• Title/Summary/Keyword: 현실 맥락

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Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.623-636
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    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

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.

A Study on Female Hero Characters in Animation According to the Feminist Cultural Theory - Focusing on Korean·American·Japanese Animation - (여성주의 문화이론에 따른 애니메이션의 여성 영웅 캐릭터 비교 분석 - 한·미·일 애니메이션을 중심으로 -)

  • Kim, Juna;Chung, Eunhye
    • Cartoon and Animation Studies
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    • s.36
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    • pp.91-119
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    • 2014
  • This paper analyzed and compared the storytelling of female characters in Korean, American, Japanese animations and revealed the ideal image of woman of each culture. Chapter 2 analyzed the superficial images of the female characters and figured out how these images reflected awareness of a reality. This paper revealed that female characters act as a representative cultural symbols and embodies the paradigm and the order of those cultures. In Chapter 3, this paper analyzed and compared how the female characters solve the dramatic events in the entire narrative structure, and revealed the cultural implications of their action and these events. Korean characters were imitating the idols as an extension of the real world, and American characters were drawn as unreal Super Heroes who were utilized to enhance the order of the world if the United States. Japanese characters, the magical girls are led to create a magic circle and then become surreal goddesses. In this way, this paper revealed that female characters in animation reflect the male-centered ideology of each culture according to the awareness of a reality and cultural paradigm.

A cultural psychological suggestion for the educational circumstances of Korea (한국문화의 맥락에서 본 교육의식: 한국사회에서 교육적 성취에 대한 심리학적 분석)

  • Seongyeul Han
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.33-46
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    • 2008
  • The purpose of this study was to analyze the negative circumstances of Korean education and to provide some suggestions in terms of cultural psychology. Researcher considered the negative situation as Han(恨) to Korean people and analyzed it with the cultural psychological theories. In Korean culture, Han(恨) could be overcome by Shinmyeong which is known as a Korean unique positive emotional experience. According to results of a recent research, Han has been thought that it was the negative feeling from loss of self-worth, and Shinmyeong might be the feeling related with retrieval of self-worth. On the base of discussion about Shinmyeong, several psychological solutions to negative circumstances of Korean education were proposed.

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How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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The Meaning on Social Work Practicum that College Students Have Experienced (전문대학생이 체험한 사회복지실습의 의미 탐색)

  • Shin, Hyun Jung
    • Korean Journal of Social Welfare
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    • v.68 no.4
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    • pp.169-198
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    • 2016
  • This study shows the meaning on context of social work practicum that college students have experienced. It reveals to find a essence of social work practicum based on college students through free variation. They met a "high barrier" from the beginning of social work practicum. There were "confused boundary of role as well as work". "Dilemma" has been accessed, so they felt various emotions for social work and social worker to be able to exist. "Various practice place" meant to continue as a multi-player with a weak appearance and confront for time as who he/she is. This was connected to whole life time for individually. Disclosure was as below. identity as a social worker(to be) was consisted beyond interaction between student and supervisor. Organization of social work practicum was considered when they had taken a part in. Gap must find out to be disappeared between ideal things and real things about social work practicum. Ideal type of college education for social work as well as whole education for all were needed.

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The Methodological Standpoint and the Meaning of "Discourse Study" in Social Policy Research (사회정책연구에 있어 담론연구의 위상과 의미)

  • Woo, Ah-Young
    • Korean Journal of Social Welfare
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    • v.61 no.2
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    • pp.247-276
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    • 2009
  • The purpose of this essay is to explore the methodological standpoint and the meaning of 'Discourse Analysis' in policy science. I discussed it in three dimensions including: 1) the ontological point of view, 2) the epistemological perspective, and 3) researcher's position in policy research. 1) From the ontological standpoint, I explained the policy as a text, context, discourse, and ideology, that is focused on being constructed by the formative power of language. 2) The ontological standpoint produced "the argumentative turn" in the policy analysis, and many policy analysts emphasize the argumentative process of policy making and evaluation. This argumentation process includes the interpretative and critical viewpoints as well as the normative and ethical characteristics of policies in the discourse analysis. We should reexamine reality critically because discourse is ultimately influenced by the prevailing cultural and social norms. Therefore, an interpretative and critical viewpoint is an epistemological perspective in the discourse analysis. This critical approach creates an awareness of the limitations on our thinking under the particular major discourse, and requires the self-reflection within and beyond the discourse. This process leads to the human emancipation. 3) In order to achieve this emancipation, the last approach suggests that we need to scrutinize "the subject" as a researcher, who is also influenced and subjectified by the major discourse and, thus must deconstruct his or herself. Last but not least, we should emphasize the researcher's role as a listener of the minor voice(discourse) and even the silence of the clients.

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A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • Kim, Ki-Young;Jeong, Jae-Wook
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.85-90
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    • 2007
  • 게임산업은 21세기 정보화 사회의 문화 컨텐츠 산업의 한 분야이다. 멀티미디어, 3차원 그래픽, 3차원 음향, 가상 현실 분야, 캐릭터 산업 등과 맥락을 같이 하는 핵심 기술 집약 산업이며, 문화적 파급효과와 규모가 점점 커지고 있는 산업이다. 그러나 국내의 게임 개발 능력은 선진 미국이나 일본에 비하여 낙후되어 있다. 정책적으로 게임 개발 지원 사업이 행하여지고 있으나 게임 컨텐츠 영역보다는 인터넷 게임 혹은 3차원 그래픽 엔진 개발 등 게임 소프트웨어 엔진 개발에 치중되어 있는 것이 현실이다. 한편 미국 PC게임 시장에서 만 8세 이하의 아동용 게임 시장은 전체 게임 시장의 삼분의 일을 차지하는 거대 시장이다. 재미요소와 교육요소가 접목된 아동용 게임은 컨텐츠 위주의 산업으로 짧은 개발 기간에 고부가가치를 창출할 수 있는 산업이기 때문이다. 본 연구는 기존의 컴퓨터 게임에 관해 고찰하고, 아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠를 제안한다는 것을 목적으로 한다. 앙케이트 조사와 프로토콜 분석 및 연령별 성장기 특징의 문헌 조사를 통해 기존의 게임 장르에 추가하여 'Asports', 'Asim', 'U.J RPG', 'S+RPG'가 성장기별 아동 발달에 유익하다는 결론을 도출 할 수 있었다.

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A Study on the Professional Image of Librarianship (사서직의 직업 이미지에 관한 연구)

  • Lee, Eun-Chul;Kim, Gap-Sun
    • Journal of the Korean Society for Library and Information Science
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    • v.36 no.3
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    • pp.25-47
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    • 2002
  • This study is an attempt to explore the professional image of librarianship through librarians' subjectivity using Q-methodology based on intraindividual difference in significance. The study identified four types of the professional image of librarianship and discussed their relationship; the ambivalent, the prideful, the advanced, and the critical. Each types are unique, not inter-exclusive characteristics reflected the context of the present. Also, all types have a positive image toward the librarianship.

An Exploratory Study of Technology Planning Using Content Analysis & Hype Cycle (뉴스 내용분석과 하이프 사이클을 활용한 기술기획의 탐색적 연구: 클라우드 컴퓨팅 기술을 중심으로)

  • Suh, Yoonkyo;Kim, Si jeoung
    • Journal of Korea Technology Innovation Society
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    • v.19 no.1
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    • pp.80-104
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    • 2016
  • Existing methodologies of technology planning about promising new technology focused on target technology itself, so it is true that socio-environmental context which the relevant technology has influence on is not well understood. In this respect, this study is aimed to questingly examine that news content analysis methodologies widely available in the field of science communication can be applied as a complementary methodology for contextual understanding of socio-environment in terms of technology planning about promising new technology. In the co-evolutionary environment of technology-society, promising new technology shows hype phenomenon regarding the relation with the society. Based on this, this study performed news content analysis and examined if the consequences of analysis would match hype cycle. It tried to explore substantive content understanding by socio-environment factors according to specific news frame content. To do this, new content analysis was performed targeting cloud computing as a representative promising new technology. The result of news content analysis targeting general newspapers, business news, IT special newspapers revealed that the tendency of news reporting matched the trend of hype cycle. Particularly, it was verified that reporting attitude and news frame analysis provided useful information to understand contextual content depending on social, economic, and cultural environment factors about promising new technology. The results of this study implied that news content analysis could overcome the limitation of technology information analysis focusing on academic journal patent usually applied for technology planning and could be used as a complementary methodology for understanding the context depending on macro-environment factors. In conclusion, application of news content analysis on the phase of macro-environment analysis of technology planning could contribute to the securement of mutually balanced view in the co-evolutionary perspective of technology-society.