Journal of the Economic Geographical Society of Korea
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v.11
no.1
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pp.8-23
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2008
This paper aims to introduce paradigm shifts in the development of economic geography and to explore theoretical background and themes of the New Economic Geography discussed recently. Since the 1990s the New Economic Geography has been discussed actively in the field of economics with including the concept of space to the economic theory. The New Economic Geography has also been actively discussed in the field of economic geography with exploring new methodology and theoretical framework based on institutional and evolutionary approaches following a broad trend of "cultural turn". Diverse themes such as innovation, environment, services, feminist, labor market, etc. has been studied along the perspectives of the New Economic Geography in the field of economic geography. It is expected that new theories and methodologies for understanding and analyzing new economic spaces can be established through active interactions between economic geographers and other social scientists such as regional science, economics, sociology, etc.
The purpose of this study is to capture how marriage migrant women, who are burdened with the luggage of the social, cultural, and historical 'past,' reconstruct their own 'experiences in reality' as subjective agents after their immigration into a new space. By applying a phenomenological method, this study analyzes the world of life in which marriage migrant women come to have experiences in the dimensions of bodilihood, spatiality, temporality, and relatedness. As a result of the analysis, marriage migrant women never think of their bodiliness as the subject of discrimination though they have some differences in skin colors and cultural aspects, and make efforts to overcome prejudices in reality withtheir pride of body. As for the spatiality, marriage migrant women attempts at a spatial turn in which they reconstruct a novel sociocultural space. With respect to the temporality, marriage migrant women recognize themselves not as passive subjects who only resent reality but as being prepared for future actively. As for the relatedness, marriage migrant women show life in which they pioneer their own areas on the basis of extended personal relations.
This study aims to investigate language society cultural aspects in a community, examining and comparing linguistic errors of English signboards (ES) at home and abroad. The data comprised the ES in 5 cities, Korea and in Paris, France. The findings showed that the errors of the ES in Korea reached to 39.2%, whereas those in Paris contained 24.7%. In Korea, ES and errors were the most in Myeong-dong area. In Paris, the most ES were in the area of Eiffel Tower, but the most linguistic errors appeared at the 3, 4 districts of Marais. Those errors belonged to most in the business of drink, food, and clothes in turn in Korea, while this was the case in the field of clothes, food, and culture in Paris. The frequent errors were classified into semantic, morphologic, and syntactic aspects in turn. The regulations on signboards of foreign languages existed but were not abided by in the both countries. Thus, more practical and reasonable devices and policies are required to establish a more harmonious atmosphere of the ES.
Journal of the Korean association of regional geographers
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v.20
no.1
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pp.49-69
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2014
The theory of creative city can be seen as one that reflects a relationship between recent change of economic environment and socio-spatial reconstruction in the so-called 'cultural turn' to deindustrialization. This paper considers approaching methods to knowledge-based economy or cultural economy as a context of development of theory of creative city, and suggests types of conceptualization of creative city. Then it reviews creative perspectives which can be found in recent domestic and oversea research trends on creative city, especially relating its nature with neoliberalism. Finally this paper discusses critically the concept of creative class as a social constitution of creativity or creative economy, and that of creative city as its spatial constitution. The concept of creative class can be criticized in terms of ambiguity of the concept of class, class-biased and economy-privileged idea, market valorization of culture, individualization against community, normalization of flexible labor market, and uncertainty of economic success of creative city. The concept of creative city can be criticized in terms of limitation of interests to city, ignorance of national and global dimensions, decontextual normative vision, legitimation of neoliberal city, lack of proof of causality between creative class and economic success, polarization of within and between cities.
Journal of Korea Society of Industrial Information Systems
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v.23
no.1
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pp.109-122
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2018
Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.
This study was made to analyze the housing adjustment phenomenon in the first half of Chosun Dynasty by applying Microsociological approach. By reviewing the housing adjustment theory of Morris and Winter, research model for the period was developed in terms of socioeconomic characteristics, normative housing deficit (=cultural norm-housing condition+family norm), constraints, behavioral propensities, and housing adjustment mechanism with the following results : 1. In the first half of Chosun Dynasty the size of the house, the house site and decorating items were specified by law (cultural norm) according to the social status. Although the law was constraints for the housing phenomenon, it was not applied universally. Frequantly the law was violated by the upper class. By the middle of the Dynasty the family norm became more important for the housing phenomenon than the cultural norm. 2. Efforts were made to practice the Confucianism as a cultural norm in the first half of Chosun Dynasty At that time Husband-Living-in-Wife's-House was more popular than Wife-Living-in-Husband's-House. Because the customs were against the Confucianism, the latter was encouraged by law. But it did not change. Instead a compromised system became popular in the middle of the Dynasty. The house shrine was practiced to increase the symbolism of the family, which, in turn, exerted influences in deciding the housing site (cultural norm). These cultural norm was not accepted as the family norm untill the second half of the Dynasty. These trends forced the man and woman use separate areas of the house, and formulated a hierarchic positions within a house. 3. It was shown that the settlement of Confucianism as a family norm was closely related to the popularization of the Ondol system in the house, which functioned as one of the behavioral propensities to encourage diversity of space for many purposes. Though the Ondol system was accepted as a useful heating system earlier, this became more popular in the middle of the Dynasty because the housing pattern with Ondol fitted very well with a large family system with patriarchism. Ondol system for one or two rooms substituted Ondol for all rooms in the second half of the Dynasty. 4. From the beginning of the Dynasty housing adjustment of the family was determined by the social status and by law (cultural norm). Within this cultural norm each family decided its adjustment mechanism according to its economic ability (family norm). Family norm was more important factor than the cultural norm to determine the micro-space pattern in the house. But this period witnessed the formations of new conditions by the ruling class's efforts to implement new ethics for hierarchy and sexual discrimination. According to these conditions the Confucianism overruled the family norm in the later period.
In the turn of the century, fashion designers have not just drawn upon one or two subcultural styles but have extracted elements from many subcultures to use in a single collection. In true postmodern style these are freely combined with historical, cross-cultural and futuristic influences to create new fashions. The process could be explained by bubble-up phenomenon, retroism. pastiche and pursuit of pleasure. In the course of illustrating subcultural styles transformed into mainstream fashion, the case of Punk was studied as a turning point of modernist and postmodern period which have been introduced by high fashion designers since the birth in 1976. The following cases have continued to appear entering upon the third millennium and the aesthetic value of those can be summarized as ambiguity, eclecticism, and deconstruction. In other words. the energy and authenticity of Punk has been considered to be desirable in high fashion, however designers focus on clothing and adornment rather than ideology and lifestyle. The aesthetic property of subcultural style defeats the established notion of standardized fashion and stimulates new consciousness. which allows a room to be diversified and subdivided.
Journal of the Korean Society of Fashion and Beauty
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v.4
no.2
s.8
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pp.65-73
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2006
Lots of audience turn their eyes upon musical to satisfy various cultural desire. It is popular culture that was watched in culture contents industry. The stage costume which turn audience's eyes in musical the most is the sight art of stage to express visually actor(actress)'s personality, mental state, administrative position, age and the distinction of sex. This study researches designed stage costume which was based on time backgrounds and historical facts of reinvented clothes and its ornaments in Egypt by 'Sonia Rykiel' through musical, 'ten commandments' with special times. We collected home and abroad documentary records, Internet data. Moreover we viewed performance to analyze stage costume and brochure photograph data to study. In consequence the stage costume of musical 'ten commandments' found its way out of traditional clothes and its ornaments largely. We can recognize the stage costume as the most important part in drama by explaining the content on drama as costume through reinvented shape with modern sense and by taking charge of the principal part to lead atmosphere. In addition, thanks to the creative work of designer for stage costume, we can realize important intermediation to make higher artistic value of musical.
This paper aims to probe into the meaning of Ranhou in Mandarin Chinese and to account for discourse functions of it in radio call-in programme. For this purpose, the present study investigates the meaning of Ran and Hou repectively at first and explains the change of meaning of Ranhou, because we assume that Ranhou is compounded by Ran and Hou, and the core meaning is derived from its compounded meaning. Then we examine which time category Ranhou belongs to more based on the concept of time(reference, event, discourse) in Schiffrin(1987), and examine also where it is located within turn. Following this examination, we analysis and explain discourse functions what it is situated. Therethrough, we understand that 1) Ran has 'agreement or confirmation of preceded utterance' therefore has anaphoric meaning, and Hou has 'after' in the meaning cline: back of body-back part-behind-after-retarded(proposed by Heine et al. 1991), so that Ranhou has 'after agreement or confirmation of preceded utterance of mine' and extends to 'on premise preceded utterance or event' furthermore, and therefore can have possibility having various functions; 2) Ranhou has various functions in natural language in spite of the institutional setting. It can indicate (1) temporal relation of events, (2) logic relation of two(or more) events, e.g. causality, elaboration, concession, list, (3) turn maintence, acquisition, management, (4) verbal filler.
Journal of Korea Society of Digital Industry and Information Management
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v.15
no.3
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pp.225-239
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2019
Together with the emergence of Information and Communications Technology(ICT) and 4th Industrial Revolution, digital content is arising as a front-runner in the knowledge society. 21 century opened up an era of digital and cultural content, which is the industry to generating added values from future industries. This study aims to empirically examine the casual relation between three factors from Organizational Justice Theory Distributive, Procedural, Interactional Justices, and turnover intention through Organizational Immersion. A sample group for the analysis was employees at small/medium-sized digital content businesses with less than 60 workers. 200 questionnaires were distributed to the group for a week from July 22 to 28, 2019. 154 responses were collected and analyzed in this study, after eliminating 4 poor responses. The result of the study on Organizational Justice at digital content businesses showed that, first, Distributive Justice of the employees showed a positive influence on Organizational Immersion. Second, the employees' Procedural Justice showed a positive influence on Organizational Immersion. Third, the employee' Interactional Justice showed a positive influence on Organizational Immersion. Fourth, the employees' Organizational Immersion showed a positive influence on their turnover intention.
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