• 제목/요약/키워드: journey

검색결과 412건 처리시간 0.02초

화랑의 순유(巡遊)와 향가 (Hwarang's journey and Hyangga)

  • 신재홍
    • 고전문학과교육
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    • 제15호
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    • pp.67-88
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    • 2008
  • In spite of a few numbers of Hyangga that is handed down today, Hyangga has diverse and abundant contents. So it is possible to survey Hyangga as a journey literature of the middle age. On this purpose we can inquire into the Hwarangs' group journey, because the Hwarang was one of the main enjoying group of Hyangga. Hwarangs' group journey shows many aspects. They made a journey for the public purpose like a tour of inspection of people's daily life and the fortresses of the country's peripheral areas. Also, they made a journey for personal purposes like enjoying the attractive view of the mountains and rivers or seeking pretty girls outside of the palace. On these journeys, Hwarang made and enjoyed Hyanggas. Among Hyanggas that remains today, Hyeseongga and Cheoyongga have a direct relation to Hwarang's journey. Hyeseongga was made to eliminate the calamities that occurred at the time of the start of a journey. It is expressed in this poem that Hwarang could take a peaceful trip with the condition that the celestial objects shed light on the earth path. As such, the trip becomes a sacred ceremony. Cheoyongga reflects the fact that the foreigner Cheoyong became Hwarang and toured the streets of Seorabeol, the capital of Shilla. The Cheoyong's bitterness of broken love is expressed in this poem. SongSadahamga and MoJukjirangga come under a broad category of Hwarang's journey literature. SongSadahamga is a farewell poem for Hwarang who leaves to fight on the battlefield. It was universal to make a journey for the fighting of a battle in Shilla period, so many Hyanggas would be made under those situations. MoJukjirangga has the content of Hwarang's trip for saving his follower who was taken by another senior. It expresses the intimate relationship between Hwarang and the follower. Though the words of the song have not been remained, Hyeongeumpogok, Daedogok, and Mungungok were created on the way of Hwarang's journey. These seem to be a series poems which have the proper characteristic features of the Hwarang's journey literature. In these poems, the king's open mind and liberal political views are reflected. In short, Hwarang created and enjoyed Hyanggas on the way of their journey, so Hyangga has the features of journey literature in Korean middle ages.

MZ세대의 패션상품 구매채널여정 유형화와 특징 비교 (A comparison of the types and characteristics of the purchase channel journey of fashion products in the MZ generation)

  • 이정우;김미영
    • 복식문화연구
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    • 제30권5호
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    • pp.656-674
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    • 2022
  • The purpose of this study is to reveal and compare the differences in the types and characteristics of purchase channel journeys of MZ generation consumers. In this study a survey was conducted on the purchase channel journey of 20 women in the MZ generation using the ethnographic method of in-depth interviews and observations. As a result, three purchase channel journeys were identified: mobile, multi-channel, and offline. These were variously subdivided according to the characteristics of the MZ generations. Gen Z's journey was categorized into types: fashion platform app, Youtube, multi-channel supplement, multi-channel non-planned store visit, offline loyalty store, and impulsive offline store. Gen M's journey was categorized as: an online community bond, portal site, online loyalty store, multi-channel brand involvement, multi-channel efficiency, a multi-channel conversion, offline efficiency and offline task. The difference in mobile journey between generations was found in the time and length of the purchase. Gen M recognized both online and offline search processes to be tiring, while Gen Z enjoyed the search process using the online path. In the offline journey Gen Z began with their own intention to purchase, while Gen M sometimes recognized that purchasing fashion products necessary for work was a cumbersome task.

모바일 식품구매 서비스 고객여정의 경험만족도에 관한 실증연구 (The Empirical Research on the User Satisfaction of Mobile Grocery Shopping Customer Journey)

  • 이한진;권소연;민대환
    • Journal of Information Technology Applications and Management
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    • 제28권4호
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    • pp.59-78
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    • 2021
  • Mobile Grocery Shopping (MGS) has become the New Normal as the COVID-19 pandemic has changed the way consumers shop. Drawing on the framework of Customer Journey Map (CJM), this study explores consumers' MGS by identifying specific stages of Customer Journey and comparing consumers' satisfaction between PC-based online and mobile shopping experiences at each stage throughout the journey. This study collected 562 responses from subjects who have mobile and PC-based grocery shopping experiences at the major domestic e-Commerce platforms. Independent t-test analysis showed that differences in satisfaction between mobile and online shopping experiences exist in 5 main stages and 16 sub-stages of CJM. The results of service and technological innovation mentioned in the actual industry report were seen as empirical results leading to continued use of MGS as well as customer satisfaction. The findings of this study contribute to the research stream on Customer Journey by adopting the structure of CJM and analyzing specific stages of the journey in the context of MGS. Managerial implications for mobile-based business practitioners are also discussed.

The Heroic Journey in Yeats's Cuchulain Plays

  • Du, Lei;Xiao, Yongmei;Kang, Seung-Man
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.181-187
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    • 2021
  • According to Joseph Campbell, there is always a similar pattern in the hero myth, which is called hero's journey. The legends about Cuchulain, the great Irish warrior, also follow this pattern. W. B. Yeats adapts the legends into his plays with Cuchulain as the protagonist. This paper discusses the protagonist's heroic journey in the five Cuchulain plays written by Yeats. In the five plays, Cuchulain grows, matures, weakens, dies, and resurrects, completing and meanwhile sublimating his heroic journey. In At the Hawk's Well, Cuchulain shows potential qualities of a hero. The Green Helmet displays his self-growth through the depiction of his heroic merits which make him a true hero. In On Baile's Strand, the hero suffers from the major frustrations and tribulations in his heroic journey and is stricken down consequently. The Only Jealousy of Emer reflects the hero's inner struggle and vulnerability. The last play, The Death of Cuchulainn, marks the end and reincarnation of the hero's life. Through the depiction of Cuchulain's heroic journey in the five plays, his heroic qualities are well demonstrated. Meanwhile, Yeats's views of heroism can be found as well.

영웅서사 콘텐츠와 글로컬 스토리텔링 전략 -웹툰 <좀비가 된 나의 딸>을 중심으로- (Hero's journey content and glocal storytelling strategy)

  • 서성은;강지원
    • 한국게임학회 논문지
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    • 제21권1호
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    • pp.99-112
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    • 2021
  • 본 논문의 목적은 영웅서사 콘텐츠의 글로컬 스토리텔링 전략을 탐색하고자 하는 것이다. 수많은 디지털 게임이 영웅서사를 기반적 틀로 활용한다. 그러나 게임 스토리텔링은 곧 영웅서사로 인식될 정도로 천편일률적인 것도 사실이다. 이에 본고에서는 웹툰 <좀비가 된 나의 딸>이 보여주는 새로운 영웅서사 활용방식에 주목했다. <좀비가 된 나의 딸>은 전형적인 영웅서사 플롯 위에 비전형적이며 한국적인 캐릭터를 창조했다. 세계적인 보편성을 가진 플롯과 함께 지역적 캐릭터를 내세움으로써 지역과 세계의 조화를 목표로 하는 대안적 글로컬 스토리텔링을 구현하고 있다.

승객 여정선택형(On-demand Journey) 도시철도시스템 개념 설정 (Conceptional Design of On-demand Journey for Urban Transit System)

  • 정락교;김백현;박재현
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2008년도 춘계학술대회 논문집 전기기기 및 에너지변환시스템부문
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    • pp.161-162
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    • 2008
  • 승객 여정선택형(On-demand Journey) 도시철도 시스템의 특징과 역할에 대하여 기술하고 기존 시스템과 차이점을 비교하여 대중교통 시스템으로서 새로운 서비스 개념의 도시철도시스템을 정의하였다. 아울러 국내외 기술개발 현황과 문제점에 대하여 기술하였다. 또한 미래의 교통수단으로서 전망에 대하여 기후변화 협약 및 지속가능한 교통수단으로서 개발가능성을 토대로 승객 여정선택형(On-demand Journey) 시스템 개념을 설정하였다.

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디지털 시대의 고객여정 (Customer journey in the digital age)

  • 정병규;정상희
    • 벤처혁신연구
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    • 제1권1호
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    • pp.29-47
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    • 2018
  • 디지털화의 급격한 진전은 우리의 삶에 큰 변화를 주고 있다. 모바일로 대변되는 디지털화로 인하여 고객의 여정은 이전과는 다른 양상을 보이고 있다. 이에 본 연구에서는 디지털 시대의 고객여정을 분석하였다. 먼저 고객여정 관련 연구에 대해 시대별 흐름과 쟁점을 분석하였다. 이후 디지털시대의 고객여정을 이전 시대와 비교 분석하였다. 기존의 고객여정을 설명하고 분석하는 이론적 토대가 된 구매 깔때기 모형의 위계적 선형성 가정은 더 이상 디지털 시대에는 맞지 않음을 기존 연구를 바탕으로 규명해보고자 했다. 보다 많은 실증적 연구가 뒷받침 되어야하겠지만 디지털 시대의 고객여정은 이전 시대의 고객여정과 달리 순환형의 비선형을 띠고 있다는 가설이 채택될 수 있다. 고객 여정의 순환형의 비선형성은 기존의 마케팅 전략이나 고객관리 측면에서 많은 시사점을 주고 있다. 본 연구는 고객여정관련 문헌연구를 바탕으로 이루어 졌으며, 이에 대한 실증적 연구가 결여되어있다. 향후 연구에서는 실증적인 분석을 통해 디지털시대의 고객여정을 규명할 필요가 있다. 아울러 산업별로 디지털 고객여정이 상이할 수 있으므로 산업간 비교분석을 해볼 필요 역시 있다.

Making Sense of Loss and Belongingness: Korean Transracial Adoptees' Journey from Europe to Korea

  • Favre, Beatrice;Park, Hye Jun
    • Child Studies in Asia-Pacific Contexts
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    • 제6권1호
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    • pp.1-16
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    • 2016
  • From 1953 to 2015, approximately 200,000 children born in Korea were adopted into foreign countries. Many studies have focused on Korean adoptees growing up in the US, as the majority of these children were adopted by American families. In comparison, research on Korean transracial adoptees raised in European countries is limited. Thus, the current study aims to highlight the journey of Korean transracial adoptees from Europe to Korea. Three participants narrated their life stories as adoptees in two separate interview sessions. The findings of this study call attention to the adoptees' ongoing reconsideration of their identity as they assimilate life experiences within two disparate cultural settings in Europe and Korea. The study found that ambiguous loss faced by the adoptees from their childhood in Europe continued to their adulthood in Korea. Major themes of the participants' narratives in their journey from Europe to Korea focused on their feelings of loss and the lack of belongingness. This study found that the sense of loss and the lack of belongingness changed over time. Participants were active agents in the process of their journey from Europe to Korea, as they constantly worked to adapt to and improve their situation in face of adversity.

게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계 분석 (Investigation on 12 Phases of Hero's Journey in RCT3 Game Story)

  • 노창현;이완복
    • 한국콘텐츠학회논문지
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    • 제6권11호
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    • pp.104-109
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    • 2006
  • 최근 들어 게임에 스토리를 접목하는 방법에 대한 관심이 증대되고 있다. 본 연구에서는 영화와 신화에서 주목받았던 조셉 켐벨(Joseph Campbell)의 영웅의 모험(Hero's Journey)에 등장하는 12가지 단계를 크리스토퍼 보글러(Christoper Vogler)의 관점에서 분석하고 게임과 어떻게 연관될 수 있는지 조사하였다. 게임에서 게이머는 주인공의 분신인 동시에 스토리텔러에 해당하기 때문에 게이머는 게임을 장시간 즐기는 과정에서 스토리를 만들어 나가게 된다. 게임에서 만들어 질 수 있는 스토리 구조를 분석하여 켐벨의 12가지 단계와 관계성을 연구하였다. 아타리(Atari)사에서 출시한 건설경영시뮬레이션 게임인 RCT3를 연구대상으로 하였다. 연구결과 켐벨의 12가지 단계는 게임스토리에 상당부분 적용이 가능했다.

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고객경험 개선을 위한 고객여정지도 기반 Q-방법론 통합 고객경험관리 프로세스 제안: CX-Q (Development of the Q-methodology Integrated Customer Experience Management Process Based on Customer Journey Map for Improving Customer Experience: CX-Q)

  • 유성훈;박도형
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권1호
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    • pp.201-221
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    • 2023
  • Purpose Customers consider the overall experience with the company as important as the quality of the product, and companies are also paying attention to creating long-term relationships with customers through optimal customer experiences. In this study, we propose a customer experience management process called 'CX-Q', which combines customer journey map and Q-methodology to understand the importance of customer experience based on the overall customer experience. Design/methodology/approach. CX-Q is a process that combines Q-methodology and customer journey maps, allowing stakeholders to explore and improve customer experiences at each contact point while engaging with brands, products, and services. It also enables them to derive customer experience insights and important management points for each segment. To demonstrate the usefulness of the proposed CX-Q, this study analyzed the experience of customers who used the Airbnb travel platform service as an example, applying the CX-Q process. Findings A total of four customer segments were derived, and it was found that each segment valued different attributes during the customer journey stage. The customer experience analysis using the CX-Q process proposed in this study is expected to help understand customers in more detail and assist in managing and improving customer experience.