• Title/Summary/Keyword: 활동기반

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Development of an Orff Musical Activity Intervention Program based on Interpersonal Care for Children from Multicultural Families (다문화가정 아동을 위한 대인 돌봄 기반의 오르프 음악 활동 프로그램 개발)

  • Su-Hee Kim
    • Journal of Industrial Convergence
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    • v.21 no.11
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    • pp.43-56
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    • 2023
  • This study aims to develop an Orff musical activity program based on interpersonal care for children from multicultural families in South Korea. The Orff music activity program based on interpersonal care consists of a program that can control ego-resilience, peer relationships, happiness, anxiety, and stress, and was developed based on the Analysis, Design, Development, and Implementation (ADDI) model. As a result, a ten-session program was developed based on the expressive area of care, theme, goal, interpersonal care technique, Orff technique. The research results of the developed program show that interpersonal care nursing can be effective for children from multicultural families, and this program can be used as an intervention to improve children's mental health.

App-based Pet Obesity Management Feeding System (앱 기반 애완동물 비만 관리 급식 시스템)

  • Min-Seok Choi;Chan-Wook Choi;Sun-Ho Song;Jun-Kyo Oh;Young-Oh Han
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.275-282
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    • 2024
  • This paper proposes an app-based feeder that performs functions such as distributing food and measuring exercise amount and a wearable collar that measures activity level to manage pet obesity in modern society where the obesity rate of pets is increasing. The wearable collar measures the pet's activity level and suggests the appropriate amount of food based on the average daily activity level. We studied an app-based pet feeding system that can provide the appropriate amount of feed per day through an app to enable obesity management even in unexpected situations.

Equipment Malfunction Time Prediction using Case-based Reasoning (사례기반 추론을 이용한 설비 고장시기 예측)

  • 이재식;이영주
    • Proceedings of the Korea Database Society Conference
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    • 1999.06a
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    • pp.315-322
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    • 1999
  • 설비에 고장이 발생하여 고객이 수리를 요청하기 전에 미리 고객을 방문하여 예방점검을 실시하는 것은 고객의 만족도를 높이고 수리기술자의 효과적인 활용을 위해서 매우 중요한 활동이다. 본 연구에서는 설비에 고장이 발생하여 수리가 이루어진 후에 그 설비의 다음 고장은 언제 발생할 것인가를 예측하기 위하여 사례기반 추론을 적용하였다.

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Equipment Malfunction Time Prediction using Case-based Reasoning (사례기반 추론을 이용한 설비 고장시기 예측)

  • 이재식;이영주
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 1999.03a
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    • pp.315-322
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    • 1999
  • 설비에 고장이 발생하여 고객이 수리를 요청하기 전에 미리 고객을 방문하여 예방점검을 실시하는 것은 고객의 만족도를 높이고 수리기술자의 효과적인 활용을 위해서 매우 중요한 활동이다. 본 연구에서는 설비에 고장이 발생하여 수리가 이루어진 후에 그 설비의 다음 고장은 언제 발생할 것인가를 예측하기 위하여 사례기반 추론을 적용하였다.

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The Comparative Analysis of Cultural Facilities and Conditions for the Korean Local Government (지역별 문화기반시설 여건분석)

  • Kim, Kong-Soo;Lee, Kook-Yong
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.219-220
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    • 2019
  • 본 연구의 목적은 우리나라 17개 광역자치단체(시 도)별 문화기반시설과 문화향유여건 간의 영향력 관계를 살펴보기 위함이다. 이를 위해 지자체별 문예회관을 중심으로하여 문화기반시설 여건을 분석하였다. 이를 통해 광역지자체별로 문화기반시설과 문화향유여건의 영향력 관계를 살펴보았는데, 지자체 문화기반시설과 문화향유 활동이 영향을 받고 있다는 점을 확인하였다. 본 연구의 결과들은 향후 지자체의 문화기반시설 지원정책에 있어 지역문화향유기회확대를 위해서는 충분한 문화기반시설을 제공해야 한다는 실무적인 시사점을 보여주었다.

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An Exploratory Study on the Effects of Innovation and Business Performance of CEO's Internal and External Activities (CEO의 내·외부 활동이 혁신과 경영성과에 미치는 영향에 대한 탐색적 연구)

  • Choi, Sung-Pyo;Uh, Soo-Bong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.302-313
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    • 2016
  • This study conducts statistical analysis based on a survey of 300 CEOs from Korean companies in order to examine the effects of a CEO's internal?external activities (information, knowledge management, learning organization) on business innovation activity (exploitative, exploratory) and business performance. Analysis results show that learning organization activity had a significant positive (+) effect on exploitative and exploratory innovation activity. In addition, knowledge management activity lacked statistically significant effects on exploratory innovation activity. Furthermore, exploitative and exploratory innovation activity was affected by CEO's internal?external activities (information, knowledge management, learning organization) and had a significant positive (+) effect on company's business performance. but it was shown that the level of influence was different. Results of this study imply that maximizing business performance through developing innovation activity by CEO's internal?external activities (information, knowledge management, learning organization) in the company, extracting activity advantageous to company's business environment based on activity perceived in the precedent study and business strategy becomes advantageous to the attainment of business performance objectives.

The Effect of CSR on Venture Companies' Managerial Performance: Considering Corporate Growth Stage (CSR 활동이 벤처기업의 경영성과에 미치는 영향: 기업의 성장단계를 구분하여)

  • Chun, Dongphil;Woo, Chungwon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.1
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    • pp.225-235
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    • 2020
  • The Korean government is attempting to promote technology-based start-ups and venture firms that can lead to new national growth engines being developed. Although government support policies focus on improving survival rates, strategic tools for sustainability management based on a continuing company's assumption are also relevant. Previous studies indicate corporate social responsibility (CSR) as an important strategic tool for the management of corporate sustainability. This research is an exploratory study that seeks to empirically analyze the applicability of such CSR to venture firms. Existing previous studies have been carried out by large companies and surveys, and there are limitations that do not reflect the characteristics of companies. To complement the shortcomings of previous studies and propose practical consequences, this study conducted an empirical analysis using raw data from government approval statistics to identify the growth stages of venture firms. Using the 2018 Survey of Korea Venture Firms, we identified the growth stages of domestic venture firms and used the data envelopment analysis (DEA) to investigate the effect of CSR activities on managerial efficiency. The analysis found that CSR during start-up and early growth cycles did not affect managerial performance. The organization that conducted enthusiastic CSR activities performed better than those that did not perform CSR activities since the rapid growth era. Ultimately, the scale efficiency of venture business was the highest from the rapid growth era when the CSR was not done. This study is a pioneering study that found that after the period of high growth, venture firms' CSR activities can affect managerial performance. Therefore, it is important to advise applicable policies and business decision-makers that CSR practices can be a tactical resource for improving performance of management.

Development of Educational Program of STEAM-based Project for Circle Activities in Middle School: Focused on the Theme of "Photography of Earth" (중학교 동아리활동을 위한 STEAM 기반 프로젝트 교육 프로그램 개발: '지구사진 촬영' 주제를 중심으로)

  • Kim, Hyun-Jung;Kim, Young-Min;Kim, Jin-Yeon;Huh, Hye-Yeon;Kim, Jong-Nam;Kim, Ki-Soo
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.195-217
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    • 2013
  • The purpose of this study was to develop educational programs of STEAM-based project under the theme of "Photography of Earth" for the circle activities of the creative experiential activity, to be applied this program to them and to identify technology subject self-efficacy and change in attitude toward engineering. In order to achieve the research objectives, this program was applied to middle school student in Cheonan, STEAM-based circle during 9 class instruction. The results of this study are as follows. First, the STEAM program contents for circle activities were selected through utilizing a five-stage design model(preparation, design, development, implementation and evaluation) and analyzing the curriculum. After that we have developed a teaching plan, STEAM-Story, student activity sheets from the viewpoint of cultural fusion and have applied the circle activities of the creative experiential Activity during 4 months. Second, The result of the test(pre- and post-test) about STEAM program that has been developed were different about technology subject self-efficacy and attitude toward engineering. Therefore, we have verified that the effect of the STEAM-based project under the theme of "Photography of Earth" for the circle activities on the attitudes toward engineering and self-efficacy in middle school is effective.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.