• Title/Summary/Keyword: corporate culture

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The Representativity Expressed by Men′s Fashion in the End of a Century (세기말 남성패션에 나타난 표상성)

  • 김소영;양숙희
    • The Research Journal of the Costume Culture
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    • v.8 no.2
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    • pp.197-204
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    • 2000
  • With the current of the end of a century and social, economic, political, and cultural turbulence, people take advantage of the various ways to express their stagnation. This study introduces the term representativity and it will explain the men's fashion of the end of a century. On a theoretical basis, the concept of the representativity, image, symbol and imitation which are used as a tool for expression will be examined, and together with this, inner representation and outer representation will be categorized. The inner representation of the men's fashion in the end of a century can be taken for the purpose of connecting the image of masculinity. The image of masculinity is widely spread owing to the mass communication of a consumption-oriented society, so its hard to define that image as one thing specific. Hence, in order to discuss the male gender and mens fashion, New Man phenomenon should be noticed of. 1980's New Man influence has lasted till now. New Man images were largely categorized into two images like New Lad and Iron John after the mid 1990's. Therefore, the image of masculinity is largely classified New lad, who desires success and pursues the hedonistic life style and Iron John, who enjoys thrill and follows economical life style. The image of masculinity has influence on the outer representation how it is imitated and symbolized via many designer's works and street fashion. Two masculinity images are dominant over the men's fashion of the end of a century. One is inhumane and rational corporate power look that stems from symbolization and imitation of New Lad. The other is outdoor casual that originated from the symbolization and imitation of Iron John.

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The Effect of Organizational Mecenat Interests on Individual Mecenat Interests, Participation, Organizational Trust, Commitment, Loyalty (조직의 메세나 관심이 내부 조직원의 메세나 관심도와 참여도 및 조직 신뢰, 애착, 충성도에 미치는 영향 연구)

  • Joo, Soon-Yi;Kim, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.145-156
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    • 2017
  • Mecenat is a company support to cultural and artistic activities. It has developed as not only a patronage of the arts but also a strategic method for a business performance and a company's influence. And mecenat has impacted on customers, interested parties, local communities, and corporate culture. This study analyzes how individual and organizational interests and participation on Mecenat activities affect organizational trust, commitment, and loyalty. As a result of surveys from 438 employees, there would be a pro rata increase in an employee's interest and participation in Mecenat, if organizational interest goes up. The interest also affects trust in organization, organizational commitment, and employee loyalty in a positive method. The result clearly indicates necessity of company's support for cultural and artistic activities and importance of changing company's perspectives. Hence companies would be recognized that supporting Mecenat activities would strengthen organizational culture.

A study on the consumers' attitudes toward pro-environment and purchasing behavior of eco-friendly fashion products for green marketing strategy (그린 마케팅 전략을 위한 친환경 패션제품에 대한 소비자의 태도와 구매행동에 관한 연구)

  • Ju, Seong-Rae;Chung, Myung-Sun
    • The Research Journal of the Costume Culture
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    • v.22 no.4
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    • pp.511-525
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    • 2014
  • This study set out to investigate consumers' attitudes toward pro-environment, and their actual purchasing behavior. It aimed to empirically examine the effects of the consumers' attitudes toward pro-environmental products, the importance of the product attributes and the perceived value of the companies' environmental activities, on their purchasing behavior of eco-friendly fashion products, including their satisfaction, trust, and repurchase intention. The questionnaires were administered on 304 married women with previous experience of buying eco-friendly fashion products. The results were as follows. First, the consumers' behavioral patterns in terms of environmental concerns and the purchasing of eco-friendly household items were significantly positive in relation to the purchasing behaviors of eco-friendly fashion products. Second, the importance of eco-friendly attributes was significantly positive in relation to the purchasing behaviors of eco-friendly fashion products. Third, the perceived value of corporate environmental activity was not related to the purchasing behaviors of eco-friendly fashion products. Finally, the purchasing behavior of eco-friendly fashion products was significantly positive in relation to the satisfaction with eco-friendly fashion products as well as the trust and repurchase intention, and satisfaction and trust positively affected the repurchase intention. The implication of the research and direction for future study were discussed.

Resident-Driven Rural Village Plan Based on Ecological Rural Amenity: Focused on Busu Area, Boeun-gun, South Korea (생태적 농촌어메니티 기반 주민주도형 농촌마을종합계획 -보은군 회인면 부수권역 '하얀민들레 생태마을'을 중심으로-)

  • Ban, Yong-Un;Youn, Joong-Shuk;Woo, Hye-Mi;Han, Kyung-Min;Baek, Jong-In
    • Journal of Korean Society of Rural Planning
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    • v.16 no.4
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    • pp.157-169
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    • 2010
  • This study has intended to devise a comprehensive rural planning, driven by residents based on ecological rural amenity paradigm for Busu area, Boeun-gun, South Korea. To reach the goal, this study has performed the following processes. First, we have analyzed the elements of threat, opportunity, weakness, and strength in both inside and outside village through 'SWOT analysis. Second, through strategic analysis and consultation, we have proposed developmental directions of Busu area. Third, based on an ecological rural amenity planning system composed of ecological economy system, ecological environment system, ecological history-culture system, ecological image system, and ecological society system, we have suggested research projects of each system Fourth, we selected projects through a general meeting with all stakeholders. Fifth, the selected projects were applied to Busu area by village residents and experts. Finally, the projects, which were appraised and revised by experts, residents, and governmental officers, were composed of ecological scenic agriculture center, resident's site for city dweller, energy independent village, eco-road, eco-pond, ecological park and parking lot, restoration of traditional culture, zone of ecological scenic agriculture, eco-tunnel, eco-fence, landmark, corporate identity, community center, forum and seminar, and education for residents' empowerment.

An Overview of Using Serious Games for the Effective Development in Health and Medicine (보건 의료용 기능성 게임의 효과적 개발 방향 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.73-90
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    • 2013
  • Serious games allow learners to experience situations that are impossible in the real world for various purposes. To date the major applications of serious games include military, government, education, corporate and healthcare applications. This paper aims to provide an overview of the applications of serious games for various health-related purposes, particularly for Health and Medicine education, health risk prevention, behavioral intervention, and disease self-management. These games identified numerous papers reporting empirical evidence about the impacts and outcomes. There is potential promise for serious games to improve health outcomes. We discuss implications of using serious games for health-related purposes and future direction for research in this area.

Establishing the Direction of Healthcare R&D through Private Nonprofit Organizations (민간비영리 조직을 통한 보건의료 R&D 방향 설정)

  • Lee, Byeonghui;Ahn, Bekay;Yoo, Ki-Bong;Kim, Tae Hyun;Kim, Bongshin;Park, Hyunchun;Lee, Yejin;Noh, Jin-Won;Lee, Seung Hoon
    • Korea Journal of Hospital Management
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    • v.22 no.3
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    • pp.74-87
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    • 2017
  • Purposes: The purpose is to establish the direction of healthcare R&D through private nonprofit organization. Methodology: The data is divided into two groups: 12 physicians and pharmacists, and 16 persons including professors related to university donation, non-profit foundation executives. Each group was subjected to two Delphi surveys. To analyze the validity of the opinion, the content validity ratio and the consensus of experts were verified. Findings: Funding should be invested in 'development research' and 'application research'. The factors that hinder the donation culture are 'donation prevention system such as tax imposition system and rebate double penalty system', 'insufficient motivation of fund raising person', and 'lack of fund specializing specialist'. The fund raising strategy should be centered on a small number of large donors or a balance between large and small donors. The fund raising target should be effective to raise funds for corporate and individual donors. It is necessary to clarify the purpose of the social problem to be solved by the campaign strategy for promoting donation, to announce the validity of the trust and transparency of the institution, and to emphasize the social investment by the private sector. Practical Implications: It is necessary to present directions through private nonprofit organizations for the future development of healthcare R&D. The legal and institutional deficiencies of the domestic nonprofit organization fundraising infrastructure should be improved. In order to create a social investment climate, it is necessary to improve the awareness of donations and develop various donation programs for the private sector.

A Study on the Substantial impact of US high rate tariff policy on the Korean companies -Based on analysis of Article 301 of the US Trade Law -

  • Nam, Seon Mo
    • International Journal of Advanced Culture Technology
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    • v.7 no.4
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    • pp.63-68
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    • 2019
  • Recently, the United States and China have declared a 25% retaliatory tariff for the partner country products of 50 billion dollar scale. "Trade war" is getting full swing. Such conflicts between economic powers may spread to Japan like the domino phenomenon following the EU (European Union) and become bigger in the global trade war. As a result, Korea has an economic system with a high degree of external dependence, and there is an expert's analysis that it will become the largest victim of the global trade war. If the WTO Dispute Settlement Authority approves this US 301 retaliation measure in the same way as the past case (US-EU hormone-treated beef imports), the United States will not import any Chinese imported products Chinese products) can be imposed. If the US launches a special 301 or super 301, which is stronger than the regular 301, then China is very likely to enforce US retaliation against it, and the trade war between the two countries could become a reality. This phenomenon is likely to have a negative impact on Korean companies. In particular, Korea, which is highly reliant on intermediate goods exports to China, is expected to suffer a great deal of damage. Therefore, Korea needs flexible response at home and abroad, it is necessary to enhance the autonomy of companies and protect export industries. Adjusting corporate tax rate as well as domestic industry height will be one way. The long-term (21 months) trade war between the United States and China has resulted in economic uncertainty. The resulting damage must be compensated. It is necessary to prepare the compensation through the economic council between countries. In the future, the punitive damage compensation system should be introduced.

Analysis of Needs for Development of Young Child's Products based on ICT (ICT기반 영유아용 제품개발을 위한 요구도 분석)

  • Lee, Seok Jae;Ko, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.605-611
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    • 2020
  • The purpose of this study is to analyze the perception and demand of industrial sites necessary for the development of ICT-based products for young child, to seek effective support plans for ICT-based young child product developers that help with smart child rearing in the era of low birthrate. To this end, first, it was found that various and active promotions of specialized organizations or centers that have jointly utilized equipment are necessary. Second, it was found that many companies were willing to use equipment for the development of ICT-based young child's products. Third, the demand for corporate support was to provide information, equipment utilization, technical guidance and biometric information. Based on these results, it was proposed to expand related infrastructure that can efficiently support the development of ICT-based products for young child.

Service model strategy for the Promoting of game industry (게임 산업 육성을 위한 서비스모델 전략)

  • Kwon, Hyeog-In;Park, Jeoung-Eun;Joo, Hi-Yeob;Choi, Yong-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1589-1596
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    • 2011
  • Through the convergence of the games industry value creation is possible regions. It typically appears as a Serious Game. Education, medical, defense such as industry and convergence are creating greater added value. The government also identified the importance of the games industry, and the budget set, game development, support business, human resources development policy, along with business and industry to industry to solve the social problems of regulatory policy and operations are being announced. However, by accessing it from a different perspective on the continued growth of the industry's problems is thought to act as. Thus, policymakers in government positions and in fact industry to conduct business in the private sector to reflect both the position of the design of a new development approach is needed. In this study examines the current game industry development policies, as well as activities at corporate level and industry level, the activities of national at the same time that the service should consider using a model with an integrated perspective of the games industry development policy is proposed.

The Effect of Export on Firms' Profit in Contents Industry - In the Case of Visual and Game Contents Firms - (콘텐츠산업 수출이 기업 수익에 미치는 영향 - 영상 및 게임 콘텐츠 기업을 중심으로 -)

  • Oh, Choon-Ho;Cho, Yong-Rae;Kim, Won-Joon
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.153-164
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    • 2009
  • The export on visual and game industry has grown very rapidly and is expanding its role in economic growth. In contrast, researches on these firms' financial performances in strategic and policy point of view are difficult to be found regarding the export of cultural industry. In this study, we analysis the effects of firms export in cultural industry on their financial performances focusing on game and visual industry. We find that the recent activities of export in game industry have positive effect on firm's growth in game industry. However, we find that the export deteriorate the net profit. On the other hand, we find no significant results in the case of visual game industry. Our results suggest that we need more strategic approaches in exporting goods in contents industry.