• Title/Summary/Keyword: Use Motives

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A Study on the Cyber Museum Organization System for Intangible Cultural Properties III - Focused on the Chungnam Province - (무형문화재를 위한 사이버뮤지엄 구성체계에 관한 연구 III - 충남지역을 중심으로 -)

  • 한영호;장중식;정용섭
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.179-186
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    • 2004
  • The findings of this study indicate that intangible cultural properties are worth preservation and transmission and should be considered as very important as tangible cultural properties. If the studies of intangible cultural properties are continued focusing on their characteristics and formational system, they can be expressed more properly by adding new interactive elements to database and expressive requisites. New techniques introduced in this study are believed to provide people with most reasonable and developmental motives for expression of the existing intangible cultural properties. Concerning Korea's cultural properties centered on intangible cultural properties, information construction should be made with a new idea of information based on database from the previous studies. The result will be able to set an important factor to give wide publicity to our cultural identity, which is currently shown in the process of background communication, and serve as a foothold to deliver exact information to our descendants. The intangible cultural properties are our people's mental cultural heritage resources. If museums or initiator groups, which are organized to spread cultural heritages, can use them as the subjects of exhibition through information construction and visualization, it will function to maximize the educational effect of transmitting our national mental world. The development of digital environment will provide the optimum conditions and tools making it possible to visualize intangible forms and ideas in a virtual cyber space. Given these viewpoints, steady studies and efforts for the improvement of Korea's cultural image should be made in the way of intangible cultural properties as well as tangible ones. They start from the country's accurate appreciation of cultural properties and are embodied in systematic adjustment and relationship between interdependent elements.

Design Process for Fashion Product Development Applying Taekuki (태극기를 응용한 패션상품개발을 위한 디자인 프로세스)

  • Kim Hyun-Joo;Seo Soo-Hyun;Jang Nam-Kyung
    • Journal of the Korean Society of Costume
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    • v.55 no.4 s.94
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    • pp.1-15
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    • 2005
  • For every country, the flag is a major symbol that represents the country. Establishing image though the use of the country's symbol is more important for achieving national competitiveness in this global age. In Korea, Taekuki has not been actively applied to fashion products, however Korean people began to realize the Taekuki as a motif of fashion with 2002 World Cup. Thus, research on fashion product development applying Taekuki is needed. This research developed designs for fashion product development applying Taekuki. In addition, through suggesting various applied motives, this research explored the product possibility of global fashion design that represents Korean identity and fashion. For research method, after research on fashion design process, design development was progressed according to the 4-phases that comprehends processes previous researchers presented. First, in the problem recognition phase, background on the introduction of Taekuki to products and Taekuki fashion during 2002 World Cup was analyzed. Then, the need and possibility of fashion product development applying Taekuki's formative characteristics were found. Second, in research and analysis phase, meaning and history of Taekuki as well as flag fashion product developments in the U.S. and England examples were reviewed. Also, individual interviews with experts and consumers were conducted to collect qualitative data regarding product and design direction. Third, in idealization for problem solving phase, 62 designs including 43 apparels and 19 accessories were emerged. Finally, in evaluation phase, 40 university students majoring design evaluated designs' creativity, function, uniqueness, symbol, aesthetics, and harmony. Through this research, it is expected that fashion products applying Taekuki will be formly established as a fashion item. Furthermore, it is also expected that product development in other categories, brand planning, and product development using other national symbols such as name, anthem, and flower will be followed.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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Motivation for following College Sports Teams' Social Media Accounts (대학스포츠팀 소셜미디어의 이용동기)

  • Park, Jae-Ahm;Dittmore, Stephen W.
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6547-6555
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    • 2014
  • This study attempted to verify what motivates fans to follow college sports teams' social media and identify the motivational factors that can best predict fans' social media consumption. Confirmatory Factor Analysis (CFA) indicated that previously identified seven motives for online consumption, i.e., information, diversion, socialization, pass-time, fanship, team support, and technical knowledge, are compatible with the use of college sports teams' social media. In addition, a results of multiple regression found diversion, socialization, fanship, team support, and technical knowledge to significantly predict the level of social media consumption while information and pass-time did not significantly affect social media consumption. In particular, socialization had the greatest influence on social media consumption.

A Survey on the Korean Costume(Traditional Hanbok, Saenghwal Hanbok) for Children (어린이 한복(전통한복, 생활한복)에 관한 조사연구 - 경남지역 마산.창원시 거주 어린이와 어머니를 대상으로 -)

  • 정혜경
    • Journal of the Korean Society of Costume
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    • v.53 no.5
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    • pp.97-110
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    • 2003
  • This study was done to investigate the wearing experience, the taste and attitudes toward Korean Costume(Traditional and Saenghwal Hanbok). Data were collected by self-administered question from 307 elementary school children and 307 mother during 7, 2002. Conclusions are as follows : 1. Hanbok was worn mainly in the first birthday of children and 6∼7years old. But it was rarely worn in 4th∼6th grade of elementary school. Most of children had worn the Traditional Hanbok, about 30% had worn the Saenghwal Hanbok. 2. Childrens liked Saenghwal Hanbok more than Traditional Hanbok, girls liked Hanbok more than boys did. And 31.4% of boys disliked Hanbok, the main motives for dislike were concerned with the discomfort to move, the feel of cloth and becoming. Boys prefered the style of ´vest/ Jeokori/ Bajii´ in Traditional Hanbok, and ´half-sleeve Jeokori/ Baji´ in Saenghwal Hanbok. Girls prefered the style of ´Dangeui/ Chima´ in Traditional Hanbok, and ´One piece/ Jeokori´ in Saenghwal Hanbok. Childrens prefered analogous color scheme to contrasting color scheme. Boys prefered the blue groups, girls prefered the orange and red groups. 3. Childrens had more positive attitudes towards Saenghwal Hanbok than Traditional Hanbok. Mothers had positive attitudes towards both these types. And the attitudes toward Saenghwal Hanbok and Traditional Hanbok of childrens were more positive than mother´s. Therefore the following suggestions may be proposed for the development of Hanbok for children. 1. Hanbok is need to be designed considering activity, feeling and becomingness for teenagers. 2. Hanbok design must be kept seperated Traditional Hanbok and Saenghwal Hanbok. Traditional Hanbok is need to emphases tradition, Saenghwal Hanbok is need to apply a western style and have a practical use.

Perception and Preference of Chungkukjang in the Middle School Students in Seoul (서울 지역 중학생의 청국장에 대한 인식 및 기호도 조사)

  • Jung, Hee-Jung;Nam, Eun-Sook;Park, Shin-In
    • The Korean Journal of Food And Nutrition
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    • v.19 no.4
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    • pp.416-426
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    • 2006
  • The purpose of the study was to investigate the perception and preference of chungkukjang in the middle school students under school meal service. For the investigation, 538 third-grade students in Seoul area were surveyed by a questionnaire and the data were analyzed by the SAS package. The result showed that 81.3% of the surveyed students responded the awareness of chungkukjang, and the motives of their interest in chungkukjang were through home education(60.0%) and mass communication(30.9%). Most students recognized that chungkukjang is the soybean fermented food, healthy food and Korean traditional food. 33.8% of students responded that chungkukjang jjigae served at the school meal service was not tasty. It also revealed that male students had more preference for chungkukjang jjigae than female students. Among the 22 kinds of new chungkukjang menu served at the school meal service in the future, 10 kinds of menu (chungkukjang samgeobsal gui, samgeobsal chungkukjang bockum, chungkukjang sauce dakk gui, chungkukjang dongasmali, chungkukjang sogogi janggug, chungkukjang kimchi bokgumbab, chungkukjang bajirak kalguksu, chungkukjang kimchi buchim, chungkukjang sangsun gut, chungkukjang bibimbab) were highly preferred foods by male students. Therefore, in order to make middle school students take the chungkukjang foods with pride by increasing their perception and knowledge of them, the family should give them many opportunities to eat chungkukjang foods. The school also should try to use more chungkukjang foods in the school meal service, and try to improve in cooking process to make more tasty chungkukjang foods fur teenagers.

A Study of the Use of SNS for the Activation of School Library Marketing (SNS를 활용한 학교도서관 마케팅 활성화 방안 연구)

  • Lim, Jeong-Hoon
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.21-41
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    • 2020
  • This paper aims to propose ways to promote SNS marketing at school library sites with case study analyses in school libraries. To this end, in-depth interview was conducted with 10 Teacher Librarians who had used SNS in library operation and an in analysis was made of the operation status, motives and objectives, strategies and performances of the school library's SNS marketing. According to the study, most Teacher Librarians were found to be using SNS such as Facebook, Instagram, Kakao Plus Friends and so on in an attempt to improve accessibility and utilization of the library resources first. Not only that, they used SNS for the purpose of communicating with users while increasing the number of visitors and identifying the needs of users. The messages provided through SNS are information on school libraries and their reading programs, and the target market mainly involved their students. Based on the above research results, measures to promote SNS in school libraries were discussed, including the need for marketing consultative bodies, expansion of SNS targets, and enhancement of expertise in SNS.

Fashion-Cultural Products Design Using Cultural Heritage - Focused on Jikji, Memory of the World of UNESCO - (문화유산을 활용한 패션문화상품 디자인 - 유네스코 기록유산 직지를 중심으로 -)

  • Kim, Ji Young;Oh, Yun Jeong
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.133-149
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    • 2012
  • Jikji, Memory of the World of UNESCO, the world's oldest extant movable metal print book, is a cultural heritage to give motivation for IT power of Korea. Although the cultural value of Jikji is understood in Korea, the value of cultural assets is not satisfactory and the commercialization is not sufficient. Furthermore, most Jikji product designs on the market are simple and limited mainly for the old generation. The purpose of this study is to design fashion-cultural products suitable for young people who will be responsible for this cultural inheritance. The methods of this study were to make the design development through literature research and a case study for Jikji products on the market. For developing the products suitable for young people, 308 university students in Chungju were surveyed. To express end products, computer graphic program, Illustrator CS5, was used. The results of this study showed that the products on the market were not targeted for use by young people. The younger generations want modern and interesting design. Among the 8 design motives that are planned for design development, the most preferred motive numbers, 3, 7, and 8, were used. Design items, such as scarf, wallet and t-shirts, were selected by the result of survey and 3 scarves, 4 wallets, 3 t-shirts, a total of 30 items were developed. The designed products in this study can inform the cultural resource of Korea and contribute to raise the cultural value if they are commercialized.

The Information World of the Aged and the Role of Public Information Service : with Special Reference to Busan Area (부산지역 노령인구의 정보소외 양상과 노년층을 위한 공공 정보서비스 활성화 방안 연구)

  • Chang, Duk-Hyun
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.2
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    • pp.317-334
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    • 2007
  • This study intends to portray the everyday lives of senior citizens in Busan metro area in terms of the information use and behaviors. Employing basic qualitative data collection tools such as interviews and participant observation, the study attempts to illustrate information needs and behaviors of the aged population in their everyday lives. This paper specifically focuses on the following characteristics of information need and information-related behavior of the aged: types of everyday concerns and ways to cope with such concerns: information literacy levels and motives to get information literacy education: and characteristics of information channels of everyday information seeking and information gathering. The role that interpersonal sources play in their everyday lives has been emphasized. Some suggestions to enhance the levels of information literacy of the aged were added as conclusions.

Effects of Purchasing Motives, Evaluative Criteria of Store, Information Sources on Store Patronage Behavior of High School Girls for Color Cosmetics (여자 고등학생의 색조 화장품 구매 동기, 점포 선택 기준과 정보원이 점포 애고 행동에 미치는 영향)

  • Lee, In-Kyung;Park, Eun-Joo
    • The Research Journal of the Costume Culture
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    • v.16 no.3
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    • pp.574-587
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    • 2008
  • The purposes of this study were to classify shopper types by high-school girls' purchasing motivations of color cosmetics and to examine the effects of store evaluative criteria and information sources on store patronage behaviors. A questionnaire was developed based on the previous studies and was administrated to 534 high-school girls living in Busan High school girls were pursuing to cover and white their faces by using color cosmetics. The data was analyzed by factor analysis, chi-square test, cluster analysis, ANOVA, Duncantest, and regression analysis using SPSS 12.0. The results showed that they were classified Covering/whitening pursuing groups, Beauty pursuing groups, and Curiosity/conformity pursuing groups by their purchasing motivations of color cosmetics. High school are girls pursuing to cover and white their faces by using color cosmetics, and are were likely to visit low price specialty stores. This is influenced by their experiences and information from their friends or families. Girls using color cosmetics from their curiosity or conformity were likely to shop in low price specialty stores with a good layout and kind salespersons, while they were likely to use general specialty stores when they wanted to exchange and test cosmetics. These findings may provide useful implications for researchers and marketers related to color cosmetics markets of high school girls.

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