• Title/Summary/Keyword: The World Cafe

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Exploring the effect of collective intelligence through the 'World Cafe' conversations (집단지성 구현을 위한 토의 수업에서 '월드카페형 대화법'의 적용 가능성 모색)

  • Kim, DaWon
    • Journal of the Korean association of regional geographers
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    • v.19 no.4
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    • pp.787-804
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    • 2013
  • The purpose of this study is to explore the effect of 'World Cafe' conversations for collective intelligence. For this purpose, 'World Cafe' was applied to the class 'presentation and discussion' of university class. To explore the effect of 'World Cafe' conversations for collective intelligence I surveyed the responses of students participating in the class and analyzed results of the survey and class activities. The results are as follows: first, 82 percent of all students were actively involving in the class, second, topics were more discussed through World Cafe class than general discussion class. These results suggest 'World Cafe' class induced active participation of the students in class and have the effect producing the collective intelligence.

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A Study on activation method of tumbler sharing service for improve the issue of disposable cup (커피 전문점 텀블러 공유 서비스 활성화 방안 연구)

  • Park, Ga-young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.265-270
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    • 2020
  • The purpose of this study is to suggest ways to reduce plastic use, one of the main culprits of environmental pollution around the world. Recently, the use of disposable cups at a domestic cafe has not been effective due to growing the number of stores and cafe in various brands. Cafes recommend the use of tumblers as a solution to the problem, but actual there are not many users in cafe. I need to investigate the problems of tumbler use and individual opinions through the first phase is FGI (Focus Group Interview). In the second phase, I investigate similar services, which are currently implemented in domestic and overseas, as a case study. The results showed that although similar services are offered in domestic, the focus is on tumbler sharing, which is somewhat insufficient for convenience provided when using cafes. Through this study, I hope to provide convenience and voluntary environmental protection by proposing a plan to activate Tumbler sharing services for cafe and users.

A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

A Design and Implementation of Content Management System for Integrative Medicine Diagnosis based on Mobile phones (모바일 폰 기반에서 통합의학적 진단을 위한 콘텐츠 관리 시스템 설계 및 구현)

  • Lee, Min-Sun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.253-259
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    • 2011
  • In a ubiquitous society, the world is changing to the place where we can access to network anytime, anywhere, on any device. The mobile internet is leading the ubiquitous world and the most commonly used medium is a cell phone. However, it is uncomfortable to link to cafe, blog, and mini homepage. Because we have to stop wap service in order to upload the mobile contents like photos, videos, sound recordings produced by mobile phones. Also we have to re-access. So, in this paper content management system was designed and implemented which mobile users don't have to stop wap service in order to upload photos, videos, sound recordings produced by mobile phones. Also it supports upload in wap service integrative medicine diagnosis and contents can be managed by category.

The Analysis and Design of Online K-pop Shopping Mall using cafe24 smart design (카페24 스마트디자인을 이용한 온라인 K-pop 쇼핑몰의 분석 및 설계)

  • Tu, Ruth Kyla;Danica, Danica;Kim, JaeSaeng;Kim, In Bum
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.475-476
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    • 2019
  • K-pop has become a truly global phenomenon thanks to its distinctive blend of addictive melodies, slick choreography and production values, and fans all over the world buy anything to support their favorite K-pop idols. In this paper, we will design and create an online K-pop Shopping mall made not only for korean fans but also international fans. Furthermore, the site will include Official Merchandise and Unofficial merchandise thus opening a job opportunity for those who have interests in K-pop business.

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Blog Application of Korean Traditional Costume as Culture Information Contents (한국전통복식 문화정보의 블로그 활용에 관한 연구)

  • Hwang, Mi-Sun;Lee, Eun-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.1
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    • pp.97-109
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    • 2012
  • Recently, it is concentrated world interest to Korea sensational (Hanryu) exited for not only sports but korean drama, K-pop in public culture. And G20 summit meeting and Winter Olympic open city selection. It is why practical information needs of Korean traditional cooking method and Korean culture, history and architecture and easy way to gain information. Korea has strong power for internet and nuke personal media mini home page, and cafe, blog. Blog is useful for spread information and has efficiency of speedy exchange information. In this study making blog contents of Korean traditional cultural information for not only Korean but foreigner. For method find blog has possibility of cultural information spreading tool, in literature and investigate usefulness and contents of naver blog having Korean traditional costume. In this study, it is helpful to open and construction personal blog of korean traditional costume and traditional culture contents.

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A Study on the Exhibition·Education·Operation Regional Linkage Program of the National Museum of Ethnology (국립민족학박물관의 전시·교육·운영·지역연계프로그램에 관한 조사 연구)

  • Park, Jin-Ah;Jung, A-Young;Kong, Soon-Ku
    • Korean Institute of Interior Design Journal
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    • v.23 no.5
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    • pp.146-156
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    • 2014
  • This study investigated and analyzed the exhibition, education, operation, and regional linkage program around a case of the National Museum of Ethnology in Netherlands, Germany, Mexico, England, and Japan to suggest necessary directions when constructing the national museum of ethnology of Korea. Interview by visiting the site and email interview were conducted for the investigation and suggestions according to the analysis are as follows. 1) It is necessary for the exhibition program to suggest a comparison exhibition by continent, and to be specific, occupation, style of living, representational culture, religion and view of the world, relation of power, and development culture are essential for the culture contents. 2) The education program needs to be constructed based on the age and level, and specific education program was suggested in this study. 3) Managing library, restaurant, cafe, and museum shop is essential for the operation program, additional service operation was suggested to cover additional financial areas, and professional research workers and professor manpower are necessary. 4) The regional linkage program needs to be composed by considering special qualities of the country and region, and needs to satisfy the expected effect of the local community and local residents.

The Revitalization Schemes for Virtual Communities in Apartment Complexes - The Status and Classification of the Virtual Communities - (아파트 단지 내 사이버 공동체 활성화 방안 연구 I - 사이버 공동체 실태와 콘텐츠의 유형화 -)

  • Kang, Soon-Joo;Lee, Young-Ae
    • Journal of the Korean housing association
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    • v.19 no.1
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    • pp.57-66
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    • 2008
  • In the past, strong social bands, which had spontaneous communities, existed in Korean traditional society. However, while it's developing through industrialization; monolithic apartment houses were introduced which causes less interaction between neighbors. With the growing attention to the higher living quality, various schemes to revitalize the community spirits have been groped, including to improve in hardhearted neighborhood relationships and to cope with the dreariness in the city. With the development of the internet and the spread of 'digital home', the communities in cyber space have been especially revitalized since the information-oriented society. In a move to strengthen the communities in apartment complexes, this study tries to find the revitalization scheme for virtual communities in apartment complexes by analyzing the contents of its web sites and understanding the world of virtual community. These are compared and analyzed. The related virtual communities ("cafe" or "blogs") are also analyzed. The results are as follows. 1) There are some differences among the contents provided by apartment virtual community developing companies, still, it could be categorized into four types; "apartment complex introduction and management information" "community revitalization" "living guide" "individual services" 2) The contents provided by self-organized communities of residents neither require additional charge nor special membership for information while the formation is not systematized. 3) In the comparison of apartment virtual community developing companies with residents self-organized communities, "apartment complex introduction and management information" on freeboard, notice, request and Q&A, and "community revitalization" on communication board are both provided throughout the web sites. 4) The contents provided by apartment virtual community developing companies makes the information available in a wide range with managers, on the other hand, self-organized communities emphasize on showing attachment and concern of residents and requiring communications between neighborhoods.

A Study of imagification of space laying emphasis on representation (표상성을 중심으로한 공간 이미지화에 관한 연구)

  • Hwang Yong-Seup;Park Chan-Ho
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.106-113
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    • 2005
  • New images percolate through human consciousness by the media such as movies, TV programs, and brilliant advertisements. These images reproduce new ' things ' throughout the ' semantic processes ' by those who experience and recognize them. Alvin Toffler describes it as the ' information bomb ' and ' image fragments ' in his talk about the new paradigm of information-oriented era. The increasing number of images and their accelerating rate of appearance imply that images become more momentary, and are evidence that they are transforming entire human life and consciousness. Such awareness means a lot to a designer. Especially, the subject that how modern space-dominating images are related to the structure and materials constituting the space and communicate with human mind will be an important factor in establishing the human-space relationship in the future. Furthermore, the present age overspread with various medium is not the only one privileged of the images that exist within space. They are the results of continuous expansion of existing images, and also process of evolution of space powered by the fusion of images and digital media. Imagified space is a boundary layer of Cyberspace, and the space itself becomes an interface by human recognition and participation. Now, the functional classification of spaces such as ' office, ' ' cafe, ' and ' school ' is meaningless. Whatever it may be, the function of a space is defined by the information it interfaces, and therefore it becomes an interface to information through a large number of images. Based on this idea, we will observe the imagificaiton of space in the form of discussion, and from that, try to understand the phenomenon through the real world examples.