy is converted into the digital one. The image is a picture that is formed by a physical process, and is all the figures reflected by electronic equipments that reproduce the image. After the discovery of photograph in 1893, the image has been appeared first with the form of movie, and then with the form of TV. However, the appearance of such unidirectional synergic tools as movies and TV. has provided artists with some creative motives with which they intercommunicate their messages via some experimental bidirectional synergic tools. Among image-media arts, the performance of installation and participation is an important example that causes many changes through conceptional conversion, such as the conception of the time in space and formative characteristics. What satisfy this trend have been videos, lasers, holographic, and etc. Furthermore, the appearance of computer has provided a synesthesia, that is, a virtual reality, and mixed a real image with a visional one. The image-media art will realize better synergy through combining brand new machines, informational technology, and art, and have much influence upon our everyday life formatively and artistically in the future. with this study, through analyzing the meaning of relationship between image equipments and space.
Ideas regarding acting among new theater groups In the 1960s can be summarized in two major trends. The first trend was characterized with the pursuit of identity in a play. The second trend was characterized with the pursuit of creating a play that strongly and passionately explores internal human reality. In their pursuit of the goal of the second trend, they shockingly and strongly destroyed anything by rising in revolt against the existing spatial language. They believed that acting beyond acting as pursued by Stanislavski is not to implant a new type of human, but to develop the self hidden within the actor or to remove the actor's mask. Based on such recognition, the first thing that actors have to do is to remove or break free from the shell or skin that surrounds them. Accordingly, they sought a method that helped them act while taking off their shell or mask during acting and finally got the answer from "improvisation." One thing with improvisation is its way of stimulating the unconscious world of the actors in order to allow them to strongly express the hidden instinctive emotion from deep within them.
The objective of this study is to research the job spirits of Korea Dental Technisians, Then to figure out the reality of Dental Laboratory Technology field. So to provide data for improving the working condition in which they can with the proper value and pride and be of help in the development of Dental Laboratory Technology field. 1. Before entering school, 121(59.1%) scarcely knew about Dental Technisians, which show its perception is fairly low. The reason for choosing their job, 93(45.4%) answered the most it has a rosy future. 2. About the job satsfaction, 77.5% was satisfied counting the "so-so"s as contentment. About the channel for getting their jobs, 81(39.5%) the most made it through their own efforts. 3. The most influential factor when choosing their jobs, character and aptitude is answered the most by 115(56.1%). The working period they want is the time when they can't work for health problem, 76(37.1%) answered. 4. The most favored job condition of Dental Technitians is opening their own office(69, 33.7% and the most favored work is dental ceramics 62.9%, 129) 5. About their desires on changing jobs, about 52.2% was considering it and the reason for it they are treated improperly in spite of their academic background.(57.1%, 117ppl) 6. About the events for improvement of their job knowledge, 75(36.6%) answered participation in seminars. For the present, the most interesting part is to take new skills via the seminars(33.7%, 69ppl) 7. On the future of the Dental Laboratory Technology field, 80.4% said would be better. On the claims for the Dental Laborotory Technology Association, 152(74.1%) said they wanted their reights and interests protected.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.10
no.4
/
pp.83-90
/
2010
In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.
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