• Title/Summary/Keyword: 체험이론

Search Result 310, Processing Time 0.025 seconds

Experience of Job Stress among Female Community Convergence Health Care Experts: Applying Parse's Human Becoming (지역사회 융합 보건의료 전문직 여성의 직무 스트레스로 인한 고통 체험: Parse의 인간되어감 연구 방법 적용)

  • Kim, Han-Som;Choi, Seong-Youl;Lee, Ye-Eun;Yu, Ji-Yeon;Park, Ji-Hyeon;Byeon, Ju-Yeong;Yang, Ga-Young;Kwak, Eun-Byeol
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.1
    • /
    • pp.219-234
    • /
    • 2020
  • As the Korean society ages, the number of women who specialize in community health care is expected to increase. Therefore, the purpose of this study is to identify and structure the nature of suffering due to job stress among female community health care professionals, and to provide basic data supporting the performance of female health care professionals. To use Parse's theory of human becoming, nine female health care professionals were selected in the community. After forming the "you and me" relationship, the researcher recorded the participants' distress through honest conversations. It was converted to the structure of human becoming through the extraction-synthesis and discovery interpretation process. Through conceptual interpretation, the structure of the experience was developed. At the results, the female health care professionals were the process of overcoming difficulty due to poor working conditions and conflict in roles between work and family through their skills and communication reinforcements in hopes for change. The stable national welfare policies must be established to sustain jobs with female community health care experts through improved working conditions.

Actual Condition & the Need of Education for Elderly Housing Education Perceived by Adolescents (청소년이 인식하는 중학교 노년기 주생활 교육 실태와 교육 필요도)

  • Lee, Young-Ja;Jang, Sang-Ock
    • Journal of Korean Home Economics Education Association
    • /
    • v.20 no.4
    • /
    • pp.59-75
    • /
    • 2008
  • This study is designed to support the development and the teaching of revised curriculum of 2007 "Technology & Home Economics" by investigating the actual condition and the necessity of education for elderly housing education. Questionnaire survey was conducted with 488 high school students in Gyeongnam in 2008. The data analyzed by descriptive statistics, t-test, One-way ANOVA, Duncan's multiple range test by using SPSS 14 program. The results showed that most of the students were dissatisfied with their middle school education of elderly housing due to the lack of interesting and practical contents. Thus, various teaching-learning methods where student can experience and experiment is needed. Also, the students demanded more of factors of elderly housing, spacing plan, elderly welfare service and less of three-generation housing and senior housing in their elderly housing education. The needs of education contents differed among students depending on variables such as sex, graduated middle school, household income, dwelling space and length of residential years. Therefore, revised 2007 curriculum of "Technology & Home Economics" should include required contents in related chapters. Because there are significant differences among textbooks about elderly housing, further attention needs to be paid to the new textbooks in order to include education contents evenly. At the same time, teachers should organize their teaching contents considering the divergence of variables. The effect of elderly housing education will be maximized if the revised curriculum consists of more experimental activities such as elderly simulation in the local community.

  • PDF

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
    • /
    • v.12 no.8
    • /
    • pp.45-59
    • /
    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

A Study on Marketing Strategies for Local Performing Arts (지역 공연예술 분야 마케팅기법 도입)

  • Lee, Kyu-Bong;Kim, In-Sung;Hwang, Kyung-Soo;Kim, Sung-Jun
    • Proceedings of the KAIS Fall Conference
    • /
    • 2009.12a
    • /
    • pp.118-121
    • /
    • 2009
  • 제주지역의 대표적인 공립예술단이라고 할 수 있는 제주특별자치도립예술단 소속 교향악단과 합창단을 중심으로, 지역 공립예술단을 활성화하기 위한 체계적인 마케팅 기법 도입방안을 제시하고자 한다. 더 나아가서 향후 다른 장르의 공연예술 분야에도 적용할 수 있는 마케팅 전략의 이론적 틀을 제공하는데 연구의 목적이 있다. 본 연구에서는 공연 관람객을 대상으로 설문조사와 면접을 실시하고 공연 마케팅의 5대 요인(제품전략, 가격전략, 장소전략, 촉진전략, 고객전략)과 공연 관람객이 인식하는 공연 활성화 요인(공연 만족도, 타인 추천의향, 재관람 의향)과의 상관관계를 살펴봄으로써 마케팅 전략적 측면에서 제주공연예술단의 활성활 방안을 모색하기 위한 이론적 근거를 제시해보고자 하였다. 본 연구의 가설검증 결과를 요약하면 공연 활성화에 영향을 끼치는 마케팅 전략 요인은 제품전략과 가격전략, 그리고 고객전략이었다. 제품전략과 관련해서는 '공연작품 및 작가', '공연단체 및 출연진의 유명도' 그리고 '공연의 예술성과 흥행성'을 고려해야 하는 것으로 나타났다. 가격전략에서는 관객들이 입장료 '할인혜택'과 '적정한 가격이라는 느낌'을 갖도록 하는 것이 중요하며, 고객전략에서는 공연 이외에도 꾸준한 '고객관리'와 '공연정보 제공' 그리고 '공연체험', '공연시간 준수' 등이 주요 고려사항이었다.

  • PDF

"黃帝內經"臨證擧要 ("황제내경(黃帝內經)"의 임증요점(臨證要點))

  • 왕홍도
    • Journal of Korean Medical classics
    • /
    • v.17 no.4
    • /
    • pp.8-11
    • /
    • 2004
  • "황제내경(黃帝內經)"(간칭(簡稱)"내경(內經)")의 내용을 임상치료와 진단에서 사용하면서 얻은 체험을 종합해보면 다음과 같다. 1. "내경(內經)"에서는 병을 치료하는 방법과 기술에 있어서는 대부분 직접 어느 한 가지 질병에 어떠한 치료방법을 사용할 것과 그 치료방법의 구체적인 조작방법과 사용에 대하여 기록하고 있다. 이러한 기록은 저자가 진실로 보고 들은 것으로서 거짓됨이 없다. "내경(內經)"에는 치료 방법만으로도 침구(鍼灸), 약물요법(藥物療法)뿐만이 아니라 또한 방복수법(放腹水法)이 있으며, 물리강온법(物理降溫法), 단식요법(斷食療法), 수술절제법(手術切除法), 압추경동맥강온법(壓推頸動脈降溫法)(자절진사(刺節眞邪)), 견인(牽引), 자료(磁療) 및 "딸꾹질을 치료하는 세 가지 방법" 등 거의 30가지에 가까운 치료방법들이 기재되어 있다. 2. "내경('內經)"의 이론은 어느 한 사랑의 손에서 만들어진 것이 아니며 또한 어느 한 시기에 저술 된 것도 아니다. "각가학설(各家學說)"의 성격을 띠고 있다. 3. "내경('內經)"에서는 글귀가 간결하고 함축성이 아주 강하므로 한마디에 많은 뜻을 내포하고 있다. 그러므로 임상에서 사용할 때 그 뜻을 잘 이해하면서 사용해야 한다. 4. "내경(內經)"을 연구하는 사람들이 "내경(內經)"의 이론을 임상에서 사용할 때 가장 먼저 장중경선사(張仲景先師)를 본받아 여러 의학자들의 장점을 취해야 한다. "상한잡병론(傷寒雜病論)"에서는 곳곳에 내경(內經)"의 취지를 나타내고 있으며 내경(內經)" 에 나오는 방법을 치료의 원칙으로 삼고 있다. 치료원칙은 대부분 "음양응상대론(陰陽應象大論)의 기준으로 삼고 있다.

  • PDF

Virtual Lecture Contents for Assembling Educational Robots Using Multimedia (멀티미디어를 이용한 교육용 로봇 제작 원격 교육 콘텐츠)

  • Lim, Dong-Kyun;Yoon, Eun-Young;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.1
    • /
    • pp.20-27
    • /
    • 2007
  • In this paper, we presents virtual lecture contents to study educational robots assembling focused on the beginners with little or no background about electronics. Considering the target students, we developed 'virtual laboratory' using flash animation and the students can assemble the robots virtually with mouse and keyboard. Also, the contents includes lectures about some basic electronics theories. electronic devices, and the electronics tools for the beginners. With the features described above, this contents would be useful for the beginners and elementary school students who want to assembling their own robots.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.2
    • /
    • pp.405-412
    • /
    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

A Comparative Study of Sartre's imagination theory and Dufrenne's aesthetic theory on a Concept of 'analogon' (사르트르의 상상력 이론과 뒤프렌의 미학 이론의 접점 - 아날로공 개념을 중심으로)

  • Ji, Young-Rae
    • Korean Association for Visual Culture
    • /
    • v.35
    • /
    • pp.5-33
    • /
    • 2019
  • This paper examines the problems of the concept of 'analogon' which occupies an important place in Jean-Paul Sartre's theory of imagination and his 'aesthetic of the unreal', focusing on Michel Dufrenne's objection to the concept. In the Imaginary (1940), Sartre offers a phenomenological account of the imaginative experience and his theory of imagination provides the basis for his account of experience of art. Sartre distinguishes the imagining consciousness from the realizing consciousness of perception. The work of art, for Sartre, is transformed into an irreal thing ("The work of art is irreality."), i.e. it appears only as aesthetic object, and only under the condition that the spectator's consciousness changes into an imagining consciousness. Some claim that Sartre underemphasizes the function of materiality in artworks. Mikel Dufrenne, in his The Phenomenology of Aesthetic Experience (1953), criticizes Sartre's thesis of irreality. Dufrenne argues that the aesthetic object is the work of art accomplished by aesthetic perception, the meaning of the aesthetic object is given as a whole in the sensuous and does not refer to something that lies outside the object as with imagination or irreality. An affective a priori is the condition of possibility for the occurrence of aesthetic experience.

Grounded Theoric Interpretation of Residents' Conflict Occurred in Process of Promoting a Rural Community Development Project : Focused on the Case of the Agricultural Experience Villages (농촌지역개발사업 추진과정에서 표출된 주민 간 갈등의 근거 이론적 해석 : 농촌체험마을 사례를 중심으로)

  • Cho, Joong-Hyun;Kim, Yong-Geun
    • Journal of Korean Society of Rural Planning
    • /
    • v.14 no.2
    • /
    • pp.1-12
    • /
    • 2008
  • The purpose of this study is to examine the aspects and the characteristics of conflict among people in agricultural villages shown in the course of conducting a rural community development project, and to suggest a theoretical basis for the solution of the conflict. various theories on rural community development projects and conflict, and relevant sociopsychological theories were perused to lay a theoretical foundation for the study, and 5 actual cases of conflicts in agricultural experience villages were analyzed in the light of the grounded theory which is one of suitable methods of qualitative research. And comparative and comprehensive analysis of conflicts of different farm villages was done. Based on the result of analysis of conflict among residents on agricultural experience village, this paper suggests some ways for solution of the conflict.

Preliminary Framework of System and Authoring Tool for a 'Sil-Gam' Book (실감책을 위한 시스템 및 저작 도구 기본 프레임워크)

  • Park, Sun-Young;Lee, Jun-Hun;Kim, Hyun-Gon;Kim, Yeong-Mi;Choi, Kwon-Young;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.2073-2075
    • /
    • 2009
  • 최근 멀티미디어 기술과 가상/증강현실 기술의 발전으로 사용자에게 몰입감 있는 콘텐츠를 제공하는 여러 시스템들이 제안되고 있다. 또한 기존의 시각과 음향효과만으로 이루어진 시스템의 한계를 넘어서 실제와 같은 느낌을 전달할 수 있는 햅틱기술을 적용하여 보다 몰입감있는 체험형 실감책들이 고안되고 있다. 본 연구에서는 과학교과서를 중심으로 과학적 이론을 보다 효과적으로 가르치고 배우기 위해 필요한 다양한 촉감(Haptic)을 분류하고, 이를 실감책에 적용하여 책이 담고 있는 주요 내용 또는 삽화와 관련된 다양한 멀티미디어 콘텐츠를 가상/증강환경에서 시청각정보와 함께 촉각콘텐츠를 독자에게 제공함으로써 보고, 듣고 만질 수 있는 적극적인 촉감 상호작용이 가능한 실감책 ('Sil-Gam' Book) 시스템의 기본 프레임워크를 제시한다.

  • PDF