• Title/Summary/Keyword: 상황적 경험

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A Study on the Utilization of Online Contents Subscription Services : Focusing on Digital Literacy, Purchase Tendencies, Personality Types, and Contents Consumption Experience (온라인 콘텐츠 구독 서비스 이용에 대한 연구: 디지털 리터러시, 제품 구매 성향, 성격 유형, 이용 경험을 중심으로)

  • Lim, Ji-an;Sung, WookJoon
    • Informatization Policy
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    • v.31 no.2
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    • pp.105-132
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    • 2024
  • This study seeks to investigate the factors influencing the utilization of online contents subscription services. In this study, the current number of online contents services subscribed to is set as the dependent variable. The independent variables include conspicuous product purchasing tendencies, personality types, experience with online contents consumption, and digital literacy. The research results indicate that digital literacy, agreeableness, and sociability among personality traits, as well as experience with online contents consumption, significantly impact the use of online contents subscription services. However, conspicuous product purchasing tendencies and personality traits such as openness and extroversion did not have a significant effect on the utilization of online contents subscription services.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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Palzha (八字) as Lay People's Mode of Self-View on Negative Life Events and History in Korean Culture (한국인의 자기신세 조망양식으로서 팔자(八字)의 이야기 분석과 통제신념과의 관계 분석)

  • Ji-Young Kim;Kibum Kim
    • Korean Journal of Culture and Social Issue
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    • v.11 no.1
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    • pp.85-108
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    • 2005
  • This study was to conceptualize Palzha and investigate Palzha inference as mode of self-view. In general, people would like to attribute their unhappy and unfortunate life events or histories to Palzha which is given by the supernatural being. According to analysis of interviews and open-ended responses concerning on Plazha, Palzha indicated 'luck', 'uncontrollable situation', or 'fate' given by the supernatural being. In study 2, we conducted an analysis of the relationship between locus of control belief and Palzha attribution. More having external control belief, more tending to attributing the rugged life events or histories, and unexpected fortunate events to Palzha. Consequently, Palzha as mode of self-view on everyday events or life-events indicated it is likely to be another dimension of attribution on negative as well as positive life events in Korean culture.

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Analysis of Auditory Information Types in Vehicle based on User Experience of Hearing Impaired Drivers (청각장애 운전자의 사용자경험에 기반한 자동차 내 청각정보 유형 분석)

  • Byun, Jae Hyung
    • Smart Media Journal
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    • v.10 no.1
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    • pp.70-78
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    • 2021
  • The auditory information is used for urgent notification or warning in vehicle because it is not restricted by the direction compared to the visual. However, since the hearing impaired drivers cannot recognize sound signal, various methods of visualizing the auditory information have been attempted to replace it. When visualizing auditory information, only important information should be selected and provided to prevent cognitive overload concentrated on the vision. For this purpose, analysis of the type of auditory information in vehicle should be given in advance. In this study, the types of auditory information in vehicle were analyzed based on the user experience of hearing impaired drivers. Through the observation of the driving behavior of hearing impaired drivers, 33 auditory informations experienced in vehicle were collected. The collected auditory informations were classified into 12 groups through open card sorting by an expert group, and the types of auditory information in vehicle consisting of four levels were presented through a relative comparison of importance between groups. The presented type of auditory information in vehicle can be used as a guideline for selecting important information when the auditory information is converted into visual or tactile. This study is meaningful in that the user experience analysis was conducted by observing actual driving in daily life of hearing impaired drivers.

Basic Nursing Practice Blended Learning in Corona 19 Situation Class experience - focus group interview (코로나 19 상황 하 기본간호학 실습 블렌디드 러닝수업 경험 - 포커스 그룹 인터뷰를 중심으로)

  • Yoo, Mi-Ja
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.57-69
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    • 2022
  • This study is a qualitative study attempting to understand the experiences of blended learning of curriculum of fundamental nursing practice under the COVID-19. In the present study participated with 18 nursing students, data was collected through focus group interviews, the blended class was organized until 14th week by configuring a non-face-to-face e-Learning for the odd week and the face-to-face practice for the even week, and the collected data was analyzed using content analysis methods. As a result of analysis, a total of 250 significant statements were derived, the statements being analyzed based on eight subcategories, four upper categories, and two subjects. The derived four upper categories were "maladjustment to a sudden change in teaching method," "lowering of learning efficiency and confusion during class," "ambivalence toward online class," and "positive experience for a new learning method." The present study would be able to provide the basic data for developing a blended, learning operating program and applying to various practice-based curriculum by providing useful information relating to the blended learning class for the fundamental nursing practice for nursing students in the on-tact era.

An Use of Dilemma Episodes in Science Teacher Education (딜레마 일화를 활용한 과학 교사 교육)

  • Yoon, Hye-Gyoung
    • Journal of The Korean Association For Science Education
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    • v.25 no.2
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    • pp.98-110
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    • 2005
  • This study aims to explore the usefulness and the way of practical use of dilemma episodes in science teacher education by the responses of teachers on the given dilemma episodes and connected discussions. The research based on the idea of constructivist teacher education, the assumption that dilemmas can provide teachers with an open investigation context, an understanding of nature of science education. The dilemmas episodes in Wallace and Louden(2002) were introduced and discussed in order during graduate course to 11 elementary teachers. Perception on the reality and importance of given dilemmas differed by topics, but many of them were very similar to their experiences, brought active discussion on the issues. Some could not arouse sympathy because of cultural differences. The teachers recognized the dilemma episodes provided thoughtful reflection on their own teaching, opportunity of sharing experience and knowledge with peers, overall view for science education. Most of them gave positive opinion on the use of dilemma episodes in teacher education. Upon these teachers' responses and exploratory research experiences, some practical suggestion were made for science teacher educators.

Attacker Tracing Simulation in the Virtual Network Environment (가상 네트워크 환경에서의 공격자 추적 시뮬레이션)

  • 김상영;최진우;우종우;황선태;박재우;남건우;최대식
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.394-396
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    • 2002
  • 최근 인가되지 않은 컴퓨터에 대한 접근이 사회적으로 커다란 문제로 대두되고 있으며, 점차 파괴적인 상황으로까지 악화되어 가고 있다. 따라서 이러한 침입 행위에 대해 침입자들을 추적하여 경고를 줄 수 있는 보다 능동적인 대응이 필요하게 되었다. 이 문제에 대한 많은 해결책이 제시 되었으나 완벽한 대안이 되지는 못하고 있는 실정이며, 오히려 대부분의 경우 숙련된 시스템 관리자의 경험에 의존하는 경향이다. 따라서 침입의 경우에 대비해 어떠한 새로운 상황이 발생하더라도 시스템을 유지할 수 있도록 시스템 관리자들을 훈련시킬 필요가 있다. 본 논문에서는 시스템 관리자들을 훈련하기 위하여 시뮬레이션 기반의 공격자 추적 시스템을 제안한다. 본 시스템은 가상의 지역 네트워크 환경에서 시스템의 간섭 없이 약속된 시나리오에 의한 공격 경로를 분석하고 다양한 형태의 공격 형태를 연습하고 배우는 기능을 제공한다. 이 시스템은 두 가지 주요 문제에 대해 학생들을 훈련시킨다. 첫째, 공격 형태를 발견하는 것이며, 둘째, 다양한 로그 데이터를 분석하여 공격이 이루어진 흔적을 발견해 내는 것이다. 시스템의 테스트 영역은 LINUX 기반의 환경으로 그 범위는 다양한 형태들의 로그 데이터들을 종합하여 분석하는 것으로 제한 한다.

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A Review of Terms and Concepts Related to Crowd Crush Incidents in Mass Gathering Situations (다중인파밀집 상황의 군중 눌림 사고 관련 용어 및 개념의 고찰)

  • Wang, Soon-Joo;Yang, Phillip
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2023.11a
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    • pp.311-313
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    • 2023
  • 군중눌림 사고 형태의 재난은 국내에서 경험과 연구가 미진한 재난의 형태이지만 세계적으로는 선진국이나 후진국을 가리지 않고 꾸준히 발생중이며, 2022년 10월 29일의 이태원 참사에서 보듯이 국가사회에 엄청난 파급력과 영향을 주는 재난이다. 따라서 군중눌림 사고를 이해하고 발전된 학술적 접근 방식을 통하여 최소한의 예방, 대비, 대응 수준에 이르러야 하나 국내에서는 그 연구가 미진하고 용어와 개념 정립도 되어 있지 않다. 군중눌림 사고는 그 본질 상 얼마 안 되는 짧은 골든 타임 내에 해결이 되지 않으면 대처 시간이 거의 없어 인명피해 대처가 매우 어렵다. 즉 질식으로 의식이 저하되는 피해자가 신고되어도 현장 도착 구급대원이 밀집된 군중을 뚫고 피해자에게 신속히 접근하기란 애무 어려워, 선진국들조차도 많은 인명피해를 내지만 뚜렷한 한 가지 해결책을 제시 못하고 있는 형편이다. 이러한 상황에서 군중압박 사고 관련 정립되지 않은 용어를 관련 개념과 같이 조사 정리하고, 과거 있었던 대표적 군중집회의 분류, 특성 등을 알아보며, 이를 기반으로 용어와 개념이 정리 및 표준화되는 기반이 되도록 하였다.

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An Ontology in OWL for Case based Reasoning to support the Decision Process in SCM (SCM 결정과정을 지원하기 위한 물류 온토로지 디자인)

  • Ok, Seok-Jae;Lian, Peng
    • The Journal of Information Systems
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    • v.18 no.3
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    • pp.277-297
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    • 2009
  • 물류 프로세스내의 상황결정은 전문적인 물류지원 연구의 중요한 목표이다. CBR(Case Based Reasoning)는 기존의 사건이나 경험으로 현재 발생한 문제의 해결책을 발견하기 위한 기술이다. CBR의 주요 역할은 현재 사건에 있는 문제의 상태를 인식하며 이 사건과 유사한 기존 사건 중의 하나를 통하여 현재 사건의 해결책을 추론함으로써 기존 시스템을 업데이트하는 것이다. 이러한 과정에서 가장 중요한 이슈는 유용한 사례베이스를 구축하는 것이다. 온토로지를 이용하여 상황을 모델화하면, 여러 개체들이 협업하에서 상황에 대한 인식을 공유할 수 있게 된다. 본 논문에서는 CBR 사례베이스 구축을 위한 참조로서 물류 온토로지를 디자인하였다.

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A GIS-based Land Use and Transportation Forecasting Model (GIS를 이용한 도시계획 모형)

  • Oh, Seung;Kang, Seung-Lim;Lee, Kyung-So;Kim, Tschang-Ho
    • 한국공간정보시스템학회:학술대회논문집
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    • 1999.06a
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    • pp.49-66
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    • 1999
  • 본 논문에서는 GIS를 이용하여 통합도시계획 모형을 정립하고 구현한 과정을 기술한다. 본 통합도시계획모형은 현재 시점에서 도시가 갖는 구조를 바탕으로 분석을 위한 계획죤을 생성하고, 생성된 계획죤들에서 발생할 수 있는 미래의 토지이용과 교통상황을 예측하여 그 결과를 전자지도와 그래프에 표현하는 과정들을 포함하고 있다. 이는 기존의 수작업으로 진행되던 계획을 위한 분석과정을 체계적으로 계량화함으로써 자동화된 분석을 통해 여러 가지 상황하에서 미래의 상황을 예측해 볼 수 있다는 장점을 가지고 있다. 또한 본 도시계획통합모형을 정립하고 구현하는 과정을 통해 얻어진 연구경험과 지식을 토대로 앞으로 개발방향과 모형의 발전방향에 대해 기술한다.

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