• Title/Summary/Keyword: 상황이야기

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Analysis on Factors Influencing the Path to Use Information Technology in Public Organization (공공부문 구성원의 정보기술 사용경로와 영향요인 분석: 심리적 대응이론을 적용한 구조적 분석)

  • Lee, Cheoul-Joo
    • Information Systems Review
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    • v.12 no.2
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    • pp.47-74
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    • 2010
  • This study presents two dimensional views of IT-use behaviors. It examines public employee's IT-use behavior as manifested in two ways: acceptance on IT, utilization on IT. This study investigates levels of employee's the acceptance and utilization on IT in the Korean Central Government(ministry and agency) and analyses factors affecting public employee's the acceptance and utilization on task-related IT in the public sector. This study tries to examine the variables affecting the acceptance and utilization on IT; especially, the influences of such variables as leadership, task-related communication with people, task motivation, IT usability and ease of uses, task understanding in the context of Korean Central Government. Based on a questionnaire survey in Korean Central Government(8 ministries, 5 agencies) that have implemented Government Knowledge Management System(GKMS), 311 valid instruments were received and analyzed using various statistics and structural equation model(SEM). And this study will adopt try to delineate pre and intervening conditions for public employee's the acceptance and utilization. According to the results of interviews and SEM analysis suggests that the influence of task-understanding, organizational communication, IS usability were statistically significant in the acceptance and utilization on IT. And it is also hoped that the path-analytic model suggested in this study helps reveal the causal chains between the acceptance and the utilization. Especially, task-understanding proves to be important in encouraging public employee's the acceptance and utilization. This result illustrates why task-understanding people are the key to utilize the task-related IT in public organization.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Dialectics of Motherhood-based Existence - Focusing on Charlotte's Web -

  • Yun, Jeong-Mi;Lee, Soo-Kyung
    • Cartoon and Animation Studies
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    • s.45
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    • pp.345-366
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    • 2016
  • In Charlotte's Web, each character motivates the other and strives for the new generation based upon motherhood. The intersection between life and death is directly and symbolically addressed as a component of the natural life cycle. Borrowing Kristeva's theory of the semiotic, the symbolic and the chora, this study investigates the dialectical oscillation between the semiotic and the symbolic and the social circumstances of subjects in signification as well as highlights the features of character growth. From a feminist perspective, herein, motherhood is translated not only as a robust foundation for relations among characters but also as an impetus for developing into a good and influential individual who embraces all organisms with care and consideration. Charlotte's Web clearly shows how the semiotic and symbolic elements of each being, united by motherhood, interact and lead to positive change. Though the world appears to consist of incompatible ingredients, they are combined. Charlotte's Web awakens the fact that their harmony makes a commitment to building a more wonderful place. It can be suggested that Charlotte's Web, where animal characters contain two tendencies of the human mind, exhibits human development proceedings.

외상 후 스트레스 장애의 평가

  • Kim Jeong-Beom
    • 대한불안의학회:학술대회논문집
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    • 2004.06a
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    • pp.185-213
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    • 2004
  • 우리는 살아가면서 흔히 개인적으로 극심한 스트레스를 겪거나 불행히도 어떤 뜻밖의 재난이나 큰 사고를 경험할 수 있다. 이런 외상적 사건들을 겪고 대부분의 사람들은 잘 극복할 수 있으나 일부 사람들은 심각한 의상 후 스트레스 반응을 보여 그런 외상이 지나감에도 불구하고 괴로운 기억 속에서 그것을 회상시키는 활동과 상황을 피하며 늘 불안한 마음으로 몸은 현재에 살고 있지만 마음은 실상 과거에 매달려 있고 과거의 고통 속에서 헤어 나오지 못하고 있다. 외상 후 스트레스 장애는 다른 불안 장애, 우울증처럼 흔한 질환으로 사회생활에 큰 지장을 주며 삶의 질을 손상시킨다. 그렇지만 외상을 당한 당사자들이 이런 이야기를 하기 꺼려하고, 이런 사람들을 진료실에서 종종 만날 수 있는 임상가들도 외상의 심각성과 외상 후 스트레스 장애에 대한 인식이 부족하여, 우리 주위에 많은 사람이 외상 후 스트레스 장애로 고생하고 있지만 외상 후 스트레스 장애로 진단되는 경우가 실제보다 훨씬 적다. 따라서 외상 후 스트레스 장애에 대한 평가를 배움으로써 더 많은 환자들을 정확히 진단하며 다른 질환과의 감별을 쉽게 할 수 있고, 환자들의 고통과 어려움이 과연 무엇인지 잘 알 수 있으며, 치료 표적과 치료 전략을 정하고, 치료 계획을 세우는 데 도움을 얻을 수 있다. 평가 방법으로는 구조화된 면담, 평가 척도, 정신 생리적 측정법, 치료자의 임상적인 결정 등이 있다. 향후에는 외상 후 스트레스 장애의 증상 정도뿐만 아니라 일상생활, 사회적 관계, 직업적, 사회적 적응 및 기능에 미치는 영향도 같이 평가하는 도구들이 개발되고, 현재 개발된 많은 평가 척도들이 새로이 수정되고 표준화되어, 이런 평가 척도들을 통해 외상 후 스트레스 장애의 경과와 외상 후 스트레스 장애로 인한 정신 사회적 영향을 더 잘 알 수 있는 자료들이 많이 수집되길 바란다. 대칭이, 작은대칭이, 펄조개는 저질이 니질인 곳에서 주로 서식하고 있었고 귀이빨대칭이는 사니질과 사질에 주로 서식하고 있었다. 특히 삽교호 수계 채집된 귀이빨대칭이는 사니질과 사질의 저질에서 출현하였다.및 내장낭 조직들이 중요한 에너지 저장소이며, 영양 공급 기관임을 알 수 있었으며, 폐각근 조직과 내장낭 조직들의 영양물질 함량 변화는 생식소의 에너지 요구에 따라 변하고 있음을 알 수 있었다.. 따른 신장 기능에 대한 영향을 평가해 보아야 한다.하를 조사한 결과, 연간 진동해역으로 유입되는 오염부하량은 부유물질 기준으로 전체 37,316 ton/yr로 추정되었고, 이중 육지기원 부하량이 9,809 ton/yr (26.3%) 였고, 해역의 침강량 23,576 ton/yr (63.2%), 양식생물의 배설량이 3,932 ton/yr (10.5%) 로 대부분이 해역의 침강량에 의한 것으로 조사되었다. 육지오염부하량이 변동이 없다는 전제 조건 아래, 진동만의 피조개 채묘장을 미더덕 양식장으로 품종전환시킬 경우, 전체 부하량은 산술적으로 약 196%가 증가한 72,998 ton/yr 가 되고, 양식생물의 배설량은 10배 정도 증가하게 되어 진동만의 오염부하를 가중하게 된다. 진동만은 여름철 빈산소수괴 및 적조가 빈번하게 발생하고 있으므로 미더덕 양식장을 새로이 시설할 경우 오염부하가 가중될 것으로 판단되어, 앞으로 진동만의 양식장 수용능력을 파악하여 적정량의 양식물량이 시설되어야 할 것이다.25 psu에서 가장 높게 나타났다.인 단백뇨는 진행성 경과의 위험성을 동시에 암시해 주는 매우 유용한 지표이다. 본 연구 결과 학교 신체 검사상에서 발견된 단독 단백뇨의 주된 원인은 기립성 단백뇨로 81.8%를 차지하였다. 그러나 지속성 단백뇨의 경우 비록 9.1%의 빈도를 보였지만, 신장 조직검사를 시행한 결과 진행성 경과를 취할 수 있는

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Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

The Effects of Number-Related Fairy Tales on Young Children's Mathematical Inquiry Skills (수 관련 동화가 유아의 수리 탐구 능력에 미치는 효과)

  • Lim, Soon Hwa;Kwon, Eun Ju
    • Korean Journal of Childcare and Education
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    • v.1 no.1
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    • pp.37-58
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    • 2005
  • The purpose of this study was to examine whether or not the use of number-related fairy tales had any effects on young children's mathematical inquiry skills in a bid to help facilitate their development of mathematical capabilities. The subjects in this study were 30 preschoolers who were four years old in Western age and attended G kindergarten in Jung-gu, Ulsan. The instrument used to assess their mathematical inquiry skills was Choi Hye-jin(2003)'s Preschooler Math Capability Inventory. The collected data wee analyzed with SPSS Win 11.5 program, and analysis of covariance was utilized. The findings of the study were as follows: The application of number-related fairy tales turned out to be effective in developing the young children's abilities to figure out the regularity of things, conception of number, geometrical abilities, measurement abilities and mathematical inquiry skills of the preschoolers. The above-mentioned findings suggested that the application of number-related fairy tales was one of good teaching methods to step up the development of young children's mathematical inquiry skills. Specifically, that could inner motivation to preschoolers in mathematical contexts and take their problem-solving skills to another level.

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The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

Secondary Science Teachers' Thoughts on 'Good' Science Teaching ('좋은' 과학 수업에 관한 중등 과학 교사들의 사고)

  • Oh, Phil Seok
    • Journal of The Korean Association For Science Education
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    • v.33 no.2
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    • pp.405-424
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    • 2013
  • The purpose of this study is to explore the characteristics of secondary science teachers' thoughts on 'good' science teaching and to find a concept that can represent the way the teachers think. Participants were twenty pre- and in-service teachers who were enrolled in a graduate course I taught at a university located in Seoul in the first semester, 2011. The participating teachers collected and analyzed a variety of data and created portfolios while they were trained, as part of the course, on qualitative research methods with the same research questions as those of this study. In the current study, the process in which the teachers and I found answers to the research questions was narratively reconstructed based on the teachers' portfolios and my field notes. It was revealed that science teaching was perceived as a task aiming at realizing some kind of values and that because the teachers pursued various values in the science classroom and there exist conflicting relationships among different values, it was hard to define 'good' science teaching. It was also discussed that science instruction was inherently accompanied with the ongoing process of selecting values as the relationships among the values were ever-changing within the contexts of the classroom. This multi-faceted and dynamic structure of the teachers' thoughts on 'good' science teaching was conceptualized analogically as 'Foucault's pendulum,' which has multiple planes of oscillation. Implications for science teacher education and science education research were suggested.

A Study on Life Experience by Persons with Mental illness - Focusing on the Experience after the Onslaught of Mental Illness - (정신장애인의 생애경험에 관한 연구 - 정신질환발병 이후의 경험을 중심으로 -)

  • Park, Eun-Ju
    • Korean Journal of Social Welfare
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    • v.63 no.1
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    • pp.5-28
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    • 2011
  • This study, based on the research on the history of life, aimed to recompose and analyze into what life progressive structure the life experience by the mentally ill, after the onslaught of the disease, developed in a bid to understand the risk progress in the mentally ill's life, and to determine what contributed to the current stabilized recovery and adjustment. Five mentally ill persons participated in the study, and Sch$\ddot{u}$tze's narrative interview was used to gather data. The gathered data were analyzed according to Sch$\ddot{u}$tze's process structure of life. The interviewees' life experiences were chronologically organized as understood, and significant stories were recomposed that not only brought about changes but also helped overcome their disabilities in the process of treatment and rehabilitation after the onslaught of the disease. As a result, their experiences were recomposed into the stage of onslaught of the mental illness and confusion, and into the stage of intensive treatment and rehabilitation. The former was categorized into suppression by the disease, repetition and endurance of the painful life, and separation from their family and frustration. The latter was categorized into the rediscovery of self through social role change, others who helped realize the life potential, the expansion of mental health services in the community, obstacle to the integration of communities, re-integration of family relationships, re-analysis of experience of the disease through the examination of the life prior to onslaught of the disease, and expectation for the future. Also, these themes were comparatively examined so as to examine the crisis progress in the mentally ill's life after the onslaught of the disease, as well as the life transfer process through positive rehabilitation. Lastly, on the basis of these results, important areas of mental health services for the mentally ill were discussed.

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An Analysis on the Title Sequence of Disney Full-length Animation (디즈니 장편애니메이션 타이틀 시퀀스 분석)

  • Kim, Seol-Mi;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.183-214
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    • 2015
  • For a long time, Disney has made animations including world views such as family-focused, conservative ideology, happy ending, etc. for families. Periodical situation and spectators' demands have been changed little by little, but Disney is still a company who is the most successful both nominally and virtually in animation industry. For the secrets of their success, there is fantasy world of fabricated animation, thoroughly organized story and image. When spectators watch animations, their sufficient immersion in the fantasy is to let them forget realities. In the introduction of Disney animations, spectators turn off the switch of realities and turn on the switch of fantasy world through the procedure to recognize and confirm virtual world sufficiently. In the switch of the introduction used frequently by Disney, there are four methods. First is to start while opening the cover of storybook. Second is to start while storyteller gives a talk directly. Third is to start with live action film and continue to animation. Fourth is musical method. Those four switches play a role of the gate which distinguishes spectators' realities from Disney's fantasy clearly. The process makes an opportunity to set spectators who feel uneasy due to the vague boundary between realities and fantasy at ease and let them immerse in animation sufficiently with mind at ease.