• Title/Summary/Keyword: convergence industry

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An Exploratory Study upon The Factors for Discriminating Generations: Focusing on Welfare Attitudes Values on Social Issues (한국인의 세대 판별요인에 대한 탐색적 연구: 복지태도와 가치관을 중심으로)

  • Sin-Young Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.169-174
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    • 2024
  • This study purports to identify the factors that contribute to the classification of age groups or generations of Koreans. Independent variables such as respondents' attitudes toward welfare, attitudes toward equity, education level, perception of inequality in Korean society, tax awareness, and health status are included in the model that were put into the analysis with the main interest. Since this study does not construct any hypothesis prior to analysis, the nature of this study can be said exploratory. The data utilized for the analysis are from the 17th year of the Korean Welfare Panel collected in 2022, and a linear discrimination analysis technique will be used. First and foremost, a theoretical review of the generational classification will be conducted through domestic and international literature in the past. To date, there is no quantitative studies in Korea that have a significant influence on the generational classification. Therefore, in this study, a theoretical review of political tendencies and values, which are estimated to have a significant influence on the generational classification, that is, the difference between generations, will be significant. The perception and attitude toward welfare will be discussed in the review of values. Next, analysis models, analysis techniques, and variables to be used in the analysis will be introduced. After

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.125-132
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    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.

The Digital Innovation of Secretarial Roles: An Examination of Changing Work Environments and Required Competencies (비서직의 디지털 혁신: 업무 환경의 변화와 요구 역량 고찰)

  • Kim, Sukyung;An, Jaeyoung;Yun, Haejung
    • Journal of Service Research and Studies
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    • v.14 no.3
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    • pp.102-130
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    • 2024
  • The accelerated pace of change in the business environment and the advent of new information and communication technologies since the onset of the pandemic have had a profound impact on the way in which work is conducted. These developments are also affecting the nature of secretarial roles, with the adoption of digital workplaces rendering online-based work that transcends physical time and space the norm. The role of the secretary is also undergoing a transformation, with the capacity to utilize digital technology and communicate in person emerging as crucial competencies. The objective of this study is to provide an exploratory account of the evolving work environment and the newly required competencies of secretaries in the digital workplace. The research methodology comprised in-depth interviews with current assistants, the objective of which was to explore the cultural, spatial, technological, and workplace changes and the new competencies required. The study revealed that the role of secretaries in the digital workplace is undergoing a significant transformation. This is characterised by a decline in traditional face-to-face work, an increased reliance on digital platforms, and the digitisation of information management. The competencies deemed essential for success in this evolving environment include digital literacy, proficiency in text-based communication, the ability to maintain a consistent attitude towards online and offline work, and the capacity to adapt to new situations. The findings of this study contribute to the academic understanding of the digital workplace for secretaries and provide a useful basis for the development of practical secretarial education and career development programs. Furthermore, this study aims to provide a more comprehensive examination of secretarial work in the digital workplace and to identify areas where secretaries may require additional support.

Comparison of Extraction Efficacy for Endoparasitic Nematodes Pratylenchus vulnus from Roots (내부기생성선충 Pratylenchus vulnus 분리 효율 비교)

  • Sungchan Huh;Namsook Park;Jaeyong Chun;Myoungseung Jeon;Heonil Kang;Insoo Choi
    • Korean Journal of Plant Resources
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    • v.37 no.4
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    • pp.314-320
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    • 2024
  • To speed up the extract of endoparasitic nematodes from roots, four extraction methods with or without root-grinding were compared; 1) immersion, 2) immersion + Air, 3) Oostenbrink dish, and 4) Mistifier. The experiments were conducted for nine days by using perilla roots infested with Pratylenchus vulnus. Root-lesion nematodes continuously extracted from perilla roots during the experiments and as much as 3-10% in 9th days. The total number of nematodes extracted from 2 g of perilla root in nine days were varied among methods (379-1,824 nematodes); the most nematodes were extracted by root grinding + immersion + air (1,824) and the root-grinding + mistifier method (1,349) (p = 0.05). In the first two days of extraction, root-grinding + mistifier extracted the most nematodes (725 nematodes), followed by root-grinding + immersion + Air (555 nematodes), and root-grinding + Oostenbrink dish (421 nematodes). Root-grinding effected as much as 16-108% more nematodes extraction when compared to without root-grinding (p = 0.01).

A Study on Marketing Strategies According to Changes in Domestic Fashion Jewelry Consumption Trends (국내 패션주얼리 소비 트랜드 변화에 따른 마케팅 전략에 관한 연구)

  • Jung-Jin Chun
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.331-339
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    • 2024
  • This study seeks to expand the jewelry market and overall development of the industry by understanding the fashion jewelry market and researching marketing strategies based on changes in market consumption. Looking at recent changes in the jewelry market, the number of new consumers (fashion jewelry buyers) has increased since 2014, leading to a recovery in purchases and strong sales. However, the decline in costs is prolonged, the focus on purchasing low-priced products is increasing, and there is a growing trend of purchasing products other than rings. Items are becoming more diverse, including bracelets and necklaces, and the popularity of imported products and brands is intensifying. Ultimately, the penetration of fashion jewelry and the growth of imported brands are expected to continue for a long time. The fashion jewelry market is a market that appears to have ample potential to grow into a larger market, filling the structural limitations of the jewelry market and providing consumer satisfaction in line with recent consumption trends. If so, We need to think about how to grow and develop this market, and We need to view it as a jewelry market in a broad sense, and it is a market that can serve as a bridgehead for the precious metal jewelry market to expand into the accessory market in the future. Therefore, it is necessary to create a jewelry market by utilizing the advantages of fashion jewelry, such as diversity of materials and expressions, price competitiveness, wide distribution channels and consumer accessibility, reflection of trends, and consumer awareness.

Analysis of Career Education in the 2022 Revised Curriculum (2022 개정 교육과정에 나타난 진로 교육 분석)

  • Yoon Ok Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.107-115
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    • 2024
  • Curriculum revision is a very important process for improving students' learning achievement and abilities, responding to social needs, strengthening equality and inclusiveness, strengthening teachers' professionalism, strengthening national competitiveness, and responding to the era of globalization, and for continuous development and innovation. Through this, we can provide better educational opportunities and environments for future generations. The 2022 revised curriculum is a curriculum that reflects the knowledge and skills students need in modern society and enables them to respond to changes in industry and society. The purpose of this study is to present the direction of career education by analyzing the career education shown in the 2022 revised curriculum. If we analyze only the contents related to career education in the 2022 revised curriculum that directly mention career and occupation, the following contents are found. First, in the curriculum for future response, contents related to career education appear in the strengthening of basic digital knowledge. Second, in the field of autonomous innovation support tasks at school sites, the organization of the free semester system and improvement plans are presented among the details of the improvement of flexibility in the operation of the elementary and secondary school curriculum. Third, in the area of strengthening learner-customized education, the core of career education is strengthening career-linked education between elementary, middle and high schools. Career education is mentioned in the area of the detail itself. As such, it is no exaggeration to say that the core content of the 2022 revised curriculum is career education. The direction and contents of career education are faithfully reflected in the 2022 revised curriculum.

Character Analysis from the Perspective of Traditional Chinese Aesthetics -Centered on "Nezha: Birth of the Demon Child"- (중국 전통 미학 관점에서의 캐릭터 분석 -<나타지마동강세>를 중심으로-)

  • Liu BingJie;Lee TaeGu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.585-592
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    • 2024
  • Recent Chinese animations emphasize the harmony between content and form, as well as the fusion of reality, emotion, and aesthetic ideals, through character designs that blend traditional cultural elements with modern aesthetic sensibilities. We have observed that this fusion has significantly contributed to the development of the Chinese animation industry. In particular, "Nezha: Birth of the Demon Child" stands out as an important example, where traditional character images are reinterpreted in a modern way, showcasing a unique artistic direction. In this study, we have conducted an in-depth analysis of the major characters in "Nezha: Birth of the Demon Child", focusing on their form, acting, and movement elements based on the theoretical foundation of traditional Chinese aesthetics.We explored how traditional Chinese costumes, totems, and painting styles were utilized in the design of the characters' forms, and discovered that these elements imparted a distinctive artistic quality. Furthermore, we found that the acting and movement elements were influenced by Chinese cultural practices, traditional theater, and martial arts, enriching the characters' motions and expressions. Through this research, we aim to highlight how Chinese animation integrates tradition and modernity, creating new artistic value, and establishing a unique competitive edge in the global animation market.

The impact of beauty workers' human service quality on customer empathy and intention to revisit beauty shops (뷰티종사자의 인적서비스품질이 고객공감과 뷰티숍 재방문의도에 미치는 영향)

  • Tae Hyun Shin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.423-429
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    • 2024
  • Recently, the beauty industry has become very competitive, so providing high-quality personal service has been raised as an important factor in maintaining a competitive edge and attracting customers. Therefore, this study aimed to investigate the effect of personal service quality of beauty workers on customer empathy and intention to revisit beauty shops. To this end, a total of 238 questionnaires were collected and frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, and regression analysis were performed using the statistical package SPSS 27.0. The results of the study were as follows: First, among the components of personal service quality of beauty workers, sincerity and professionalism had a significant effect on emotional empathy, but reliability did not have a significant effect. Second, reliability, sincerity, and professionalism all had a significant effect on cognitive empathy. Third, emotional empathy and cognitive empathy had a significant effect on intention to revisit. Accordingly, in order to increase intention to revisit beauty shops, it seems necessary to provide education on words and actions that can give trust to beauty workers, genuine service, and professional skills. In the future, it is thought that research on customer empathy and revisit intentions should be conducted through the human service quality of beauty professionals and other variables differentiated from this study.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.