• Title/Summary/Keyword: 문화상황

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An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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Narrative Inquiry : Practical experience of an Introduction to Engineering (공학입문 교과 실행경험에 관한 내러티브 탐구)

  • Park, Kyung-Moon;Kim, Taehoon
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.128-160
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    • 2009
  • Narratively I have described interactions between two teachers performing an introduction to the engineering class with various situations such as place, teacher, student and subject. I have specifically illuminated a three-dimensional narrative inquiry space embracing the culture of the university, the college of engineering and the ABEEK(Accreditation Board of Engineering Education of Korea)program. The result of the study is as follows: First, in order to stimulate the students' motivation, the teachers have to make not only their class PowerPoint slides match the size of the classroom, but the content of the slides must be condensed with core concepts. They also should utilized some video clips to empower students' interest in the subject within their classrooms. Second, the teachers should do various class activities in the classroom. Instead of spending most of the class time with his/her explanation, it would be advantageous for the teachers to allow the students to perform a task in class. Third, the teachers should ask their students about assignments which are helping students' understanding of the subject and planning of their future. Lastly, the teachers need to design the mid-term and the final tests inducing the students' motivation. Those tests also must test students' creativity and insight of the subject. Thus, the test should consist of an interpretive exercise and an essay type of item thus reducing the multiple choice types of items. There are several limitations to the study. First it is difficult to generalize what we found here because it is a case study. Second, we could not study in depth the effect of the interaction between the two teachers who were performing the introduction to the engineering course during the academic semester. Third, this study just probed into the difficulties of teaching the course. Hence, we have to understand more by focusing on each issue such as adapting to a new learning environment as a student from abroad, a practical experience boosting the students' interest in the introduction to the engineering course, also a practical experience on process based learning-versus result based learning, and an effective management of the student team presentation etc.

Development and Content Characteristics of Cartoons in the 1910s: focusing on cartoons published in Maeilsinbo (1910년대 만화의 전개와 내용적 특질: 『매일신보』 게재 만화를 중심으로)

  • Seo, Eun-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.139-168
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    • 2013
  • This article aims to explain the significance and value of cartoons in the 1910s which were largely passed unnoticed in the preceding cartoon studies by scrutinizing cartoons published in Maeilsinbo in the 1910s. Until now, Korean cartoons in the 1910s has been neglected just because it were published in Maeilsinbo. However, this writing analyzed cartoons in this period on the base of the fact that the cartoons in the 1910s printed in Maeilsinbo diversified the horizon of the Korean cartoon. Cartoons in Maeilsinbo functioned as a bridge connecting cartoons published in Daehanminbo in 1909 reputed as a root of Korean cartoon and 1920s, the time when satirical cartoons and comics started being printed in newspapers. The characteristics of Maeilsinbo as a bulletin of government general and periodical characteristics that the agent of popular culture begun to move reside as multi layers in the cartoons in the 1910s. In this article, the process and the development of how cartoons published in Maeilsinbo. As pleasure became important in everyday life in Korea, cartoons were able to earn a portion in the newspaper. In the beginning, modern cartoon style seemed vague, but as time goes by, its own style gradually settled. Cartoons in this period were not fixed in specific section but various kinds of cartoons were developed during the time since works of Korean as well as Japanese cartoonists and illustrators were published. Among them, representative cartoons in Maeilsinbo were analyzed in this article under three categories: first, cartoons represented 'Choseon-ness' through scenes of daily life and customs concurrently contained a view of anti-civilization/enlightenment; second, cartoons represented the accumulation of wealth as valid from the view point of public interest; last, cartoons divided Koreans who suffered from hardships of life in Kyungsung and Japanese in Jingogae in order to divide space. In conclusion, Maeilsinbo disciplined the colonized, Koreans, and exposed the discourse of the colonial power via cartoon.

POLICY PLAN FOR PARKS AND GREENERIES IN SEOUL

  • Lee, Sang-Suk
    • Proceedings of the Korean Professional Engineer Association Conference
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    • 1995.12b
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    • pp.30-48
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    • 1995
  • 서울시는 국가의 수도로서 이제 6n년의 역사를 맞이하였다. 뛰어난 산수와 자연 경관을 가진 서울시의 자연은 근세이후 도시의 발전에 따른 점차적으로 훼손되어 왔으며, 특히 1960년대 이후의 도시성장기에 시행된 개발 위주의 도시 정책은 공원 녹지의 잠식을 가속화시켜 본래의 자연은 양적, 질적 측면에 많은 피해가 발생되었다. 또한 도시 정책의 부분으로서 공원 녹지 정책은 개발 위주의 도시 정책에 밀려 제기능을 발휘 할 수 없었으며, 정책에 있어서도 목표와 미래 방향에 대한 뚜렷한 비전을 제시하지 못하였다. 현재 공원 녹지와 관련된 정책 환경을 볼 때, 각종의 도시개발 사업, 지방 자치제 시행에 따를 도시의 난 개발은 부족한 공원녹지를 더욱 잠식하는 위협요소가 되고 있으며, 토지수요에 대한 공급의 한계 상황에 직면해 있는 시점에서 개발론자 들은 공원 녹지를 개발의 주요대상으로 인식하는 자세를 견지하고 있다. 그러나 최근 들어 지구 환경의 문제의 대두, 환경에 대한 시민의 관심, 정책 집행자들의 환경 보전과 관리의 움직임이 나타나기 시작하고 있어 서울시의 공원 녹지의 미래 전망을 밝게 해주는 긍정적인 요소가 되고 있다. 2000년대를 바라본 현시점에서 도시의 기간 요소로서 공원 녹지는 단지 존재만의 가치가 아니라 적정한 기능을 부여하고 이용의 활성화를 통한 공원 녹지의 새로운 탄생이 요구되고 있다. 이것은 공원 녹지정책 측면에서 공원 녹지의 양적 측면에서의 풍요로움과 질적 측면에서의 기능성의 회복과 도시 구성적 측면에서의 공원 녹지의 네트워크의 구성이라는 3가지의 정책 이슈를 제기한다. 양적 측면에서 녹의 풍요로움을 확보하기 위해서는 기존의 공급 지표 위주의 정책보다는 공원 녹지의 총량적인 관리 체제를 통한 전 도시적 차원의 공원녹지 관리 시스템이 필요하며, 공원 녹지로서 잠재 가치를 가지고 있는 새로운 유형의 공원 녹지의 조성과 각종 개발사업에 대한 공원 녹지의 잠식 방지를 위한 명확한 사회적인 공감대의 형성이 요구된다. 질적 측면에서는 공원 녹지의 기능성의 회복이라는 측면과 시대에 부합되는 새로운 기능 및 가치의 부여가 필요하며, 이를 위해서는 공원의 매력, 공원의 시설기능 증진, 녹지의 질의 향상 및 녹지 가치의 증진에 대한 다양한 시책이 요구된다. 구성적 측면에서는 공원녹지의 개별적 존재보다는 공원 녹지를 상호간 유기적인 계통을 확보하여 공원 녹지의 네트워크를 형성하여 도시 속의 산재된 고립된 섬으로서의 공원 녹지가 아닌 시민생활에 늘 가까이 있는 생활 속의 공원녹지로 재편되어야 한다. 이러한 정책의 의제는 양적 측면에서 보전(CONSERVATION)과 창출(CREATION), 질적 측면에서 쇄신(RENOVATION)과 복구(RESTORATION), 그리고 구성적 측면에서 공원 녹지의 연결(CONNECTION)과 시민 참여에 의한 운동(MOVEMENT)이라는 정책 개념의 구현을 통해 가능하다. 이러한 정책 개념과 의제를 가지고 서울시 공원 녹지 정책을 구체화시키기 위해서 푸르름의 새로운 탄생이라는 기치 아래 풍요로운 서울, 사랑 받는 공원, 생활 속의 녹지의 3대 목표, 공원 녹지의 보전, 잠재 공원 녹지의 창출, 공원의 활성화, 녹지의 복구, 경관 보전 및 복구, 공원 녹지의 네트워크, 도시 녹화의 7대 과제를 설정하고 미시설 공원 녹지 집행, 개발 사업시 공원 녹지의 확보, 환경 녹지의 총량 보호 관리, 도시 소공원 개발, 역사 문화 공원 조성, 하천 공간 복원, 공원 시설 기능 개선, 이용 프로그램 개발, 공원 관리 개선, 환경 피해 녹지의 회복, 도시 환경 림 조성, 녹지 기능 증진, 도시 자연 경관 보전, 공원 녹지체계 구성, 공원 녹지 공급 균형, 주변 환경 녹화, 가로 녹화의 17개 시책을 제안하였다. 이러한 정책사업의 원활한 추진을 위해서는 기존의 관주도의 일방적인 공원 녹지 행정이 아닌 시민의 참여를 통한 시민이 함께 하는 정 책 사업의 추진이 요구되며, 특히 민간 부문의 적극적 인 참여를 유도하기 위한 방안이 동시 에 강구되어야 한다. 또한 공공에서는 정 책 집행을 위한 조직과 행정의 개편, 예산의 확보 방안을 적극적으로 검토해야 한다. 현재 서울시는 지방자치제 시행에 따라 시 행정에 있어 많은 변화가 예고되고 있으며, 공원 녹지는 새로운 환경 변화에 부합되는 적절한 도시요소가 될 것으로 추정된다. 서울시 하천 복개의 금지, 하천공간의 복원에 대한 움직임, 환경 녹지 복구를 위한 사업의 시행, 민간부문의 환경 운동의 활성화 등 바람직 한 현상이 전개되고 있어, 공원 녹지는 미래의 도시 관리 에 있어 주요 관심사가 될 것이다.

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The Analysis for the Regulation related to Chinese Online Game Review -Focused on NHN Chinese Game- (중국 온라인 게임 심의에 관한 규제 분석 -중국 NHN 게임을 중심으로-)

  • Song, Seung-Keun;Kim, Chee-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.151-162
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    • 2009
  • The objective of this study is to uncover the standard and procedure of the review for the online game to export to China and try to find a plan how to solve a problem such as regulation for the online game imported into China depending on a protective policy for homemade game. The literatures related to the policy of China online game industry and the present condition of the wholistic restriction are reviewed and the standard and procedure of the review of China online game which is veiled was able to find definitely by using the case study on Korean company which was a great success as localization in China. As a result of this study, we found that the key factor on the review standard of China online game is the anti-social personality, such as 'the overthrow of Chinese socialist system', 'the territorial issue as the eviction of Hong Kong or the acknowledgment of Taiwan government', 'independence problem of the minorities', and 'damage to property as national treasure', et cetera. While the review of the homemade game in China takes about a month through just two steps in review process on online game, that of foreign game is required over at least three months through four steps in it. Moreover, it is difficult for foreign games to obtain the license due to total amount regulation for online game by 'General Administration of Press and Publication of the People's the Republic of China'. In the case of the joint-venture company, it is most important to the smooth communication between Korean company and Chinese company in order to overcome these strong regulation for online game review in China. Furthermore, as Chinese company in outward appearance it is need to be positioned absolutely in Chinese marketplace. The definite positioning strategy enables foreign companies to avoid the strong regulation about the foreign game in China. To understand, finally, deeply politics, society, and culture presented in Chinese ethics textbook permits the foreign companies to predict the exact standard of the review for online game. Therefore, this study is concluded with key implications to sustain guidelines on the deliberation for foreign companies which want to export online game to China to improve the predictability and accountableness about the review of the online game in China.

A study on the figurative art expression reflected on the relationship with the animal companion and the inner self - Focusing on works by Lee Heeyeong -

  • Lee, Hee-Young;Cho, Myung-Shik
    • Cartoon and Animation Studies
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    • s.42
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    • pp.293-313
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    • 2016
  • The target stimulating human's sensitivity can include several things; the first is human like us including beautiful women and cute babies. The next ranking is the dog animal that established itself as a human's companion. It is the 3B law(beauty, baby, beast - much used in the ad or election due to the positive image) that is widely used in the advertising. This relationship is being expressed in the art history for a long time. Dogs that have lived a history more than 10 thousand years with humans hunted, protected flock of sheep, and kept the farmer's house and property. They have been human's assistants and companion who entered into the modern urban culture. Like this, dogs have adapted to several situations endlessly such as the nomadic life, farming, country life, and urban life. This paper will explore the close relationship of humans and companion animals through various icons of dogs and pups that appeared through a number of artists' skills. The companion animal means an animal that lives with people, which means the relationship of round-trip rather than the one-way relation those each other gives a help. Therefore, there artist tries to examine the figure of great hunter for survival, highly evaluated figure as the royal dignity, and the mascot-like figure delivering the daily happiness to modern people as presenting joy through a discussion of the 'countenance', a visual signal of the dogs and pups. They have been influenced by screen and popular media in 20C. Snoopy, a main character of and the movie <101 Dalmatians> made a success on the theater and television when Beagle and Dalmatian were prevalent. These main characters make audience feel happy involuntarily. Like this, the continuous and old friendship of the human and dogs will be confirmed again through the icon of dogs and pups consisting of the communication of artists and readers in the modern shape art, and it is hoped to be a psychological stabilizing effect to modern people living in the intense modern society. Therefore, it is expected this study paper will be reborn as a new text and be expanded as an effective communication in the journey of dogs and human in the future in investigating the communion of dogs and human.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Effects of Stressful Life Events on Patients with Recurrent Ahthous Ulcer. (SRRS를 이용한 재발성 아프타성 구내궤양 환자의 생활변화에 관한 연구)

  • Ko, Myung-Yun;Kim, Young-Ae;Ok, Soo-Min;Heo, Jun-Young;Jeong, Sung-Hee;Ahn, Yong-Woo
    • Journal of Oral Medicine and Pain
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    • v.37 no.4
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    • pp.195-203
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    • 2012
  • Recurrent aphthous ulcer(RAU) is the most frequent form of oral ulceration with a prevalence in the general population ranging between 5% and 60%. The peak age of onset is between 10 and 19 years of age, and it can persist into adulthood and throughout the patient's lifespan, with no gender predilection. The disease is characterized clinically into three types: minor aphthous ulcer, major aphthous ulcer and herpeticform ulcers. The cause of RAU is unknown and thought to be multifactorial with many triggers or precipitating factors that include familial tendency or genetic predisposition, allergy, medications, hormones, stress or anxiety, and immunologic abnormalities. The need for consideration of psychological factors in the pathogenesis of oral disease has been increasingly acknowledged over the last decades and many studies have highlighted the psycho-social impact of oral conditions. In this study, we tried to evaluate the influence of emotional stress in RAU. There were thirty patients with a clinical diagnosis of RAU and other subjects who did not show any signs of systemic disorders include RAU. They are evaluated by using modified Holmes and Rahe's Social Readjustment Rating Scale (SRRS). As a result, a significantly higher level of stress was found in the RAU patients than the control group. Therefore it can be concluded that psychological stressors play an important role in the RAU.

COMPUTER GAME PLAYING PATTERNS, PARENTAL REARING PATTERNS AND INDIVIDUAL PSYCHOPATHOLOGY IN ADOLESCENTS (청소년의 컴퓨터게임 이용실태, 부모양육방식, 개인의 정신병리)

  • Ryu, Jeoung-Whan;Kim, Young-Mi;Jeong, Hong-Kyung;Jo, A-Ra;Lee, Jung-Ho;Choi, Young-Min;Lee, Gi-Chul;Jeon, Seong-Ill
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.27-41
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    • 2000
  • Objects:This study was designed for studying of current Korean adolescents computer game playing habits and exploring associations with parental rearing patterns and individual psychopathology. Methods:One hundred twenty four adolescents(age 13-15) who reside in urban area completed self-report questionnaires containing Questionnaires designed by authors, Symptom Checklist-90-Revision of Korean Version(SCL-90-R) and Parental Bonding Instrument(PBI). Results:1) Computer game playing appears to be one of the social and leisure phenomena in these days. Although Adolescents spend a lot of times on computer game, Many of them perceive not problematic. 2) Compared with females, Male play computer games more regularly, more longer, spent more times in gamebang. 3) There was positive relationship between anxiety subscale in SCL-90-R and detrimental effects of computer game. 4) There was positive relationship between game frequency and maternal overprotection. 5) The main reasons for playing are 'for an avoidance of stressful life events', academic burden was the most troublesome issues in korean adolescents. 6) Many adolescents use gamebang as a social place, but they thought that gamebang is not good places to have a good time. Conclusion:This papers shows that computer game playing is a popular social leisure activity in Korean adolescents. And, Most of korean adolescents reported that they are suffered from pressure of academic achievements. They use computer game mainly by means of relieving academic pressures. In a heavy game users who have many conflicts with parents, teacher and who has frequent truancy and social withdrawal show significant anxiety. Maternal overprotection was observed in heavy game users. Authors recommended that clinicians should be careful in examining heavy computer game behaviors. Both underlying affective states and environmental influences, including family situations should be vicariously examined.

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A Study on Organizational Strategy and Operational Elements of Community-based Agricultural Management Bodies (마을단위 농업경영체 조직전략 및 운영요소 도출 연구)

  • Kim, Jong An;Kil, Cheong Soon;Kim, Gi Tae;Kim, Won Gyeong
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.3
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    • pp.777-822
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    • 2013
  • This study attempts to elicit the organizational strategy and operational elements of community-based agricultural management bodies as new main farm management. We analyzed the newest discussion trend, cooperated community management, between Republic of Korea and Japan based on theory of organizing regional agriculture, and also researched on the organization management and business management about cooperated management of community. In this study, the main conclusion of the organizational strategy and operational elements of community-based agricultural management bodies are as following. i) The community-based agricultural management bodies is the cooperation managed individual agriculture resources as joint stock for purposing compound goal, an expansion agricultural income, maintenance farm productivity and rural societies. ii) The domain of cooperative management focus on secondary and tertiary industry like food process, farm produce distribution, rural experience more than farm produce production. The study suggest business promotion system of village unit farmers groups, element of organization management as executive decision organization, business management, operating factor for each steps and management element of cooperation farm working. iii) The policy direction for invigoration community-based agricultural management bodies is to make facilitation for each steps instead of standardized support.