• Title/Summary/Keyword: 맥락적 요소

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공감, 도덕적 의무감, 사회적 지지에 대한 인식이 사회적 기업가적 의되에 미치는 영향

  • Lee, Chae-Won;O, Hye-Mi
    • 한국벤처창업학회:학술대회논문집
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    • 2017.11a
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    • pp.117-123
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    • 2017
  • 본 연구는 '의도(Intention)는 행동을 예측할 수 있다'는 사회 심리학자들의 연구에 근간을 두고 사회적 기업가적 의도(Social Entrepreneurial Intention)에 영향을 미치는 요소들이 무엇인지를 규명하고자 하였다. 그동안 기업가적 의도(Entrepreneurial Intention)에 대한 많은 연구들에서 Ajzen의 계획된 행동이론(Theory of Planned Behavior: TPB)과 Shapero의 기업가정신행동모델(Shapero's Model of the Entrepreneurial Event: SEE)에 근간하여 이루어졌다. 이러한 연구에 기반하여 본 연구는 사회적 기업가정신 맥락에서 사회적 공감(Compassion), 도덕적 의무감(Moral Obligation), 사회적 지지에 대한 인식(Perceived Social Support)이 사회적 기업가적 의도에 영향을 미치는 요소임을 밝히고자 하였다. 본 연구는 자발적으로 사회적 기업가정신 및 기업가정신 과목 수강을 선택한 대학생 271명을 대상으로 하였으며 회귀분석을 통해 가설검증을 하였다. 공감능력(인지적 공감, 정서적 공감, 사회문제 공감)과 주관적 규범으로의 도덕적 의무감은 사회적 기업가적 의도에 영향을 미치며, 외부 환경에 대한 인식 즉 사회적 지지에 대한 인식의 정도에 따라 사회적 기업가적 의도는 영향을 받는 것으로 나타났다. 기존의 사회적 기업가정신에 영향을 미치는 요소들을 규명하는 연구들이 주로 기존 기업가정신 연구에서 사용된 변수를 사용함으로써 사회적 기업가정신의 특성을 잘 설명하지 못한다는 한계를 가지고 있었다. 본 연구는 공감, 도덕적 의무감, 사회적 지지에 대한 인식이 의도(Intention)에 영향요소임을 밝힘으로써 사회적 기업가적 의도 연구 분야에 기여했다고 볼 수 있다. 그러나 사회적 기업가적 의도를 파악하는데 있어서 학생들만을 대상으로 한 것은 본 연구의 한계점이라고 할 수 있다.

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A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.51-59
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    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

The Revolution of Place (종교 場所의 回歸性)

  • 최진성
    • Proceedings of the KGS Conference
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    • 2004.05a
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    • pp.80-80
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    • 2004
  • '장소의 회귀성' 또는 '장소에 대한 관성'은 사회주체들이 바뀔 때마다 특정 장소에 대한 되풀이되는 관심이란 점에서 사회 문화적 현상의 하나라고 할 수 있다. 또한 그 장소는 사회적 구성원들의 이해관계가 반영된 경관들로 구성된다는 점에서 사회문화적 재생산의 과정이라고도 할 수 있다. 이와 같이 사회 문화적 맥락에서 볼 때 장소 회귀성은 경관과 더불어 장소의 의미를 이해하는 지리코드(geographical code)라고 할 수 있으며, 이를 통해 경관의 장소를 해석하는 요소로 삼고자 하였다. (중략)

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Remediation Characteristics that Appear in the Change of MP3Player I : Re-mediation and Genealogical Change (MP3Player의 변화에서 나타나는 재매개적 특성 I : 계보적 변화와 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.59-68
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    • 2013
  • iPod Touch provided so various application software beyond the early music playback function, and enhanced its UI to the level of UX. Because of these, it was evaluated as innovative. In addition, even though various images were provided through the Internet, some people still classify MP3P as audio device in its product category. As for how audio device became video or image device and which factor contributed to such happening, there may be various factors, such as social, cultural, and technical change, other than fundamental change of medium itself. This study is regarding medium characteristics of MP3Player. In other words, this study classified genealogical changes, which can be categorized into 4 points. This study also analyzed the property of each point according to this classification. The result of analysis showed that there is a relation with technological as well as social context in such genealogical change in MP3player. Even though there are various elements in the change of a device, it can be suggested that the factors of genealogical change in MP3player are influenced by a totality of social needs and contexts and technical changes.

Reflective Inquiry Disposition: Students' Responses to Different Class Types of Inquiry-based High School Earth Science (고등학교 지구과학 탐구활동에서 수업유형에 따른 학생들의 반성적 탐구의 특성)

  • Jeong, Jin-Woo;Park, Mi-Ra;Cheong, Cheol
    • Journal of the Korean earth science society
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    • v.28 no.1
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    • pp.1-13
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    • 2007
  • The purpose of this study was to understand characteristics of students' reflective inquiry disposition in the contexts of classroom and to find educational implications for the promotion of the reflective inquiry activity in the inquiry-based class. In this study, we determined a characteristic of the reflection inquiry by examining students' responses showed in response to the different class types in high school earth science inquiry class. The result of the study indicated that the difference between the newly developed class type to promote the reflective inquiry and the existing inquiry class type was found significant. The newly developed reflective inquiry class had a multitude of reflective inquiry statements related to various elements of data context in terms of the quantity and diversity of the reflective inquiry. In conclusion, we found that the newly developed class type had a positive impact on the students' reflective inquiry activity. We believe that the development of the inquiry activity to promote students' reflective inquiry is critical.

Contents and Pedagogical Styles of Food and Nutrition in Middle School 「Technology·Home Economics」 Textbooks from the Constructivist Perspective (구성주의 관점에 기초한 중학교 「기술·가정」 교과서의 식생활 교육내용 및 내용 전달 방식 분석)

  • Lee, Youngeun;Yoon, Jihyun;Lee, Soo-Hee
    • Journal of Korean Home Economics Education Association
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    • v.31 no.4
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    • pp.41-62
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    • 2019
  • The purpose of this study was to examine how the contents and pedagogical styles of Food and Nutrition in the middle school home economics textbooks could promote constructivist learning. For this, Food and Nutrition contents of 12 current textbooks were analyzed, based upon the learning factors derived from both a practical problem-focused curriculum from the constructivist perspective, and the current home economics curriculum from the objectivist perspective. Pedagogical styles of the texts and exercises were classified into four types- neutral informative, injunctive, persuasive, and participative, out of which 'persuasive' and 'participative', in particular reflect the constructivist perspective. The major findings were as follows: First, the analysis results of Food and Nutrition contents showed that of 14 learning factors, 13 of the textbooks corresponded well to the current curriculum(92.9%). On the other hand, Out of the 26 learning factors, 18 of the textbooks corresponded to the practical problem-focused curriculum(72.4%). Classified into each stage of the practical problem solving processes, only learning factors related with 'the concepts of the valued ends' were fully covered. However, the other learning factors related with the concepts of 'the practical problem', 'the context', 'the action' and 'the consequence', that is the factors particularly related with 'the concepts of the context', were not properly addressed. Besides, learning factors were not addressed from diverse viewpoints, especially from the social perspective. Second, the analysis of pedagogical style related to Food and Nutrition illustrated that the neutral informative(59.9%) in texts, and the participative in exercises(60.4%), were most common. However, persuasive and participative were insufficient in texts(22.1%). Furthermore even though the exercises, are more likely to be described from the constructivist perspective, nearly none of the exercises was considered from the social perspective. In conclusion, this study showed that Food and Nutrition in Korean home economics textbooks need to reflect constructivist learning better.

Economic Geographical Research Agenda for Social Economy (사회적 경제에 관한 경제지리학의 연구 주제)

  • Choo, Sungjae;Roh, Kyeongran
    • Journal of the Economic Geographical Society of Korea
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    • v.21 no.2
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    • pp.173-191
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    • 2018
  • Taking note of growing tendency of academic interests and policy applications with regard to social economy, this study aims to suggest economic geographical agenda for social economy. It is presumed that the orientation of social economy toward pursuing social value will exhibit unique spatial characteristics. Elements containing spatial implications have been identified through a review of hierarchial concepts including social innovation, social economy organization and social enterprise. Three approached are suggested as tools of understanding the spatial context of social economy: spatial characteristics inspiring social entrepreneurship, place-based context of decision-making by social economy organizations, and spaces formulated by interactions between the demand for solving social problems and the supply of economic resources. The investigation of social innovation clusters is required to focus on the differentiated characteristics from normal industrial clusters. It is also suggested that the concept of embeddedness be applied in the search of the essence and elements of social economy's ties with local community.

A Study on Application of Semantic Web for e-Learning (시멘틱 웹의 e-Learning 적용에 대한 연구)

  • 정의석;김현철
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10a
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    • pp.589-591
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    • 2003
  • 현재 대부분 e-Learning에서 이루어지고 있는 교육은 학습(Loaming)이 아닌 단순 훈련(Trainning)만이 이루어지고 있다. e-Learning에서 진정한 학습이 이루어지기 위해서는 학습자의 수준에 맞는 적응적(Adaptive), 적시적(Just-in-Time) 학습이 단편적이 아닌 연속적, 통합적으로 이루어져야 한다. 이를 위해서는 기술적 관점뿐만 아니라, 발견적 학습(heuristic learning)관점에서 학습자원이 기술되고, 컴퓨터(에이전트)가 학습자원의 구성요소인 학습목표(Goal), 학습내용(Content), 학습맥락(Context), 학습구조(Structure), 학습전략(Strategy)의 의미(Semantic)와 관계(Relation)를 이해해 학습자에게 필요한 정보만을 검색, 추론해주고 이를 학습자 수준에 맞게 재가공해 학습자에게 지식(Knowledge)을 적응적(Adaptive), 적시적(Just-in-Time)으로 전달해주는 e-Learning 학습 환경이 필수적이다. 메타데이터(RDF), 온톨로지(Ontology), 에이전트(Agent) 매커니즘의 시멘틱 웹을 e-Learning 환경에 적용함으로써 학습자원의 구성요소의 의미와 관계를 파악해 적응적(Adaptive)으로 지식을 전달해 주어 자기 주도적 학습(Self-directed Loaming)을 실현해 줄 수 있다.

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Analysis of Musical Characteristics and Elements for The Scene Composition Igor Stravinsky (Igor Stravinsky <봄의 제전>의 장면구성을 위한 음악적 특징과 요소 분석)

  • Lee, da-som;Ahn, Byoung-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.299-300
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    • 2018
  • 혁신적이고 파격적인 리듬과 다채로운 관현악법으로 구성된 스트라빈스키의 발레음악 <봄의 제전>은 공상 속 '이교도들의 엄숙한 제전'이라는 장면에서 영감을 얻어 무대음악으로 형상화 시킨 작품이다. 이 작품은 작곡가가 구성하고자 하는 장면을 토대로 만들어진 음악이기 때문에 장면구성을 위한 음악적 요소와 특징이 존재한다. 이것은 분명 연주만을 위한 음악과는 의도하는 바가 다를 것이라고 생각하여 그것을 <봄의 제전>을 통해 분석해보았다. <봄의 제전>은 급변하는 템포와 잦은 변박, 혁신적인 리듬사용을 통해 원시적이고 본능적이며 생명력 있는 장면을 효과적으로 묘사하고 구성하였다. 음악적 분석을 바탕으로 모리스 베자르(Maurice Bejart)와 피나 바우쉬(Pina Bausch)의 안무 작품에 대입하여 실제 안무작품의 장면에서는 어떻게 활용되는지를 알아보았을 때, 세부적인 안무와 연출의 차이는 있지만 장면구성을 위한 특징적인 부분에서는 음악이 의도하는 장면과 같은 맥락의 움직임을 볼 수 있었다.

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