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      • KCI등재

        Implications of Korean Traditonal Epistemology in Planning Theory: Focusing on the Pragmatic Philosophy of Silhak

        전은하,조규영,이성우 한국학중앙연구원 한국학중앙연구원 2006 Korea Journal Vol.46 No.4

        In the major elections of the 2000s, some civic groups of Korea experimented with cyberactivism, a new form of social movement. In the case of Korea, the elections of the 2000s were held amid a new structure characterized by the democratization and informatization that facilitated the big bang of civil society. The structure of political opportunities can function as a precondition or momentum that vitalizes social movements. A remarkable form of social movement that has emerged in the new structure of political opportunities is cyberactivism. Strategies of the civic groups that are based on the effective use of cyberspace are generat-ing great waves of transformation in the organization, goals, and effects of social movements. In particular, the cases analyzed in this study show that the political effects of cyberactivism greatly increase in electoral moments. Furthermore, the implications of cyberactivism will greatly affect our understanding of participatory democracy. It is from this perspective that the present study will carry out a comparative analysis of the characteristics of cyberactivism using the cases of CAGE (Citizens’ Alliance for the 2000 General Election) and Nosamo.

      • KCI등재

        Collaboration Strategies of Fashion Companies and Customer Attitudes

        전은하,Linda S. Niehm 한국마케팅과학회 2010 마케팅과학연구 Vol.20 No.1

        Collaboration strategies entail information sharing and other varied forms of cooperation that are mutually beneficial to the company and stakeholder groups. This study addresses the specific types of collaboration used in the fashion industry while also examining strategies that have been most successful for fashion companies and perceived benefits of collaboration from the customer perspective. In the present study we define fashion companies and brands as collaborators and their partners or stakeholders as collaboratees. We define collaboration as a cooperative relationship where more than two companies, brands or individuals provide customers with beneficial outcomes utilizing their own competitive advantages on an equal basis. Collaboration strategies entail information sharing and other varied forms of cooperation that are mutually beneficial to the company and stakeholder groups. Through collaboration, fashion companies have pursued both tangible differentiation, such as design and technology applications, and intangible differentiation such as emotional and psychological benefits to customers. As a result, collaboration within the fashion industry has become an important, value creating concept. This qualitative study utilized case studies and in-depth interview methodologies to examine customers’ attitudes concerning collaboration in the fashion industry. A total of 173 collaboration cases were identified in Korean and international markets from 1998 through December 2008, focusing on fashion companies. Cases were collected from documented data including websites and industry data bases and top ranked portal search sites such as: Rankey.com; Naver, Daum, and Nate; and representative fashion information websites, Samsungdesignnet and Firstviewkorea. Cases were collected between November 2008 and February 2009. Cases were selected for the analysis where one or more partners were associated with the production of fashion products (excluding textile production), retail fashion products, or designer services. Additional collaboration case information was obtained from news articles, periodicals, internet portal sites and fashion information sites as conducted in prior studies (Jeong and Kim 2008; Park and Park 2004; Yoon 2005). In total, 173 cases were selected for analysis that clearly exhibited the benefits and outcomes of collaboration efforts and strategies between fashion companies and stakeholders. Findings show that the overall results show that for both partners (business and customer) participating in collaboration, that the major benefits are reduction of costs and risks by sharing resource such as design power, image, costs, technology and targets, and creation of synergy. Regarding types of collaboration outcomes, product/design was most important (55%), followed by promotion (21%), price (20%), and place (4%). This result shows that collaboration plays an important role in giving life to products and designs, particularly in the fashion industry which seeks for creative and newness. To be successful in collaboration efforts, results of the depth interviews in this study confirm that fashion companies should have a clear objective on why they are doing the collaboration. After setting the objective, they should select collaboratees that match their brand image and target market, make quality co-products that have definite concepts and differentiating factors, and also pay attention to increasing brand awareness. Based on depth interviews with customers, mutual benefits were categorized into six factors: pursuit for individual character; pursuit for brand; pursuit for scarcity; pursuit for fashion; pursuit for economic efficiency; and pursuit for sociality. Customers also placed more importance on image, reputation, and trust of brands regarding the cases shown in the interviews. The overall results show that for both partners participating in collaboration, that the major benefits are reduction of cost...

      • KCI등재

        A decision model development for crowdsourcing in the fashion industry

        전은하,송상아,고은주 한국마케팅과학회 2014 마케팅과학연구 Vol.24 No.4

        Crowdsourcing is emerging as a tactic for the fashion industry to better integratecustomers’ needs and quickly react to the industry’s rapidly changing environment. This is a visible shift from the past focus on a designer’s know-how based on individualexperience and creativity. Yet there is a lack of academic research on the use of crowdsourcing in the fashionindustry. How can crowdsourcing go through a methodological evaluation process?What specific criteria are important for fashion companies to evaluate designs based onobjective parameters? The purposes of this study are: (1) to generate an evaluationstandard for a crowdsourced fashion design, and (2) to build an Analytic HierarchyProcess (AHP) decision model for making final design selections. Two methods areused to produce the robustness of a decision model: taxonomic analysis and AHP. Thisstudy reveals that the most important evaluation factors are brand suitability, designexcellence, production efficiency, marketing effect, and additional managementconsiderations. Another important feature is the paper’s attempt to evaluate a design,a strategic asset of any fashion brand, by approaching the subject with a systematic,scientific method.

      • KCI등재

        가정에서의 음식물류 폐기물 처리에 대한 사용자 경험 연구

        전은하,양승호 한국융합학회 2020 한국융합학회논문지 Vol.11 No.7

        The environmental problems caused by food waste have been a steady social issue, and the severity of the problem emerged as the 2013 London Convention banned the marine emissions of waste water. The government implemented measures related to food waste, but prior studies showed that it lacked continuity and lacked strategies for each area of occurrence, and emphasized that citizens' participation is important to implement effective reduction policies. Therefore, this study proposed a food waste disposal machine through user experience analysis as a way to induce civic participation. To this end, the design development direction was outlined in this study after the pre-research and user survey stages through FGI and user journey maps. Based on this, the proposed treatment machine facilitates the frequent discharge of waste and simplifies the process of food waste in the home. In addition, the moment of direct contact between the user and waste is only the point at which the waste is released to the handler, thereby minimizing the negative experience the user has experienced. 음식물류 폐기물이 야기하는 환경오염 문제는 오랫동안 사회적인 문제였으나 2013년 런던협약 가입으로 인해 음·폐수 해양배출이 금지되면서 한층 심각해졌다. 최근 정부의 음식물류 폐기물 관련 종합 대책의 실시는 감량 성과와 자원화에 많은 기여를 하였으나 지속적으로 시행되지 못하였고 폐기물의 발생 분야별로 적절하게 대응하는 전략의 부족이 지적되었다. 많은 연구에서는 효과적인 감량 정책 시행을 위해서 무엇보다 시민의 참여가 중요하다고 강조하고 있다. 이 연구는 사용자 경험 분석을 기초로 음식물류 폐기물 처리기를 디자인하여 시민의 참여를 높이는 방안을 제안한다. 이를 위해 선행연구에 대한 다각적인 조사·분석, 표적 집단 인터뷰 및 사용자 여정지도를 포함한 사용자 경험연구를 통하여 디자인 개발 방향을 설정하였다. 연구 결과로 도출된 처리기는 폐기물의 수시 배출이 용이해지며 가정 내에서 음식물류 폐기물 배출 과정이 간단해진다. 또한 사용자와 폐기물이 직접적으로 접촉하는 순간은 처리기에 배출하는 시점으로 제한하여 사용자가 겪었던 부정적인 경험을 최소화함으로써 폐기물 감량을 위한 사용자의 적극적인 참여를 유도하였다.

      • KCI등재

        PLM 관점의 지속가능패션 신제품 개발에 대한 연구

        전은하,한정하,고은주 한국의류산업학회 2018 한국의류산업학회지 Vol.20 No.1

        Sustainability in fashion pertains to all stages within the product lifecycle, starting with the procurement of raw materials and ending with the disposal of the product. To clarify, the Lifecycle Management (LCM) views the Triple Bottom Line (TBL) from the perspective of a product’s lifecycle. Sustainable products are identified based on their lifecycle, causing public attention to turn towards Product Lifecycle Management (PLM). As of now, PLM is largely known to have a strong impact on New Product Development (NPD). As such, the objective of this research is to study how PLM-based sustainable NPD models, when applied to the fashion industry, can produce a wide understanding of sustainable fashion products from a variety of angles. In order to achieve the research objective, this study did a selective case study on 20 sustainable fashion brands; conducted 1:1 in-depth interviews with 24 fashion experts, including both sustainable and non-sustainable experts; and took part in participant observation of 5 sustainable fashion brands. The results of the study indicate that there are specific conditions that must be met at each stage of production for the development of sustainable products by fashion brands. However, due to the lack of technological skills and the dearth of sustainability experts within the organization, management, monitoring and systematic collection of data is not properly implemented - leading to problems with the quantification of crucial data. This study aims to further forward the debate regarding the development of sustainable fashion products and its future implications.

      • KCI등재

        뉴 실버세대를 위한 엔터테인먼트 디자인 연구

        전은하,유가희,이현욱,신이열,이진혁,양승호 인제대학교 디자인연구소 2019 Journal of Integrated Design Research (JIDR) Vol.18 No.2

        Background: Our society has been rapidly aging in recent. The recent increase in the elderly population has changed the characteristics of the existing classes that make up the Silver Generation. This is because the characteristics of the members of the generation are changing depending on the social circumstances and the pace of social change. Therefore, it is necessary to develop other forms of program from the leisure services which is adapted to the existing generation, along with the change of awareness about the New Silver Generation. The purpose of this study is to analyze the characteristics of the Silver Generation changed and to suggest an entertainment design for the so-called ‘New Silver Generation’. Methods: This study for designing entertainment that reflects the characteristics of the New Silver Generation is divided into two phases. This study consists of basic research stage for theoretical consideration of Silver Generation and entertainment, and design development stage including design direction setting to newly defined generations based on analysis of basic research stage. Result: As the entertainment for the existing silver generation is formed on the offline basis, it is positively effective to communicate directly with the people. However there is a limit to be activated due to time and space restrictions. Also, most of the entertainment developed in previous generations does not adequately respond to New Silver Generation with new characteristics. In this study, we tried to design an entertainment to suit the characteristics of the New Silver Generation and meet their needs. In order to do this, we tried to overcome the limitations of offline-oriented entertainment by developing activities on an online basis so that we can reasonably cope with the new era environment. In the research, we set a set of design direction; (1)the application of tele-presence systems, (2)smart device-based entertainment, and (3)encourage physical activities to design an Active-Online-based Entertainment. Conclusion: The development of entertainment that reflects the lifestyle and characteristics of the New Silver generation is an important issue in rapidly aging society. The three designs proposed in this study were actively reflected in the thinking and active lifestyle of the New Silver Generation and were developed based on the characteristics of reclassified entertainment in this study. Through this research, we hope to contribute to the social participation of the New Silver generation and the creation of a new aged culture, and expect active research in the related fields. 연구배경: 우리 사회는 최근 들어 고령화가 급속도로 진행되고 있다. 최근 고령 인구의 증가는 실버세대를 이루는 기존 계층의 특성을 변화시켰다. 성장 환경과 사회의 변화 속도 등에 따라 세대 구성원들의 특성이 달라지고 있기 때문이다. 따라서 새로운 실버세대에 대한 인식의 변화와 함께 기존 실버세대에게 맞춰져 있는 여가 서비스와는 다른 형태의 프로그램 개발이 필요하다. 이 연구의 목적은 베이비 붐 세대의 고령화로 변화된 실버세대의 특성을 분석하여 소위 ‘뉴 실버세대’를 위한 엔터테인먼트 디자인을 제안하는 것이다. 연구방법: 뉴 실버세대의 특성이 반영된 엔터테인먼트를 디자인하기 위한 이 연구는 크게 두 단계로 나누어진다. 실버세대와 엔터테인먼트의 이론적 고찰을 위한 기초연구 단계와 기초연구에서 분석한 내용을 바탕으로 세대를 새롭게 정의하고 이에 적절하게 대응하는 디자인 방향 설정을 포함한 디자인 개발 단계로 구성되었다. 연구결과: 기존 실버세대를 위한 엔터테인먼트가 오프라인 기반으로 형성되어 사람 간의 직접적 소통에는 긍정적이나 시간·공간 제약이 있어 활성화 되는 데 한계가 있다. 또한 이전 세대에서 발전된 대부분의 엔터테인먼트는 새로운 특성을 가진 뉴 실버세대에 적절하게 대응하지 못한 면이 있다. 이에 이 연구에서는 뉴 실버세대의 특성에 맞고 이들의 욕구를 충족시키기 위한 엔터테인먼트를 디자인하고자 하였다. 이를 위해 새로운 시대 환경에 합리적으로 대응할 수 있게 엔터테인먼트 활동을 온라인 기반으로 개발하여 오프라인 중심의 엔터테인먼트의 한계를 극복하고자 하였다. 연구에서는 활동형-온라인 기반 엔터테인먼트 디자인을 위해 원격현실(tele-presence)시스템 적용, 스마트 디바이스(smart device) 기반의 엔터테인먼트 및 활발한 신체적 활동(physical activity) 유도를 큰 방향으로 설정하였으며, 이를 바탕으로 뉴 실버세대를 위한 활동형-온라인 기반 엔터테인먼트를 디자인하였다. 결론: 뉴 실버세대의 생활방식과 특성이 반영된 엔터테인먼트의 개발은 고령화가 급속도로 이루어지는 우리 사회에서 매우 중요한 문제다. 이 연구에서 제안한 3가지 디자인은 뉴 실버세대들의 자유로운 사고와 능동적인 생활방식이 적극적으로 반영되었고 재분류된 엔터테인먼트의 특성을 바탕으로 개발되었다. 이 연구를 통해 뉴 실버세대의 사회 참여와 새로운 노년 문화 창출에 기여하고 활발한 관련 분야의 연구를 기대한다.

      • KCI등재

        어머니의 심리적 통제와 유아의 기질 - 어머니의 요구수준 간 차이가 남아와 여아의 문제행동에 미치는 영향

        전은하,박주희 한국보육지원학회 2015 한국보육지원학회지 Vol.11 No.4

        The purpose of this study was to investigate the effects of maternal psychological control and the disparity between children's temperament and mothers' demand level on children's externalizing and internalizing behavior problems. The participants of this study were 221 children aged 4 to 5 and their mothers from three kindergartens located in Busan and Gyeongsangnam-do. To measure children's behavior problems, the Preschool and Kindergarten Behavior Scales were used. Maternal psychological control was assessed by the Psychological Control Scale-Youth Self-Report. The Revised Dimension of Temperament Survey and DOTS-R: ethnotheory was used, to measure the disparity between children's temperament and mothers' demand level. The data were analyzed by means of descriptive statistics, t-test and hierarchical regression analysis. The results of this study were as follows. First, both for boys and girls, the disparity between children's activity temperament and mothers' demand level had a negative effect on externalizing behavior problems. However, maternal psychological control had no significant effect on externalizing behavior problems both for boys and girls. Second, for boys, the high level of maternal psychological control and the disparity between children's adaptive temperament and mothers' demand level had a negative effect on internalizing behavior problems. However, for girls, such effects were not significant.

      • KCI등재

        The effect of sports event tourism on event attitude and the brand equity of sportswear sponsors

        전은하,고재인,이지은,고은주 한국마케팅과학회 2013 마케팅과학연구 Vol.23 No.1

        The present study aims to understand the process through which sports event tourism experiences mediate event attitude and, consequently, the brand equity of sportswear sponsors. First, the results of the study show that of the four experiential components of sports event tourism (i.e., “sense”, “feel”, “think”, and “relate”), the “feel” and “relate”components were identified as antecedent variables that create positive event attitudes. Second, event attitude was found to have a significant effect on brand awareness and brand image, but the relationship between event attitude and brand loyalty was rejected. Third, for the brand equity of sportswear sponsors, brand awareness positively affected brand image and loyalty, and brand image positively affected brand loyalty. The results of the present study provide foundational data for sportswear marketers that engage in sports event sponsorship as a strategic marketing tool and for those who seek to devise effective communication strategies to increase brand equity through sports event tourism.

      • KCI등재후보

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