The most common conception of a work of art is as a unique object. In conservation the prevalent notion of authenticity is based on physical integrity, this guides judgements about loss. For the majority of traditional art objects, minimising change to the physical work means minimising loss, where loss is understood as compromising the (physical) integrity of a unique object, and this forms the focus of conservation. Fundamental to conservators' approach to the conservation of contemporary art is the notion that the artist's intent should guide conservators' practice. Since most of the artists creating installation art are living, it is possible to interview them about the details of the installation, attitudes to changing technology, parameters of acceptable change and their views about what aspects of the installation are essential to preserve. Conservation is no longer focused on intervening to repair the art object but has become concerned with documentation and determining what change is acceptable and managing those changes. In order to accurately install works in the future it is necessary to broaden our focus to include elements of an installation that affect the viewer's experience. This might mean documenting the space, the acoustics, the balance of the different channels of sound, the light levels and the way one enters and leaves the installation. These are as important as the more tangible or material elements in the conservation of the work. It is also necessary to work with industry and specialists outside the field of conservation to develop new skills to preserve and manage new types of objects in our care. We can also document the less tangible details of an installation such as the light levels, the character of the sound etc. This is a new area of conservation and as a profession our understanding and knowledge will deepen with time. All of these strategies work together to help to limit the risk of not being able to accurately install these works in the future. Deciding what can be changed and how to best care for any element of an installation will depend on its meaning and role. For both contemporary and traditional objects such decisions are documented by conservators and although the focus of the conservator may have moved away from the material object, the approach is still rooted in traditional notions of collection care.
This study aims to examine association between festival service evaluation attribute and behavior intention of visitors and research satisfaction with festival, second visit and recommendation intention, ultimately in order to suggest measures to establish market strategies. The study was conducted as follows. First, a total of 360 pieces of questionnaire were distributed from October 14 to 16, 2011 and a total of 335 pieces were collected. Except 15 pieces without responses, 320 were used for the study. Second, in service evaluation elements, program, facility and performance review had positive impacts on the satisfaction and second visit. All evaluation elements also positively affected recommendation intention. Third, in association between demographic features and satisfaction, second visit and recommendation intention, while the satisfaction positively influenced bringing a friend, it negatively influenced academic background and income. In addition, residence and job gave a positive affect on second visit, while income, bringing family and first visit gave a negative effect on the second visit. Last, age, academic background, income and bringing family gave a negative effect on recommendation intention.
Journal of the Korean Society of Clothing and Textiles
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v.40
no.4
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pp.733-745
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2016
This study investigated the effect of clothing interest on party preference and suggested four party unities according to party wear types. A hypothesized model based on consumer innovativeness, clothing interest, party benefit, party interest and party preference was tested to determine the effect of clothing interest on party preference. Party unities were constructed according to party wear types along with party place, party food, and party music. Data was collected through two online surveys. The population of the survey was female consumers in their twenties. Descriptive statistics, factor analysis, reliability, correlations, and regressions were applied to the data of 305 samples. As a result, positive tendency toward consumer innovativeness, clothing interest, party benefit, party interest and party preference was observed in young female consumers with significant relations among five variables. Party preference was well-explained from the hypothesized research model, but the direct path from clothing interest to party interest was identified as insignificant. The most preferred party elements of place, food, music and wear was garden, barbecue, house music and mini dress, respectively. Four party unities according to party wear types were constructed and suggested based on the correlation analysis results between party wear and other party elements. The concept of party unity is useful to establish marketing strategies such as advertising and experience marketing in the party wear industry.
Although the government has revised the child welfare act, institutionalized the establishment of local children's centers, and given financial support for them, there are a number of problems with respect to their operation. Specifically, one of main problems is their limited space. Diverse problems that go with the arrangement of limited space and usability have occurred, however there are only a few strategies to use limited space flexibly. This study assumed variability as one of the methods to solve spatial problems. As a basic research for the assumption, Analyzing the variable method and characteristics of domestic and foreign child-care facility guidelines was performed trying to take advantage of as a basic data in order to seek a variable scheme of local children centers' indoor space. For this purpose, study analysed the methods and characteristics of variability centering on aspects related to variability which are environmental design elements required by local children's centers as suggested in previous studies. The results are as follows. First, the variability of space should be planned according to activity and time, and consider the methods of division, storage, and other facilities necessary. Second, methods of variability in space can be classified into creating areas and structures that are variable. Third, as a result of analysing the environmental design elements required by local children's centers, this study discovered the following characteristics: multi-purpose usability through a combination of variable devices, transition through a variable space medium and setting up areas and expansion of indoor variability assuming usability through internal and external connections.
It is obvious that the characteristics of the media are related with the visual expression found in film and video shots. It can be assumed that there would be unavoidable distortion when the space and objects are being framed into an image by the camera and that unavoidable distortion can be utilized for creative expression. Therefore the relationship among the shape of filming zone, the structure of the image, and the strategies of disposition of camera, actors, and objects were studied in accordance with expressional attempts found in film and video images. The classified cases of the expressions found in film and video was studied from the view of the dispositions and movements of the physical elements such as camera, actors, and objects which made the designated expression possible. Finally the organization of method to arrange of the elements used for film within film zone was resulted as the expressional directing methods for filming. Later the usefulness of the method was tested by the application of the method in educational procedure and the evaluation of the analysis of the students' results.
The concept of food and beverage space in modern society is changing into complex space where various experiences are provided. With the increase of food service brands, those brands are getting standardized. Providing more differentiated experience and service became an element of competition to companies. The flagship stores among stores presented by companies have much influence on promotion and sales. Thus, it would be necessary to provide integrated service by adopting service design process for the differentiated design of such experiential space. The objective of this study is to examine the satisfaction of service design of food and beverage flagship stores. By creating a checklist to evaluate the space through the theoretical consideration of flagship stores and service design, the satisfaction of service design of food and beverage flagship stores was analyzed. Through the survey with users of the case space, it was possible to check the satisfaction of the service design elements applied to the food and beverage flagship store space. The satisfaction with service design was evaluated through the 5point scale. When the average point was high, the satisfaction with service design elements was high. In the results of the analysis, regarding the spatial composition of flagship stores, the overall interior/exterior atmosphere should contain the image of the company. As flagship stores compose space that can express various event space and company itself on top of the space for sales, they should present the spatial composition differentiated from other general commercial spaces. The significance of a study on service design of flagship stores is to show positive effect on flagship store space. In the future, it would be necessary to have comparative analysis on domestic and foreign cases applied with the service design process, and also to analyze the strategies in the aspect of service design.
Hang Gyeong;Mi Sook Choe;Sung-Ho Lee;Sung Han Park;Hyuk Kim;Ja Choon Koo;No Youl Kim;Su Hyun Park;Jeung Joo Lee
Proceedings of the Botanical Society of Korea Conference
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1999.07a
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pp.17-20
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1999
In rice, limited efforts have been made to identify genes by the use of insertional mutagens, especially heterologous transposons such as the maize Ac/Ds. We constructed Ac and gene trap Ds vectors and introduced them into the rice genome by Agrobacterium-mediated transformation. In this report, rice plants that contained single and simple insertions of T-DNA were analyzed in order to evaluate the gene-tagging efficiency. The 3'end of Ds was examined for putative splicing donor sites. As observed in maize, three splice donor sites were identified at the 3'end of the Ds in rice. Nearly 80% of Ds elements wered excised from the original T-DNA sites, when Ac cDNA was expressed under a CaMV 35S promoter. Repetitive ratoon culturing was performed to induce new transpositions of Ds in new plants derived from cuttings. About 30% of the plants carried at least one Ds that underwent secondary transposition in the later cultures. 8% of transposed Ds elements expressed GUS in various tissues of rice panicles. With cloned DNA adjacent to Ds, the genomic complexities of the insertion sites were examined by Southern hybridization. Half of the Ds insertion sites showed simple hybriodization patterns which could be easily utilized to locate the Ds. Our data demonstrate that the Ac/Ds mediated gene trap system could prove an excellent tool for the analysis of functions of genes in rice. We discuss genetic strategies that could be employed in a largee scale mutagenesis using a heterologous Ac/Ds family in rice.
Journal of the Korean Institute of Landscape Architecture
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v.28
no.6
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pp.84-95
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2001
The purpose of this study is to investigate how the 6 entry plans of Seoul Park in Paris were representing the tradition by comparing and reviewing them. Entry plans proposed for Seoul Park revealed different approaches of representing traditional gardens. Through scrutinizing these plans, some similar and different aspects among them could be found out. In order to find out those aspects, the entry plans were analysed and compared into several categories such as design concepts, programs and spatial components. The main concern for analysing the entry plans focused on the issue of are presentation. Representing a Korean garden into Seoul Park depends on the manner of a representation, their objets and media. Objects are related to the contents. The contents can have various themes, events, places beyond the garedn. Meids is related to represent Korean tradition with what implement. The manner of a representation can be divided into three types; a direct representation, an abstract(metaphoric) representation and a destructive representation. We found the characteristics through analysing the entry plans that 1) Korean terrain, Korean thoughts, narrative promenade, past/present/Korea/Seoul, story telling through the Korea traditional fence were used as design concepts. 2) Traditional elements such as a traditional pavilion, fence, madang, hwagye, gate were generally chosen as essential elements for representing the Korean tradition. 3) Direct representations were ore broadly used than abstract and destructive representation as the manner of a representation. and 4) The entry plans show us a variety of possibilities of representing traditional gardens. Abstract and destructive representations of tradition can be found out in th several plans compared with other existing ocean gardens made in foreign countries. In establishing urban parks and ordinary landscapes, those strategies can be alternatives to represent the identity of Korea by reconciling tradition with invention.
Objective:The purpose of this study is to suggest the methodology for establishment of safety culture in industry. Background: There have been studies indicating positive relation between safety culture and safety performance. But the areas of those efforts have been mainly focused on elements or factors consisting of safety culture. So it is expected that studies on methodologies for developing process of the culture could contribute for the industry to understand and apply it accordingly in order to improve their practices. Method: In this study, the scope was considered just for industry, even though there are many fields of culture. As the first step, the limitations of regulatory control and efforts by industry were reviewed, and the trends of researches were presented. In the second step, the global company practices were provided with detailed activities. Results: This paper showed the limitations of present state in government strategies and industry for safety culture improvement. Also the restricted areas in researches were shown. As one of the solutions to resolve those things, such global company practices as perception to safety journey, the steps of culture development, total safety philosophy, structure and elements of safety process, standards and procedures, training, and up to keys to success were suggested. Conclusion: Through this study, the development of the structure of safety process which consists of many purposeful activities has been derived to be very important. Because it will be the seeds of safety culture expressing their thinking process and behaviors. Also it is required to approach success step by step according to the achievement of each step. Application: This study can be used to develop the methodology and safety process in industry with different viewpoints for safety culture establishment.
Journal of Korea Entertainment Industry Association
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v.13
no.4
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pp.83-91
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2019
Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.
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