• Title/Summary/Keyword: 상호작용 이론

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A study on the expression of animation character's personality according the five elements thoughts (오행사상을 적용한 애니메이션 캐릭터 성격 표현 연구)

  • Yi, si xiang;Lee, dong hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1020-1025
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    • 2009
  • The five elements theory that people in the world objective theory is earned by a long-term observation. The key to the world and everything in the neck. The core content of this theroy is summed up in the world all things wood, fire, earth, gold, water-five material form. In the theory, the chracter's appearance, feature the five elements face is content. And the chracter's appearance, personality chracterisics and features of chracters and abstract nature of the mutual response plan which was formed way. Based on the number of world-famous cartoon chracter design analysis, special features and art theroy point the five elements the nature of man, who looks and chracter design by comparing the response of theroy and research and has the five elements. The analysis of theory and research the five elements art and people who find the nature of the systematic correlation to the future of animation, chracter design is applied.

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Application to Understanding and Counter Terrorism Corresponding field of Complex System Theory (복잡계 이론의 이해와 테러대응 분야에의 적용)

  • Kwon, Jeonghoon
    • Journal of the Society of Disaster Information
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    • v.11 no.4
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    • pp.542-547
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    • 2015
  • This study is discussing with respect to the access sector for terrorism response based on the thinking and methodology of complex systems theory, which is mainly used in many disciplines today to effectively respond to complex multi-environment change its purpose there. As a result, Butterfly Effect, fractal & self-similarity, self-organization, emergence, coevolution, edge of chaos the applicability of the corresponding field of terrorism through the complex system theory as metaphorical will be able to navigate.

자산형태와 자본구조와의 관련성에 관한 실증적 연구 - 한국상장기업을 중심으로 -

  • Kim, Won-Gi
    • The Korean Journal of Financial Studies
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    • v.1 no.2
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    • pp.331-349
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    • 1994
  • 자본구조 이론은 자본조달이 기업의 가치에 영향을 미칠 수 있을 것인가를 중심으로 연구되어 왔으며 최근에는 자본구조의 결정요인으로서 대리인 비용(Agency cost)을 도입하여 기업의 자산형태와 자본구조간의 상호작용 가능성에 대해 분석되고 있다. 본 연구에서는 MM이론 이후의 자본구조에 관한 발전과정에 대해 이론적 고찰을 하고 우리나라 상장기업을 20개 업종으로 분류하여 대리인 비용을 중심으로 자산형태가 자본구조에 어떠한 영향을 미치는가를 실증분석 하였다. 실증분석결과 유형고정자산투자는 leverage와 정의 상관관계를 보였으며 무형고정자산투자는 leverage와 부의 상관관계를 보인다. 그러나 수익성이 높은 기업은 leverage와 정의상관관계를 보여, 수익성이 높을 수록 부채를 적게 이용한다는 Myers의 이론이 우리나라에서는 타당성이 없음을 증명하고 있다.

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Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.

Tourism Experience and Learning: Approach of the Activity Theory (관광경험과 학습의 관계: 활동이론적 접근)

  • Chun, Joo-Hyung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.53-63
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    • 2021
  • As tourists travel to other regions, they encounter numerous facts that conflict with their views. At that time, we change our view of coping with life. In this respect, tourism is a new way of learning. As a new learning method, tourism experience research is a new approach. In this study, the relationship between experience and learning experienced in tourist destinations was analyzed by applying the activity theory. The analysis units applied in the activity theory were set as subjects, goals, communities, roles, methods and rules, outcomes, and relevance to local communities. Based on this, in-depth interviews were conducted with commentators and guides who had a great influence on the tourism experience to analyze the learning process of tourists. As a result of the analysis, the experiences of tourists during the tour were interactive in various forms within the unit as well as the unit of the activity system of the commentator and guide. This interaction induces changes in the tourism experience activity system, enabling tourists to learn. The content is that the value of learning increases as the role of guide and commentator increases, that the social and cultural dimension of tourism experience is included in the learning effect, and the contradictions that arise from interactions within or between activity systems. The fact that they find the solution process themselves, and that tourism activity is not an isolated unit, but exists at the intersection of hierarchies and networks, is affected by the activities and environments of others.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Grounded Theory Approach on the Adaptation Process in Facility of Long-Term Care Elderly (장기요양보호대상노인의 시설적응과정에 관한 근거이론적 접근 -내버려진 마음 누그러뜨리기-)

  • Shin, Yongseok;Kim, Soojung;Kim, Jungwoo
    • Korean Journal of Social Welfare
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    • v.65 no.3
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    • pp.155-182
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    • 2013
  • The purpose of this study is to examine how the long-term care effects the elderly that adapt themselves to the caring facility, what their experiences are and what kinds of behavioral characteristics they present. We have analyzed the research conducted on 15 elderly individuals who are living in an elderly long-term care facility, by using the grounded theory approach of Strauss and Corbin (1998). As a result, 170 concepts, 42 sub-categories, and 15 categories were set by the open coding process. During the adaptation process in a long-term care facility, the primary experience or feeling by the elderly is that they had been 'deserted'. However, when consolidating the casual conditions, contextual conditions, intervening conditions, the action/interaction strategy, and consequence, the primary experience was that the elderly came to an 'acceptance'. Such acceptance was then sub-categorized into a destiny-resignation type, reality-acceptance type, and voluntary-selection type. Based on the results of this study, we recommend practical alternatives which will improve surrounding circumstances including caring facilities, its employees, relationships with other elderly individuals, and family support.

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MIC 대수 부분에 관한 분석: RME 이론의 관점에서

  • Park, Jeong-Suk;Park, Eun-Ju;Jo, Gyeong-Hui;Kim, Ji-Yeong;Gwon, O-Nam;Jeong, Yeong-Ok
    • Communications of Mathematical Education
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    • v.16
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    • pp.163-164
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    • 2003
  • 최근 수학교육에서는 네덜란드의 수학교육이론인 현실적 수학교육(Realistic Mathematics Education: 이하 RME) 이론에 대한 관심이 증대되고 있다. RME 이론의 관점에서 학생들은 만들어져 있는 수학을 수용하는 사람이 아니라 스스로 모든 종류의 수학적 도구와 통찰을 개발하는 활동적 참여자로서 다루어져야 한다. 따라서 수학 학습은 수학화될 수 있는 풍부한 맥락으로부터 시작해야하며, 이러한 수학화를 실제(reality)에 둘 수 있도록 기여할 수 있는 교재로 시작해야 한다. 최근 발간된 'Mathematics In Context(이하 MIC)'는 RME 이론을 반영한 중등학교용 교과서로 맥락 문제가 그 중심이 되고 있으므로 RME 이론의 구체화된 실제를 볼 수 있는 예가 될 수 있다. 지금까지 Freudenthal의 교육철학을 소개하는 문헌 연구를 비롯하여 RME 이론을 기반으로 하는 교수 학습의 효과 분석에 관한 연구가 초등학교를 중심으로 이루어지고 있으나 중등학교 이상의 수준에서 수행된 RME 관련 연구가 부족한 실정이다. 이에 본 연구는 RME 이론이 중등학교 이상에서 수행되는 예를 찾기 위해 MIC 대수 교과서 중 'Comparing Quantities(Kindt, Abels, Meyer, & Pligge, 1998)'를 중심으로 Treffers(1991)의 다섯 가지 교수 학습 원리(구성하기와 구체화하기, 여러 가지 수준과 모델, 반성과 특별한 과제, 사회적 맥락과 상호작용, 구조화와 연결성)가 어떻게 구현되고 있는지 살펴보고자 한다. RME의 수학 학습 이론은 학생들이 맥락과 모델을 사용하면서 다양한 수준의 수학화를 통해서 자신의 수학을 개발할 수 있도록 하는 것이다. MIC 교과서는 맥락 문제와 여러 가지 해결 전략을 제시함으로써 그러한 수학 수업을 할 수 있도록 안내하는 교재가 될 수 있다.

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Influence of Upstream State on the Interacting Turbulent Boundary Layer (相互作용하는 亂流 境界層에 대한 上流狀態의 影響)

  • 이덕봉
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.10 no.3
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    • pp.277-284
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    • 1986
  • A numerical procedure (integral method) for calculating the interacting turbulent boundary layer is set up. With this method, some free interactions with various upstream conditions are simulated in order to investigate the influence of upstream state on the interacting turbulent boundary layer. The results obtained by this numerical simulation can be summarized as follows; Free interaction of upstream unstabilized (or separated) turbulent boundary layer is subcritical regardless of its external Mach number, while free interaction of upstream stabilized turbulent boundary layer has two different characteristics (subcritical, supercritical) according to the external Mach number.

The Design of a Multimedia Program for Environment Education in Elementary Schools (환경교육을 위한 멀티미디어 프로그램 설계 방안 연구)

  • 이미화
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.893-896
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    • 2003
  • 기존의 멀티 프로그램이나 환경에 관한 인터넷 사이트의 환경교육 자료들이 초등학교의 또래 문화에 부합하지 않는 내용이 상당히 많이 수반되어 일선 학교에서 적용하는데 나름대로의 고충이 있었다. 이런 점을 고려하여 학습자 중심의 흥미와 놀이, 가상 실습 중심의 멀티미디어 프로그램을 설계하기로 하였다. 본 연구에서 지향할 멀티미디어 프로그램의 특징은 환경교육 영역 중 초등학교 저학년의 교육과정을 감안하여 그 수준에 맞도록 내용을 함축하여 구성주의 이론에 따른 상호작용을 강화하고 상호작용 기법을 활용하여 문제해결학습 형태로 프로그램이 전개된다는 점이다. 또한 학습자 스스로 자기 주도적 학습을 할 수 있게 될 것이고, 컴퓨터를 통하여 가상의 문제 상황을 제시하고 이를 해결하는 방식으로 설계 및 구현됨으로써 컴퓨터를 통한 문제 해결 학습의 방향을 제시하고자 한다.

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