• 제목/요약/키워드: 존재론적 인간학

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Privacy Paradox: A Literature Review and Future Direction (프라이버시 역설에 관한 문헌적 고찰 및 향후 연구방향: 국내 연구를 대상으로)

  • Sanghee Kim;Jongki Kim
    • Information Systems Review
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    • v.20 no.1
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    • pp.115-135
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    • 2018
  • The growing interest in the privacy paradox involving discussions about discrepancy between attitude and behavior led to an increase in the number of studies on the topic. An in-depth theoretical review of the privacy paradox is essential to promote qualitative growth of domestic research in the privacy paradox. In this study, we conducted literature review of existing domestic studies in the privacy paradox. The results of this study showed that the quantity and the quality of research showed marked improvement. Earlier studies primarily focused on the existence of the privacy paradox phenomenon, but existing studies on the causes of the phenomenon gradually increased. Despite the use of various methodologies and analytical tools to investigate the causes of the privacy paradox, research in privacy paradox remains in its infancy. Further efforts are needed to achieve qualitative growth, and further studies should be conducted to introduce the behavioral economic approach. This approach posits that bounded rationality could contribute to a clear understanding of the privacy paradox and the academic development of the privacy field.

Strategies for Improving Electronic Question/Answering Function for the Activation of Archival Information Service of National Archives & Records Service (기록정보서비스 활성화를 위한 전자적 질의/응답 기능 개선방안 - 국가기록원을 중심으로 -)

  • Woo, Su-Young
    • Journal of Korean Society of Archives and Records Management
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    • v.6 no.1
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    • pp.113-136
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    • 2006
  • This study aims for the above mentioned. After all, through the analysis of Electronic Question/Answering Function to understand a user's demand under online circumstances, groping for the method to provide an appropriate Archival Information Service is the most important thing. For this, in this study, it researched the users interviews and the research related to users as a precedence study, and the studies having examined the state of demanding information by users through analyzing the e-mail actually. Additionally, by looking over the study of Library and Information Science that is activated in a field of Electronic Question/Answering Function rather than Archival Science, as a matter of fact, the study has come up with the standard for analyzing Electronic Question/Answering Function. And based on the precedence study, the instances for the National Archives from USA, England, Australia and Canada were analyzed, and the chance of activating Archival Information Service were tried to grope for in the study. This study might be one of methodologies in examining the users study that is not activated yet in Archival Science. Therefore, the users study can be carried out in various methods as well as Electronic Archives/Answering Service. This study might be the important information in providing far better Archival Information Services. It is desirable that based on this opportunity, the study related to the various users by examining not only Electronic Archives/Answering Function but also Question/Answering of the users and the Archivists in the filed to the larger extend will be activated for Archival Science.

The study of effects of Vandalism as a design variance on Users (사용자 측면에서의 디자인 변수로 작용하는 반달리즘 -Vandalism에 관한 연구)

  • 최성운;김경배
    • Archives of design research
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    • v.15 no.4
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    • pp.33-46
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    • 2002
  • The present times is rapidly growing and changing. As both an industry and a social legislation are running after a generality, relatively the number of people who are out of it is gradually increasing. Those people are getting skeptical about their positions as well as their existences, so that a social deviant phenomenon has been continuously arising by themselves in public and private area. It is the Vandalism . People are often exposed to this Vandalism which is occurring around their life. Accordingly this study analyzed cause-and-effect Vandalism. As a means of impediment against the progressing Vandalism in design process, the study as been developed by approaching to an ergonomics design, a simple shape design (minimalism), a semantic design, a re-useful design. As a result, it comes to the fact that the Vandalism from the view of design is caused by a lack of ergonomics and user-interface, a failure of simple structure, a complication of excessive functions. Furthermore, it comes to the conclusion that industrial design is playing an important role in the contribution of social development, to create a design obstructing the vandalism will bring development of sound society.

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A Study on the Direction of Ubiquitous Space Development through the Analysis on Case Studies (연구 사례 분석을 통한 유비쿼터스 공간 개발 방향에 관한 연구)

  • 홍관선;이혁수
    • Archives of design research
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    • v.16 no.3
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    • pp.391-400
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    • 2003
  • As the change of information and digital technology progresses, ubiquitous space is attracting attention as a new space concept in which the physical and digital spaces are connected to each other. As its meaning in latin itself - 'there exist everywhere at the same time'- implies, however, the ubiquitous space has been mostly discussed in a non-physical aspect, such as in a technological area, rather than its physical intrinsic property until now. Although theories regarding a ubiquitous city have been rarity suggested, in most cases, technological aspects such as the systemization or networking of individual information service have been the focus. However, one of the intentions induced in the concept that scholars including Mark weiser and Sakamura Ken introduced was to place humans in the center of the space in which the technology has been placed instead of humans. For this purpose, the renovation of human interface must be required. As technology develops, the achievement of ubiquitous space may be possible, and efforts to apply this to real space are making an appearance. The examples of the present research are the spaces that have a characteristic of the laboratory separated from life in the city, and the construct scale is in the level of an individual facility; therefore, further studies should functionally and spaciously connect all subjects existing in space and effectively relate this to real world. The present research is intended to demonstrate the investigation on several projects that are currently underway and the developmental direction of new, ubiquitous space.

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A Study on 'Self-Culture' of the Analects of Confucius (『논어(論語)』의 '수양(修養)'에 관한 고찰(考察))

  • Kwon, Kyoung-Ja
    • (The)Study of the Eastern Classic
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    • no.36
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    • pp.57-83
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    • 2009
  • Confucius who lived an era as cosmic being 2500 years ago put an end to confusion of the time and proposed cultivating the self(修養) as a way to live everyone's human life. Confucius recognized that when one satisfies individual' desire and sticks to the self without knowing the self which is comic being, his home and further his nation must get into confusion. What Confucius put an end to the confused world and proposed how to live humanly is self-culture. Confucius considered that when one cultivates himself, he can obtain benevolence(ren(仁)) and be a wise man(君子) who can maintain his nature soundly. What Confucius proposed as a way of self-culture is to acquire by learning timely and practicing and live a practical life by looking back upon himself every minute for self-reflection(省察). Through this, he can be sound to practice benevolence, and finally get used to benevolence and stroll around benevolence. When one acquires benevolence, the key of one mind, actual and social confusion can be solved, from the viewpoint of Confucius. Through this, self-culture is the purposive key word to accomplish benevolence which is a key of Confucius thoughts, and the first step toward benevolence. That is why Confucianism says train myself to be a man of honor and let the others(the people) lead(Sugi Anin(修己安人)). The reason why overall the Analects of Confucius from "Hakyi(學而)" to "Yowal(堯曰)" discusses self-culture is that the self-culture is a basis to manage the world.

Return of Self-identity and Story of the Other which disappeared in Advaita Vedanta (아드와이따 베단따의 자아정체성 귀환과 사라진 타자의 이야기)

  • Park, Hyo-yeop
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.109-132
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    • 2013
  • The most important vocabulary in Advaita $Ved{\bar{a}}nta$, which is anthropology and soteriology on the self, is of course '${\bar{a}}tman$' or 'the self', to which '$an{\bar{a}}tman$' or 'the other' is in opposition. As $Ved{\bar{a}}ntic$ system revolves around the concept ${\bar{a}}tman$, it can be compared favorably with 'final vocabulary' of Richard Rorty. Moreover, $Ved{\bar{a}}ntic$ system can be termed as 'a return of self-identity', in which a process of returning is from a deceived self to the true and original self. After all, story of '$an{\bar{a}}tman$' or 'the other' in $Ved{\bar{a}}nta$ seems to have no significance at all. However, discourse about the other can also lead a something fruitful. There are such doctrines in $Ved{\bar{a}}nta$ that support a procedure of self-realization not according to the Hegelian dialectic but to the transposition and continuous antagonism between the self and the other, as a special meaning of viveka (discrimination) that fixes a boundary between the self and the other, a destruction of falsehood that is more important than establishment of truthfulness, a transposition of the true and the false before and after self-realization. Thus the other is not disappeared but only hidden, even after accomplishing its own methodological role, and the same is with discourse about the other. To revive forgotten vocabulary in $Ved{\bar{a}}nta$ is an attempt to reconstruct devaluated story by means of shifting the pivot of discourse from the self to the other. The essential thing in this attempt may be to revive the conceptions of 'effort' that is intently concealed and of 'self-inquiry' that has lost its true meaning. Out of these, a systematic and continuous self-inquiry, consists in having a scenario on the question 'Who am I?' and utilizing that scenario by experience without interruption. A work of reconstructing the lost narratives in $Ved{\bar{a}}nta$ can be feasible only when the history of self-inquiry is redescribed in the system itself, provided that object of inquiry is not 'a self as the self' but 'a self as the other'.

Exploring Place Identity and Sustainable Residency of Youth Migrating to Local Areas (청년들의 지방이주와 정주지속을 위한 장소정체성 연구)

  • Lee, Chang-Hyun;Park, Ji-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.3
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    • pp.139-152
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    • 2023
  • Recently, there has been an increasing interest in the migration of young people to local areas. These young people are discovering and reinterpreting local resources to open local businesses while generating new value in local activities and businesses. This study was initiated with the recognition that fundamental solutions are needed for these young people to settle and sustain residence in the local area. Edward Relph stated that 'place' is a fundamental attribute that influences human existence in the world and is the source of stability and identity formation for individuals. This is deeply related to the psychology of young people who have migrated to local areas. These young people accept the unfamiliar 'space' as a 'place' to form stability and personal identity. Therefore, this study utilized PhotoVoice methodology to examine the process and key factors of place identity formation among migrant youths. As a result, the study identified factors that enable young people to settle in local areas and sustain residence while recognizing elements the local government should focus on to support and address the influx of young people. The results of this study can serve as a foundation for addressing the declining population in local areas through the formation of a relationship population and spur the inflow of young people to local cities in the future.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Mythologies of Design Thinking: Based on Roland Barthes's Mythologies (디자인 씽킹의 신화성 - 롤랑바르트 기호의 신화론을 배경으로)

  • Kim, Kyung-Won
    • 기호학연구
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    • no.57
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    • pp.7-26
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    • 2018
  • The purpose of this paper is to interpret the discourse on design thinking through the perspective of Roland Barthes' Mythologies. To this end, this paper will explore the mythologization process of design thinking using the methodological framework of Barthes, which structurally interprets the connotations produced using semiosis. Design thinking originally refers to a method which is used in the process of planning ideas about designs in order to create the final products for professional designs. However, design thinking has recently attracted more interest from the public because it has become known as a tool for solving various problems which exist outside of the field of design, such as social issues, management, and marketing strategies. Barthes points out that myths are used as a tool to deliver ideologies. He also emphasizes the importance of 'structural thinking'. It interprets the inherent connotative meanings more than the denotative meanings, which are explicitly shown. One of the most powerful ideologies which our society embraces today is creativity. Design thinking realizes the manifestation of creativity through a schematized process. This can be explained by considering design thinking as an icon that is specifically turned into a figuration to realize its objectness, in which a discourse for solving issues and social codes meet together and form a mythology. The mythologies that Barthes cites in his book refer to mythical values created by the cultural codes which humans have produced in our modern and contemporary age. The symbolic value of design thinking has become more important than the signifier which design thinking itself presents. This means that design thinking has become a sign that has mythical properties. In other words, the ideology of creativity embodied by design thinking has attained a mythological status, as it produces a new cultural code through innovation. The process of interpreting a phenomenon using the perspective of semiotics is an important tool that allows us to examine the concept of an object and its surroundings thoroughly. This paper attempts to expand the external scope of critical analysis about social phenomena by using the signs which continuously reveal themselves in common ideologies, such as design thinking, which has been gaining more popularity recently.

Validation of enzyme immunoassay for the quantitative measurement of human IgG antibodies specific for Haemophilus influenzae Type b capsular polysaccharide (Haemophilus influenzae type b 피막 다당질 특이 인간 IgG 항체의 정량적 측정을 위한 enzyme immunoassay의 타당성 연구)

  • Kim, Kyung Hyo;Lim, Soo Young
    • Clinical and Experimental Pediatrics
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    • v.50 no.2
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    • pp.143-150
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    • 2007
  • Purpose : This study was conducted to validate enzyme immunoassay (EIA) for the quantitative measurement of human IgG antibodies specific for Haemophilus influenzae type b (Hib) capsular polysaccharide. Method : We evaluated specificity, repeatability, intermediate precision, accuracy, lower limit of quantification (LLOQ), and stability to validate standardized EIA for the quantitative measurement of human anti-polyribosylribitol phosphate (PRP) IgG antibodies. Results : The results indicated that this EIA showed specificity to HbO-HA antigen and repeatability and intermediate precision were within acceptance criteria (repeatability: $CV{\leq}15%$, intermediate precision: $CV{\leq}20%$). The EIA-derived results from this laboratory were equivalent to those obtained by the standard radioactive antigen binding assay (RABA) for quantitation of anti-PRP antibodies in the 28 sera. Spiking recovery result was within acceptance criteria ($100{\pm}20%$). The precision and accuracy of samples in LLOQ were from -14.7 to -4.7% in nominal values, which were within acceptance criteria (precision: $CV{\leq}25%$, accuracy: ${\pm}25%$). Freeze-thaw stability and short term temperature stability were within ${\pm}20%$ of acceptance criteria. Conclusions : The EIA which is performed at the Center for Vaccine Evaluation and Study Ewha Medical Research Institute, is an appropriate serologic assay which can be used for quantitation of anti-PRP IgG antibodies in human sera.