• Title/Summary/Keyword: 사이중심도

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A Study for Research Area of Library and Information Science by Network Text Analysis (네트워크 텍스트 분석을 통한 문헌정보학 최근 연구 경향 분석)

  • Cho, Jane
    • Journal of the Korean Society for information Management
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    • v.28 no.4
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    • pp.65-83
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    • 2011
  • In this study, Network Text Analysis was performed on 1,752 articles which had been published in recent 7 years and drew the subject concept distribution and their relations in Library and Information Science research areas. Furthermore, for analyzing more recent trends and changing aspects, this study performed secondary analysis based on 482 articles published in recent 2 years. Results show that "public library", and "academic library" concepts were most frequently studied in the field and "evaluation", "education", and "web" concepts showed the highest-degree centrality during the recent 7 years. In the result of recent two years analysis, "web", and "classification" concepts showed high frequency and "user", and "public library" showed an improvement in high degree centrality.

A Study of The Idea of Zecharia Sitchin Shown in SF Films Contents -Focusing on a Film - (SF영화에 나타난 제카리아 시친의 사상연구 -영화 <쥬피터 어센딩>을 중심으로)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.498-509
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    • 2018
  • involves philosophical perspectives that are different from other SF movies. This perspective was derived from that of Zecharia Sitchin, in which he tells the history of the earth and mankind from a very unique perspective. He claimed that the intelligent beings (according to Sitchen, we called them the gods) on this planet created mankind and brought them ancient civilizations. The purpose of this study is to analyze under the determination that a comparative analysis can be made between SF movies and an art genre, in the outlook that Sitchin's perspectives are under extraordinary attention of religious and academic circles and are assisting in solving many mysteries on earth with currently excavated archaeological evidences, to identify the factors of consensus between the message Sitchin wanted to convey and SF movies and find the historical perspectives of Sitchin in the cross-section between Sitchin and the narratives in .

The Reading Promotion Campaigns for Children of Public Libraries in Other Countries (공공도서관의 어린이 독서진흥활동 - 다른 나라 사례를 중심으로 -)

  • Yoon, Cheong-Ok
    • Journal of Korean Library and Information Science Society
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    • v.38 no.2
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    • pp.165-184
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    • 2007
  • The purpose of this study is to examine the characteristics of several reading promotion campaigns for children carried out by public libraries in other countries. "Listen Out! - The Stuttgart Reading Project" in Germany, "Chatterbooks" in the U.K., "Born to Read, Read to Bond" in Singapore and "Grandparents and Books(GAB)" in the U.S.A. are examined. While the first three campaigns started in the 2000s, GAB has been carried out by Los Angeles Public Library since 1989. The characteristics of these campaigns are as follow: First, reading books with adults is emphasized. Second, it is important to get some support and sponsor from organigations and individuals in the community. Third, various media, program and activities related to books are used to promote interests in reading. Fourth, discussion and reading are equally emphasized. Fifth, the geographical boundaries of reading campaigns can be extended in the global community.

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Development of Cyber Lecture Contents and Application to the Basic Neuroscience Integrative Lecture for Medical Students (기초의학 통합강의 운영을 위한 가상강의(Cyber Lecture)의 개발 및 적용 - 기초신경과학 통합강의의 운용과 설문을 통한 학생들의 의견을 중심으로 -)

  • Kim, Jee-Hee;Park, Jeong-Hyun;Lee, Young-Il
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.655-658
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    • 2011
  • 기초의학 강의 요원의 부족은 교육에 대한 부담과 연구활동 위축이라는 이중고를 초래하고 있다. 기초의학 강의의 효율성을 높이기 위하여 다양한 연구 및 해결책이 제시되어 왔으며, 통합강의 역시 그 대안의 하나로서 대두되고 있다. 따라서 본 연구에서는 새롭게 부각되고 있는 기초의학 통합강의에 대한 가상강의(cyber lecture) 적용의 실효성과 타당성을 설문조사와 교과목 운영의 경험을 중심으로 분석하였다. 설문조사에 대해 학생들은 가상강의의 내용, 난이도, 진행 및 멀티미디어 컨텐츠 등에 대해 대체로 만족스러운 의견을 제시하였다. 또한 가상강의가 통합강의 운영을 보완해주는데 효율적일 것이라는 의견과 더불어, 향후 통합강의에서 가상강의의 비중을 학대할 필요성에 대해서도 찬성의견이 반대의견보다 지배적임을 알 수 있었다. 뿐만 아니라, 통합강의 실습의 일부분을 가상강의에서 운영하는 방안에 대해서도 대체로 긍정적이었다. 통계분석 결과, 가상강의에 대해 긍정적이거나 부정적인 의견들은 기초신경학 통합강의 성적이 우수한 학생과 보통이하인 학생들 사이에 유의한 차이를 보이지 않았으나 (${\chi}^2$ 검증 결과), 성적이 우수한 학생일수록 가상강의의 효율성에 대해 긍정적이라는 경향은 알 수 있었다(Spearman 등위상관계수를 산출한 결과). 본 연구결과를 통해 제시된 개선방안과 축적된 경험을 바탕으로 점차 가상강의의 비중을 높이고 강의교수들 간의 유기적 협조가 이루어진다면 가상강의는 향후 기초의학 통합강의 운영의 새로운 패러다임(paradigm)이 될 것으로 사료된다.

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A Study on the Bibliographic Utility and Its Use of CIP Data : With a Focus on the LC CIP Program and OCLC (서지 유틸리티와 CIP 데이터 활용에 관한 연구 - OCLC와 미국국회도서관 CIP 프로그램을 중심으로 -)

  • Yoon Cheong-Ok
    • Journal of Korean Library and Information Science Society
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    • v.36 no.2
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    • pp.349-367
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    • 2005
  • This study examines how CIP program of the Library of Congress distributes, provides an access to, and helps upgrade CIP data through bibliographic utilities. LC CIP program can be characterized by the participation of many U.S. mainstream publishers, a continuing increase in the number of CIP data assigned annually, and an effort to immediately upgrade the completeness and accuracy of CIP data in cooperation with bibliographic utilities. Cooperation between LC and bibliographic utilities in performing quality control is worth noting, when compared with the limitation of CIP program of the National Library of Korea. It is suggested that the National Library of Korea should provide complete and accurate bibliographic and authority records for other types of new and old library materials published in Korea as well as CIP data for new monographic materials.

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A stud yon the Shrinkwrap License Contracts on Computer Information Transaction in USA (컴퓨터정보거래에서 쉬링크랩라이센스 계약에 관한 고찰 - 미국의 경우를 중심으로 -)

  • Song, Gyeong-Seok
    • 한국디지털정책학회:학술대회논문집
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    • 2004.05a
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    • pp.205-228
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    • 2004
  • 오늘날 정보와 정보서비스 나아가 정보거래는 경제의 중심에 그 자리를 잡아가고 있다. 이러한 변화중의 하나가 방법의 다양화이다. 현대적 시장의 수요를 충족하는 정보제품을 제작하고 이를 배포함에 있어 그 방법의 다양화가 이루어지고 있는 것이다. 개인용 컴퓨터의 사용이 일반화됨에 따라 범용컴퓨터소프트웨어가 일반소매시장에서 거래되는데, 사용자는 이를 대부분 소프트웨어 상점에 매매의 형식으로 구입한다. 그러나 이 소프트웨어를 사용하기 위해서는 사용자가 동 소프트웨어의 출판인(publisher) 으로부터 라이센스를 득해야 하고, 이를 위해 출판인과사용자 사이에 라이센스 계약이 체결된다. 이러한 라이센스계약의 체결에 있어 소위 "쉬링크랩" (shrink-warp) 방식이 널리 사용되는데, 이 방식의 라이센스계약, 즉 쉬링크랩 라이센스 혹은 쉬링크랩라이센스계약이 미국 계약 법하에서 완전한 효력 즉 강제력을 가지는 지가 문제되어 왔다. 쉬링크랩라이센스는 소프트웨어거래의 효율성을 높이고 거래비용을 감소시킴으로써 규모의 경제를 가능케 하고 나아가 다양한 지적재산권의 보호를 받는 소프트웨어의 탄력적인 라이센스를 가능케 함으로써 결국 소프트웨어출판인과 최종사용자 모두가 그 혜택을 누리게 된다. 쉬링크랩라이센스에 의한 소프트웨어 거래의 경우 라이센스이용자에 의한 대금지급이 선행하고 그 이후에 비로소 계약조건의 검토가 행하여진다는 사정에 기하여 종래 판례법에서 그 강제력이 부인되어 오다가 정보 산업의 급속하게 성장하고 이에 따라 그 사용에 불가피하다는 현실적인 요구에 응하여 판례법은 물론 UCITA 라는 제정법에 의하여 그 강제력을 인정받게 되었다. UCITA 는 컴퓨터소프트웨어 등의 컴퓨터정보거래와 관련하여 체결되는 라이센스 계약의 모호한 법적 상태를 명확히 한다는 점에서 중요한 입법이라 평가된다. UCITA 는 쉬링크랩라이센스의 효력 문제와 동 라이센스에 적용될 법의 해결이라는 통일법으로서의 주요한 목적 중의 하나를 달성하고 있다. 더욱이 오늘날 우리 경제는 소위 정보혁명(information revolution) 이라 하는 또 다른 근본적 변화를 경험하고 있다.

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Strategic Multiculturalism and Racialism in Television Advertising (TV 광고에 나타난 전략적 다문화주의와 인종주의)

  • Lee, Hee-Eun;You, Kyung-Han;Ahn, Ji-Hyun
    • Korean journal of communication and information
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    • v.39
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    • pp.473-505
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    • 2007
  • Advertising is regarded as one of media's most proficient instruments of reflecting changing society. It represents the channel through which globalization and consumption culture have spread into everyday life. This study explores the significance and representations of multi-culturalism in contemporary television commercials. For the purpose, the social and historical meanings of the term 'multi-culturalism', generated inside and outside Korea, are discussed. A series of text analysis are followed, focusing on the representation of non-Korean models in terms of ethnicity and race. The result shows that the advertising is the instrument utilized in creating the relationship between multi-culturalism and racialism, which is called 'strategic multi-culturalism'. This strategy commonly happens in today's commercial advertising such as information/telecommunication, real estate/branded apartment complex, and bank/finance market. Despite the increasing number of multi-cultural commercials in the past decade, multi-culturalism in Korean society has not yet fully articulated.

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AR-Geister (증강현실 기반의 가이스터 게임)

  • Kim, Jin-Gook;Kim, Byung-Chul;Lee, Hye-Sun;Lee, Jong-Weon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.31-38
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    • 2007
  • Recently, he trend of the game culture have been changed rapidly from offline games to online games. This change drives the advancement of online games, but it causes the standardization of the game culture. Few years ago, there was a rising interest in board games. Board cafes, place for playing board games, are spread over Korea rapidly because board games give players connectedness through direct social interactions that is lacking from online games. However, the board games lose their popularity because of their complex rules and expensive cost. In this paper, we would like to develop the system using Augmented Reality(AR) that could easy the problems caused by the complex rules of the board games.

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Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

The Study on the Adaptation Process of Young Old Men and the Perspective after Their Retirement (남성 연소노인의 은퇴 후 적응과정과 노년기 조망에 대한 연구)

  • Rhee, Ka-Oak;Lee, Ji-Young
    • Korean Journal of Social Welfare
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    • v.57 no.1
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    • pp.93-120
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    • 2005
  • The purpose of this study is to examine how relatively young old men become old people after retirement and how they view their forthcoming old age. We interviewed the aspects of lives of the 10 relatively young old men to attain the purpose. According to the interviews, it was difficult to get a job after retirement in our society even though they wanted to do. This paper focuses on how the process of lowering their expectation to work happened, how they viewed their forthcoming old age during the process. One of the results showed that whenever they had failed to attain a job, they had been asked to lower their expectation of work. It seemed that their expectation to work became weak. But the process of exclusion of social role took away not only their expectation to work but also their plan for the future. As a result, the gap between an individual who wanted to be younger and the society which made them older made to decrease the degree of satisfaction.

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