• Title/Summary/Keyword: e-문화

Search Result 1,219, Processing Time 0.022 seconds

A Study of Human Resource Management in e-Business Environment (e-비지니스 환경에서의 인적자원관리에 관한 연구)

  • 고완기
    • Journal of the Korea Society of Computer and Information
    • /
    • v.7 no.2
    • /
    • pp.161-167
    • /
    • 2002
  • The purpose of this thesis is how to apply for human resource management in which digital technology and internet to environmental of e-business, to run e-HRM of an enterprise in and out of the organization to make offer the superior personal service, e-HRM come up the method of making the best of it. For these, ought to have seen the need of such organization cultural of the creative Power and rapidly changing circumstances to give method and effective process for an enticement and keep up the superior man in e-business environment.

  • PDF

An Exploratory Study on Fitness Consumer: Focusing on Established and Outsider Relations of the Body among Fitness Members of Gangnam and Gangbuk (피트니스 소비자에 대한 탐색적 고찰: 강남과 강북 피트니스 회원 간 몸의 기득권자-아웃사이더 권력관계를 중심으로)

  • Choo, Hye-Won
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.2
    • /
    • pp.415-428
    • /
    • 2017
  • This article is a socio-cultural research on the fitness members by employing an original synthesis of the work of Elias and Bourdieu. The purpose of this research is to provide a multidimensional and in-depth analysis of fitness members, by researching the relationship between body groups with differing economic and cultural capital (e.g. Gangnam and Gangbuk, private and public center). Through interviews and participant observation, the established and outsider relations of fitness members in both Gangnam and Gangbuk are examined (Gangnam 12: Gangbuk 12). Participants in social space differentiated by fitness capital and socio-economic positions gather in certain spaces that identify them as members of the same class location: the established body in Gangnam (Gangnam E), the outsider body in Gangnam (Gangnam O), the established body in Gangbuk (Gangbuk E), and the outsider body in Gangbuk (Gangbuk O). The E-O figuration of the body in fitness clubs shows differences in their body tastes and habitus (selecting a fitness centre, body ostentation, social assessment, making muscles, participation in other sports) and civilizing process (fitness manners and etiquette). The fitness centers in Gangnam and Gangbuk were not simply spaces for exercise but symbolic spaces that both recreate and perpetuate socio-cultural hierarchies between members.

The characteristics expressed in visual merchandising of Maison Hermès - Focused on the window displays - (메종 에르메스 비주얼 머천다이징에 나타난 특징 - 윈도우 디스플레이를 중심으로 -)

  • Heo, Seungyeun;Lee, Younhee
    • The Research Journal of the Costume Culture
    • /
    • v.21 no.1
    • /
    • pp.17-30
    • /
    • 2013
  • The purpose of this study is to consider and analyze the VM's characteristics of Maison Herm$\grave{e}$s which has tried continuously space presentations through the sensibility and differentiated strategy focusing on the flagship store window displays of Herm$\grave{e}$s. The framework for analysis of this study is established by related precedent studies. The results of this study were drawn through qualitative analysis of experts' group. The results of this study are as follows. Maison Herm$\grave{e}$s window displays have been unfolded a total of 57 times for 10 years, and have introduced a variety of themes by cooperating with 40 artists in various fields. Herm$\grave{e}$s set up eight types of themes in order to show the window displays, and these themes have been developed by the method of display presentation such as surrealistic, symbolic, mood, realistic, information. A majority of the participating artists was the Japanese. In addition, the display components such as the materials that can be easily accessible in everyday life, the object productions that were embodied the tangible and intangible image, the nostalgia, the child's world, good, colors, etc., were most frequently utilized for an effective display presentation of the themes that have been set according to each season. The most frequently used development techniques applied Herm$\grave{e}$s windows' VP were the 'd$\acute{e}$paysement', 'the descriptive narrative', and 'scene of dramatic contrast'. It turned out that a majority of the primary colors to make up Herm$\grave{e}$s window displays were analyzed by the red-orange and white color.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.13 no.4
    • /
    • pp.29-52
    • /
    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

  • PDF

Reading George Washington Cable's The Grandissimes: The Case of Bras-Coupé (조지 워싱턴 케이블의 『그랑디심 일가』 읽기: "브라-쿠페 이야기"를 중심으로)

  • Yook, Eun-Jung
    • English & American cultural studies
    • /
    • v.18 no.4
    • /
    • pp.65-102
    • /
    • 2018
  • This paper focuses on "The Story of $Bras-Coup{\acute{e}}$" in George Washington Cable's The Grandissimes (1880), a story to and around which Cable claimed the larger work was built. It tells of an African candio sold into slavery who, to the dismay of his white purchasers, refuses to work, strikes his master, and runs away to lead a life of a fugitive in the swamps. He is finally captured, whipped, and maimed, but not before he casts a powerful voodoo curse at his master and his plantation. He dies a heroic death, with the last words that he goes "To--Africa." Cable once said that he "meant The Grandissimes as truly a political work as it ever has been called." It is a political work in that $Bras-Coup{\acute{e}}^{\prime}s$ personal rebellion is associated with much-feared slave revolts, especially the black revolution in San Domingue/Haiti. There is also $Honor{\acute{e}}$ f.m.c. (free man of color), one of the narrators of "The Story of $Bras-Coup{\acute{e}}$" and a stand-in for the Freedmen in the postbellum United States, who nurses his own insurrectionary flame. Through these figures Cable makes a "terrible suggestion" that a black revolution is on the horizon unless whites would not mend their ways soon.

On the Architectural Reception of the Concept "Modèles Culturels" - focusing on the discourses of Bernard Huet's group - ("문화모델" 개념의 건축적 수용 과정에 관한 연구 - 베르나르 위엣 그룹의 논의를 중심으로 -)

  • Lee, Jong-Woo
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.35 no.2
    • /
    • pp.63-72
    • /
    • 2019
  • This research deals with context and process of the reception of the sociological concept of "$mod{\grave{e}}les$ culturels" by French architects gathered around Bernard Huet in the late 1960s and the early 1970s. While this concept had its own shortcomings as sociological tool, its reception by some architects in collaboration with sociologists produced a series of meaningful debates when the role of inhabitants in collective housing design was a common issue. Through the analysis this research could situate the architectural reception of the $Mod{\grave{e}}les$ culturels in comparison with other then competing tendencies such as "flexibility tendency" and Design methods movement. It argues that the most significant meaning of the reception of $mod{\grave{e}}les$ culturels lies in its advanced and critical view on the relations and hiatus between the "social space" of the inhabitants characterized in particular by its topological nature and the "architectural space" of the architects characterized by its Euclidian geometrical nature.

A study on the difference in whether or not to watch e-sports game according to gender (성별에 따른 e스포츠 경기 시청여부의 차이에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.201-202
    • /
    • 2022
  • 본 연구에서는 게임관련 학업을 전공으로 하는 남학생 31명, 여학생 18명, 총 49명을 대상으로 e스포츠 경기 시청 여부를 조사하였다. 그 결과 남학생의 경우는 응답자의 약 77%가 e스포츠 경기를 시청한다고 응답하였으며, 약 13%만이 e스포츠 경기를 시청하지 않는다고 응답하였다. 여학생의 경우는 응답자의 61%가 e스포츠 경기를 시청하지 않는다고 응답하였으며, 33%가 e스포츠 경기를 시청한다고 응답하였다. 교차분석를 한 결과, 유의수준 P값이 0.0004 (P>0.05)로 남학생과 여학생간의 e스포츠 경기 시청에 대한 차이가 있는 것으로 나타났다.

  • PDF

초급대학도서관을 위한 기준

  • Lee, Byeong-Mok
    • KLA journal
    • /
    • v.4 no.3
    • /
    • pp.29-38
    • /
    • 1963
  • 이 문서는 Felix E. Hirsch가 의장으로 있는 대학 및 연구도서관협회 기준위원회(ACRL Committee on Standards)에서 작성한 것이다.

  • PDF