• Title/Summary/Keyword: 팀 상호작용

Search Result 161, Processing Time 0.025 seconds

Youth Audience Development in the Non-face-to-Face Era: An Action Research of National Theater Company's (비대면 시대의 청소년 관객개발 - 국립극단 어린이청소년극 <영지> 실행연구 -)

  • Jung, Yong Sung;Chang, WoongJo
    • Korean Association of Arts Management
    • /
    • no.56
    • /
    • pp.217-242
    • /
    • 2020
  • At a moment in which the entire culture and arts field is in crisis due to the Covid-19 pandemic, the audience development strategies practiced by arts organizations require significant adaptation. In this paper we consider the theater for young audiences, Youngji, produced by the TYA(Theater for Young Audiences) Research Center(TYARC) of the National Theater Company of Korea (NTCK). We examine how an arts organization develops youth audiences and creates a participatory culture when normal non-face-to-face engagement is not possible. We applied an Action Research methodology to our research filed, which allowed us to track continuous change based on the evolving practices and contingencies of one arts sector organization. Using Brown and Novak-Leonard's (2011) audience involvement spectrum, Koste's (1995) concept of creative drama, and Moore's (1993) transactional distance theory, we explored the possibility of active audience development by analyzing the ways in which NTCK's arts education has adapted its approach to audience development. We find that, even in this non-face-to-face era, it is possible to effectively develop youth audiences through a dramatic play that continues from play to drama.

A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
    • /
    • v.14 no.1
    • /
    • pp.91-97
    • /
    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.1
    • /
    • pp.213-218
    • /
    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

Relationship between Self-esteem, Self-awareness, and Empathy of Nursing Students in Un-tact Era (언택트(Un-tact) 시대 간호대학생의 자아존중감, 자기인식, 공감과의 관계)

  • Ok-Hee Koo
    • Journal of Industrial Convergence
    • /
    • v.20 no.12
    • /
    • pp.49-57
    • /
    • 2022
  • This study was conducted to investigate the relationship between self-esteem, self-awareness, and empathy and to identify factors that influence empathy among 302 nursing students from a university in C city from March to May 2021. The collected data were subjected to t-test, ANOVA, correlation and multiple regression analysis. As a result of the study, empathy was 3.59 points out of 5, and gender and nursing department satisfaction were significantly different from empathy. The factors that had a significant effect on empathy were private self-awareness, public self-awareness, positive self-esteem, and gender, with the explanatory power of 22.9%. In order to increase the level of self-esteem, self-awareness and empathy for nursing students, it is necessary to establish a new curriculum that examines interest in their inner world. Development of various curriculum programs such as team classes that help promote interaction using small groups and role-playing classes that explore and experience one's own or others' thoughts and emotions are suggested.

Response Spectrum Analysis-Induced Limit Acceleration of Soil Pile Systems (지반-기초말뚝 상호작용을 고려한 응답스팩트럼의 적용 한계가속도)

  • Shin, Jong-young;Song, Su-min;Jeong, Sang-Seom
    • Journal of the Korean Geotechnical Society
    • /
    • v.39 no.12
    • /
    • pp.7-22
    • /
    • 2023
  • In this study, the limit range of input acceleration was investigated based on time domain and response spectrum analyses by considering the relative density, groundwater depth, and soil type. Special attention was paid to the input acceleration and shear modulus of soil, which affect pile behavior. The surrounding soil was identified as an elastoplastic material and subjected to FLAC3D analysis using the Mohr-Coulomb and Finn models as well as FB-Multiplier analysis using a nonlinear p-y curve for soil spring. Based on the analyses, the limit range of acceleration on the pile is much higher for SP soil than for SM soil, and the groundwater level tends to reduce the limit range of input acceleration, irrespective of soil conditions. The limit range of acceleration was mainly affected by the shear modulus. The limit range of acceleration with nonlinear soil behavior is proportional to the relative density of the surrounding soil.

A Study of Customer Responses to Service Failure and Recovery: The Role of Service Provider's Recovery Effort and Customer-Employee Rapport (서비스 실패와 복구 후의 소비자 반응에 관한 연구: 서비스제공자의 복구노력과 고객-종업원의 친밀감의 역할을 중심으로)

  • Park, Sojin
    • Asia Marketing Journal
    • /
    • v.9 no.3
    • /
    • pp.75-115
    • /
    • 2007
  • This study investigated the effect of service provider's recovery effort and pre-failure customer-employee rapport on post-recovery consumer response such as satisfaction, purchase intention, and positive Word-of-Mouth communication. First, this study explored the interaction effect of recovery effort and customer-employee rapport on post-recovery consumer response. The result shows when the level of pre-failure customer-employee rapport is high, customer's positive responses decreased slightly even though they perceived low recovery effort. However, when the level of pre-failure customer-employee rapport is low, customer's responses were decreased considerably in case of low recovery effort. Second, this study examined 'service recovery paradox' which is post-recovery consumer's satisfaction is greater than the case of no service failure. The result shows recovery paradox was not supported in all samples regardless of the level of recovery effort and customer-employee rapport. Synthetically, customer-employee rapport took a buffering role in customer response after service failure although it's not the same as error-free state.

  • PDF

A Case Study on the Experience of Hospice Volunteers (호스피스 자원봉사자들의 봉사경험에 대한 심층적 이해 - 질적 사례 연구 -)

  • Shim, Se Hwa
    • Journal of Hospice and Palliative Care
    • /
    • v.19 no.1
    • /
    • pp.45-60
    • /
    • 2016
  • Purpose: This study is aimed at understanding the volunteers' experiences and interactions with their corresponding teams during their participation in hospice care. More specifically, the study is to contribute policy-wise to development of hospice care in Korea by helping policy-makers and organizers and managers of hospice care provides better understand the importance of the meaning and roles of volunteers in hospice care. Methods: In-depth interviews and participant observation were performed with study participants who were selected from four different types of hospice agencies. Study analysis was conducted using "case study" as one of the rigorous qualitative research methods to develop "inter-" and "intra-" comparisons among the study participants. Results: Volunteers in hospice care were initially motivated by religion and faith, and the motivation grew stronger through the volunteer experiences. They emphasized that the essence of the hospice volunteering was motivation from religion and faith and something they do for themselves. They characterized their experience as a true service that is offered for free and a job that requires expertise. In addition, they achieved personal (internal) growth by reflecting on the meaning of "good death" and better understood the importance of respecting spiritual diversity. Conclusions: This study could help hospice officials offers better understand hospice volunteers' role and their importance. The study also provide practical implications and policy suggestions.

Research on applicability of Teaching-Learning Methods for Creative Problem Solving to a course in University (창의적 문제해결 교수학습법의 대학수업에의 적용가능성에 관한 연구)

  • Park, Choul-Soo;Park, Su-Hong;Jeong, Sun-Young
    • Journal of Engineering Education Research
    • /
    • v.13 no.1
    • /
    • pp.23-37
    • /
    • 2010
  • The purpose of this study is to explore applicability of teaching-learning methods for creative problem solving which was designed to improve students' creative thinking and problem solving competencies. Methodology is literature review and focus group interview. The students who attended the elective course 'creative women and science' was participated during 15 weeks. Through this teaching-learning methods, students were fully aware of learning methods for creative problem solving, sought for problems, clarified problems, found solutions through discussions, and continuously examined ideas by receiving feedbacks. They could deduce creative new solutions to solve encountered problems regarding team dynamics and apply it in real situation. As the results of applying teaching-learning methods for creative problem solving to a course in University, it had the advantages of enhancing students' competencies in analyzing problems and applying derived solutions in actual field.

  • PDF

Software development project management using Agile methodology (Agile 방법론을 이용한 소프트웨어 개발 프로젝트관리)

  • kim, tai-dal
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.155-162
    • /
    • 2016
  • In recent years, hoping the interaction of individuals and rather than software development process and tools, and customers want software that works first, rather than a comprehensive document, in cooperation with the customer, rather than the developer negotiate a contract, to each other stick to the plan I think even more so than the value that corresponds to the change. In view of this, software development is given the autonomy and motivation to project team rather than process-oriented and have a passion and vision and human relations oriented management approach is required. In recent years, increasing the productivity benefits of agile development processes, improved quality, efficiency and customer satisfaction as is demonstrated in the methodology selected to promote the project, attention was given to the experts. Contemporary demands with regard to the methodology chosen to meet your needs, in this paper in the organization, and to solve the problems of product-based Cross functional team proposed methodology Feature Team model, this model is an organizational Cross functional team and the team is not the outcome (product) basis, were examined for the model that points to progress the development across multiple product as a functional unit, value-plan through the driven agile technique-based model and proposed a difference. And the domain analysis, required extraction by conventional JAD (joint application development) meeting the targets for the object-oriented modeling, in modeling and organize, review, aware in advance and the UML Structure and Behavior Diagrams and proposed to proceed with the project.

Analysis on Research Trends and Factor of Success to Communities of Practice in Korea (국내의 실천공동체(Communities of Practice)연구 동향 분석 및 성공 요인 분석)

  • Lee, Eun-Chul;Choi, Moon-Sun
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.3
    • /
    • pp.438-447
    • /
    • 2015
  • When communities of practice(CoP) was mostly informal, has been formulated. Because Knowledge management(KM) was emphasized in the business sector. So it increase interest in the COP. Since the early 2000s, the research interest has thus far grown. At a point in time has the subject, CoP, been researched for ten years, it is significant to review the literatures, the main topics as well as critical factors on the subject. In this study, the trends in the relevant researches and the performance factors from the previous studies are examined. The references for this study are limited to the authorized scholarly and scientific journals. The results therethrough processed show that total 37 researches were conducted between the year 2000 and 2012. These could be classified by the research methods as 16 case studies, 11 studies using CoP as the dependent variable, 4 studies using CoP as an independent variable and 3 theoretical discourses. 7 out of 16 case studies suggest the 14 success factors of CoP; the most influential performance factor is the external community support. 11 studies examined factors influencing the performance of CoP; 13 performance factors were proposed in these studies. The most significant factor influencing the performance of CoP is the team effectiveness.