• Title/Summary/Keyword: Social Change Perception

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An Ocean of Opportunity: The Digitalization of Small and Medium-sized Enterprises in Bitung, Indonesia

  • LAYMAN, Chrisanty V.;HANDOKO, Liza;SIHOMBING, Sabrina O.
    • The Journal of Asian Finance, Economics and Business
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    • v.10 no.1
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    • pp.41-48
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    • 2023
  • Over the past ten years, numerous industries have undergone upheavals that have significantly altered how businesses interact with their clients and how goods are created and produced bySMEs. Many cutting-edge technologies have recently been created and implemented to enhance business models, facilitate sustainability features for organizations, and boost business capabilities. This essay seeks to understand how digital entrepreneurship functions in developing nations. The results of this study show the effectiveness of digital transformation in the context of SMEs is greatly influenced by aspects including the change of managerial intensity and the involvement and perception of workers, customers, and shareholders. One of the needs that business owners showcased in this study in terms of digitization is infrastructure resources to support digitization such as devices, the Internet, and funds, but also the ability to use digital media for business development. Practical skills that business people want to learn such as product design and management of their social media accounts. There are also aspects of time and self-motivation of the business actor that can speed up or slow down the digitization process. Finally, government support that is structured in encouraging MSMEs is also one of the supporters and drivers of digitalization in the blue economy.

On the Characteristics of Physical Training Content in Seo Sang-cheon's Writings by Period

  • Shin eui-yun;Kim dae-sung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.380-387
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    • 2024
  • Seo Sang-cheon (1903-1950) was a sports leader and administrator who contributed greatly to the development of Korean sports after Japanese colonial era and liberation. And to us, he is known as the first person to introduce weightlifting to Korea. In this paper, through the main contents of the books of the 1930s related to this research topic, including the Modern Physical Fitness Promotion Act (1931) and the Modern Iron Stick Movement Act (1934), the main contents of Seo Sang-cheon's books related to physical training during this period, I would like to illuminate the characteristics such as infinite affirmation of the 'body training' and the exposure of disciplined upper body photographs in Seo Sang-cheon's writings related to physical training during this period. On the one hand, contrary to this, I tried to mention the regrets of his writings and political moves emphasizing the 'spirit' after the 1940s. We found that Seo Sang-cheon's early writings were focused on individual physical training, beyond the boundaries of nation and ethnicity. In contrast, his later writings reflect a shift towards thinking of personal physical training in alignment with the development of the state. We believe that this change in his writings demonstrates that Seo Sang-cheon's interests extended beyond physical education into political and social spheres, while also symbolizing a transformation in his perception of the body.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

The social representation and trust of Korean society and people: Indigenous psychological analysis of the perception of Korean adolescents and adults (한국 사회와 사람에 대한 사회적 표상과 신뢰: 청소년과 성인의 지각을 통해 본 토착심리 분석)

  • Uichol Kim ;Young-Shin Park
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.103-129
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    • 2004
  • This article examines the Korean adolescents and adults' social representation and trust of Korean society and people using indigenous psychological analysis. Respondents were asked to write in an open-ended questionnaire their perception of the following five aspects: Korean politics, economy, society, culture and people. They were then asked to report why they trust or distrust Korean society. A total of 1,064 respondents (218 middle school students, 200 university students, 218 fathers of the middle school students, 218 mothers of the middle school students, and 210 teachers) completed a questionnaire developed by the present researchers. The data were collected during April to June, 2003. The results indicate that 94.5% of Koreans view the existing political system and politicians as being corrupt, inept, factional, and lacking in integrity. A vast majority (84.9%) recognize the existence of systemic problems in the Korean economy. A total of 78.2% see problems in Korean society being dominated by selfishness, factionalism, conservatism, and social uncertainty. For Korean culture, a majority of respondents report being proud of its cultural tradition, accomplishment, and creativity. At the same time, 45.7% report loss of cultural identity and pride due to external influences. More than half of the respondents report negative aspects of Korean people (i.e., selfish, lack of morality, rushed, and overly focused on their social image), while nearly half of the respondents report positive aspects of Korean people as being compassionate, cooperative, good-natured and hard-working. As for reason for trusting Korean society, around a third report "because it is our country," followed by its future potential, and the good-nature and willingness of Korean people to work hard. The reasons for distrusting Korean society is the dishonesty politicians, corruption, institutional ineptness, and economic uncertainty. These results indicate a low level of collective efficacy in influencing and affecting change in Korean society.

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The Virtuality Shown in the Media Coverage of the Sewol Ferry Disaster (세월호 참사 보도에 나타난 언론의 가상성)

  • Lee, Sung Wook
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.766-779
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    • 2016
  • This study was designed to look at a gap between what is reported and what is real, based on 'virtuality' shown in the media coverage of the Sewol ferry disaster. The way the Korean media reported the disaster raised serious concern in describing realities as the coverage was dotted with omitted, diluted, misleading, false and biased information, dubbed as the sinking of journalism by the Special Committee of the Korea Broadcasting Journalist Association. Virtuality can be problematic in journalism since users, when frequently exposed to 'mediated reality' or mediated presentment, often consider it actual and respond to it, rather than reacting to 'actual reality'. Many studies have found that media users tend to perceive mediated reality as an actual outside world. This paper aimed to explain signification of media reporting and limitations of user perception by reviewing major discussions and arguments on virtuality in previous research and history of thoughts. It was easy to link virtuality of mediated reality to the role of the media, which impact public opinion and change the flow of an event, and to other concepts such as the socialization of power, social control and social hegemony.

A Study on the Characteristics of Children's Environmental Behavior (아동기 환경 행태 특성 연구)

  • Lee, Hee-Won;Lee, Jung-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.2
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    • pp.354-361
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    • 2007
  • The purpose of this paper is to provide design information about children facilities, in which children's demands as main users are subject to be missed because of the shortage of children's communication ability in making design decisions. For this purpose various studies on childhood environment-behavior characteristics supporting children's demands are examined. The main part of this paper is divided into two categories, personal characteristics and social characteristics, and each category has several sub-categories. In personal characteristics, issues related to environmental perception and cognition are examined focused on development and change in childhood. Subjects about social characteristics include privacy, personal space, territoriality and density. Each part deals with definition and function of each items, and issues related to environmental design of children's facilities.

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A Study on the New-Hanbok Style from the Perspective of Vernacular Design (버내큘러 디자인 관점에서 본 신한복 스타일)

  • Lee, Jung-Ho
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.69-88
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    • 2016
  • The purpose of this study is to delve into the identity of the New-Hanbok style in modern fashion, and to survey its formative characteristics and internal values from the perspective of vernacular design. Arguments can be summed up as follows. The study historically examines the changes in Hanbok and concludes that the social and cultural backgrounds and factors that caused the advent of the New Hanbok are (1) the change and expansion of the basic social, cultural, and popular perception toward the Korean image, (2) the rapid spread of a subculture centering on the younger generation, and (3) the voluntary and systematic activities of nonprofit clubs, communities and private organizations. This is the cycle of the spread of Hanbok, which shows the subcultural selection and development process of upward propagation. Furthermore, the public, in addition to holding fast to an independent attitude regarding their choices, also show that they tolerate diversity. As a perspective of analyzing the New Hanbok style, the study suggests the characteristics of the vernacular design perspective as (1) a spontaneous indigenous nature (2) living everydayness (3) and the subcultural-ness of the era. From such a perspective, the study examines the formative characteristics of the basic costume configuration of the New Hanbok style including jeogori, traditional Korean skirts, Cheollik one-pieces, and Trompe l'oeil one-pieces, and draws out the meanings contained in the New Hanbok style, which are (1) spontaneous indigenous nature and directivity toward tradition, (2) living everydayness and modernity, and (3) open subcultural-ness.

A Study of the Existing Forms and Farmers' Perceptions of Agricultural Dry Stonewalls in Hado-ri, Gujwa-eup, Jeju Province (제주도 구좌읍 하도리 밭담의 존재형태와 농가인식에 대한 연구)

  • Kang, Seong-gi;Jeong, Kwang-Joong
    • Journal of the Korean association of regional geographers
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    • v.22 no.4
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    • pp.809-825
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    • 2016
  • This study aims to review the existing forms and farmers'perception of the agricultural dry stonewalls under agricultural environment, based on the case of Hado-ri, Gujwa-eup, Jeju Province. The study results are as follows: First, agricultural dry stonewalls in Hado-ri are most external walls, many of which are curvy. Concrete walls have recently shown up to enclose fields. Second, the height of agricultural dry stonewalls varies according to the location, and their length was calculated 16.514km(two farming region) based on a field survey and numerical cadastral maps. Third, farmers in Hado-ri perceive a great need for agricultural dry stonewalls. This means that agricultural dry stonewalls have a sustainable value despite rapid social change. Fourth, the methods for the sustainable preservation of agricultural dry stonewalls involve improving eco-friendly agricultural environment for the stonewalls, building database by village about them, carrying out their transformation and building according to promulgated ordinances, promoting the value of the stonewalls to Jeju citizens, and educating them to perceive the value of the stonewalls.

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Case Managers' perceptions on Strength Case Management experiences for poor families with the infants and early children (사회복지사가 경험한 강점관점 사례관리 실천 : 영유아 빈곤가정을 대상으로)

  • Min, So-young
    • Korean Journal of Social Welfare Studies
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    • v.43 no.1
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    • pp.275-304
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    • 2012
  • This study explores the case manager's experiences in terms of how they were challenged by the difficulties of the case management process, overcame them, and obtained the positive outcomes. Qualitative methodologies were used, employing a focus group interview with 10 case managers. The findings suggest that case managers were aware of the importance of strength among clients and communities. Case managers commented that they tried to actualized the principles of Strength Case Management, thereby facing the changes and growths among clients and communities. Several suggestions were made for the effective settlement of Strength Case Management.

A medium of Art as the Relational Circuit: Paul Ryan's Video Art (관계적 회로로서의 예술 미디어: 폴 라이언의 비디오아트)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.101-106
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    • 2019
  • This paper considers the historicity and aesthetical implications of in the art world of Paul Ryan(1943-2013) who designed the aestheticization of relational circuit of society by realizing the value of social transformation being inherent in video with cultural practices and suggesting the interdisciplinary method of leaning and research in the early video art history. To do this, in Chapter II, I review the first artwork presented firstly in the art gallery exhibition "TV as a Creative Medium" in 1969, in which Ryan proposed a video medium as a communication system and experimented the concept of 'feedback' in Cybernetics. And Chapter III focuses Ryan's discursive activities contributed to magazine Radical Software and artist-collective Raindance Corporation with growing interest in communication technology. At this time, Ryan regarded video medium as the tool for cybernetic expansion. Finally Chapter IV deals with the development of ecological method based on "a shared perception of environmental realities" and verifies Ryan's vision that video medium would be most effective means of social change and communication.