• Title/Summary/Keyword: Creative writing

Search Result 142, Processing Time 0.024 seconds

Exploring the Perceived Value of Generative AI and the Determinants of Continuous Use Intention (생성형 인공지능(Generative AI)에 대한 지각된 가치와 지속이용의도 결정요인 탐색)

  • Su-Ji Moon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.19 no.4
    • /
    • pp.709-720
    • /
    • 2024
  • By inputting consumer satisfaction as an exogenous variable into the value-based adoption model, this study explored the factors that influence the user's intention to continue using image-centered generative AI. Briefly presenting the main results, first, enjoyment did not significantly affect perceived value, but usefulness had a positive effect on perceived value. Second, Fee and technicality had a negative effect on perceived value. Third, perceived value had a positive effect on consumer satisfaction and continuous use intention. Fourth, consumer satisfaction had a positive effect on continuous use intention. Based on the above results, it is important to recognize the usefulness of image-centered generated AI and enjoyment in the process of use in order to increase the user's intention to continue using image-centered generated AI, and at the same time, it will be important to increase the user's perceived value and satisfaction by minimizing the reasonable fee and complexity in the method of use at the level acceptable to the users.

Analysis of Perception of the Importance of Work Ability and the Final School Contribution Among Health Care Workers' Using IPA (IPA를 활용한 보건의료직 종사자의 업무능력에 대한 중요도와 최종학교 기여도 인식 분석)

  • Min-Seok Ko
    • Journal of the Health Care and Life Science
    • /
    • v.10 no.2
    • /
    • pp.169-178
    • /
    • 2022
  • The purpose of this study was to examine the level of awareness of the importance of work ability and their final school contribution and the difference between them among health care workers', and to explore the direction of the health care training curriculum by analyzing using IPA. As for the analysis data, the response data of a total of 465 health care workers among the original data of the 14th (2020) Youth Panel Survey were used. As a result of the analyzing using IPA, concentrate here area was none, and the keep up the good work area was specialized knowledge, practical knowledge in the field of expertise, communication, ability to cooperate with others, customer response capability, ability to learn for oneself, deliberate lifestyle, ability to adapt to change, good job perspective and business manners, understanding documents. Low priority area was computer literacy, ability to creative problem solving, reading and writing in a foreign language, solving math problems, foreign language conversation, and the possible overkill area was creating a document. Based on the these results, implications for effective curriculum development to cultivate health care workers were suggested.

An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment (창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로)

  • Kim, Jin-Woo;Yang, Seung-Hwa;Lim, Seong-Taek;Lee, In-Seong
    • Asia pacific journal of information systems
    • /
    • v.20 no.1
    • /
    • pp.141-170
    • /
    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

A Discussion Class Model to Improve English Oral Proficiency for Intermediate Low Learners (중급 하 수준을 위한 영어말하기 능력향상 토론수업모형)

  • Ko, Mi-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.3
    • /
    • pp.537-543
    • /
    • 2016
  • This paper suggests a class model to improve the English oral proficiency for intermediate low English speaking learners. Utilizing the four English skills (reading, writing, listening and speaking), the class model focuses on the learners' schema and discussion strategies. To enhance the learners' motivation and match their cognitive capacity, 10 discussion topics were prepared by surveying the learners. A pilot experiment was conducted to investigate the teaching effects of the discussion class model with 26 college students majoring in English in Seoul. The participants' oral proficiency was measured both before, and after the instructions by OPIc (Oral Proficiency Interview in computer). As a result of the experiment, the percentage of participants whose oral proficiency levels were lower than intermediate mid decreased from 82% to 47%. In addition, the percentage of participants with higher oral proficiency than intermediate low was increased dramatically from 18% to 53%, which supports the claim that through discussion, the class learners' diverse and creative ideas need to be expressed in a formal and intelligible language. Finally, through the findings of the study, the possibility of a discussion class can be expected, regardless of the learners' low level of oral proficiency.

A.J. Toynbee의 문명론과 도서관의 역사 -Renaissance 관과 도서편집 활동을 중심으로-

  • 손연옥
    • Journal of Korean Library and Information Science Society
    • /
    • v.9
    • /
    • pp.115-144
    • /
    • 1982
  • In ordinary modern wester expression 'the Renaissance' was used to denote the impact made by dead Hellenism civilization in western Christendom, particularly Italian literary and artistic movement at Northern and central Italy in the late medieval period. However, A.J. Toynbee examined the renaissance from the different aspect of view. In his great work "A Study of History" in vol. IX, he succeeded in establishing the theory of historic civilization encounters in space and in time; and in time, civilization of the present and the past or between dead and infant successor contacts on the analogy of parenthood and sonship in the relation of A n.0, pparentation-and-Affiliation. The distinguished his view of 'Renaissance' was illustrated in the sense of encounters between a grown-up civilization and the 'ghost' of its long-dead predecessor. The renaissances (by the process of evocation of ghost of its parent society) has not only one single aspect of literary and artistic field but also in politics, law, science and philosophy, languages and literatures and visual arts, and religion. The main theme of this study is to examine the development of libraries and its historical meaning through Toynbee's literary renaissance. His renaissance of Languages and Literatures has three typical steps: They are: 1st step-to restive the dead literature's remains: 2nd step-to remaster their meaning: 3rd step-to reproduce them in counterfeits... Through its first and second steps, collecting and editing, annotating by compiling an anthology, thesaurus, lexicon or encyclopedia, and in its third step publishing mostly imitation of classics took place. Toynbee depicted the five outstanding eminent representatives of literary renaissance who had a n.0, ppeared on the state of history down to the time of writing. They are: Assurbanipal, Constantine prophyrogenitus, Yung Lo, K'ang Hsi, and Ch'ien Lung and the last four had all been emperors of imperia rediviva. As the result of the examination of these five emperors with three steps of literary renaissance, the common result may be summarized as follows: 1. Those emperors of imperia rediviva interested in intellectual work and study, they also were deeply involved in collecting classics in an ostensible reason. 2. There were strong political intention of collecting materials as an a n.0, ppeasement policy of civilization by transferring scholars energies to an intellectual field. 3. Under the rulers of a resuscitated universal state, the literary renaissance were a product of political plane and that the total size of collection and work were huge. 4. Since there were strong exercise of sovereign power, an active censorship by distortion and elimination was inevitable. 5. There existed newly developed strained atmosphere between grown-up and long-dead parent civilization, whenever the book collection movement had occurred. 6. Over adhesion to the parent civilization caused imitation of classic work and the creative activities were stagnated.stagnated.

  • PDF

A method of the performance of Sijo in the twenty first century (21세기(世紀) 시조문학(時調文學)의 연행양식(演行樣式))

  • Lee, Chan-Wook
    • Sijohaknonchong
    • /
    • v.26
    • /
    • pp.55-75
    • /
    • 2007
  • Sijo is the essence of Korean literature and the most ideal poetic form through which we can express our images gracefully in three lines. Hence it deserves special emphasis either in creative writing and appreciating it from elementary school to middle school. In this paper observes how Sijo is taught in the schools and suggests the direction of educating Sijo. There may be three kinds of Sijo performance, namely, recitation, reading, and singing. In this paper. it is claimed that the performance of Sijo in the twenty first century should be recitation. Sijo education may be effective when it focuses on a way of recitation in which, with natural and long breath, a piece of Sijo is recited at length. Nevertheless, it is not practiced as the way of recitation because of following two reasons. Firstly. the analysis on rhythm, which is on the base of its recitation, is extremely difficult. Secondly, the theoretical ways, which is obsolete and lacks vividness, are ineffective in education. By these reasons. 1 studied how to give a recitation following my preceding studies on rhythm and rhythmical reading of Sijo. As a result, this paper suggests a reading method as a solution to the problems. In fact, we Korean can discipline our mind and body through reciting Sijo to the rhythm which is transcendental to Korean and at the same time, Sijo education helps to enhance our pride as koreans in the process of studying Sijo.

  • PDF

A Study on the User's Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion- (3D 게임에서 '비행' 행위에 대한 사용자의 반응 연구 -3D MMORPG Aion을 중심으로-)

  • Bae, Kyoung-Mi;Kim, Kyu-Jung;Kim, Inseop
    • Journal of Korea Game Society
    • /
    • v.12 no.6
    • /
    • pp.33-46
    • /
    • 2012
  • This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.

Embracing Archival Arts in Contemporary Archival Practices ('아카이브 아트(archival art)'의 동시대 기록학적 함의 연구)

  • Lee, Kyong Rae
    • The Korean Journal of Archival Studies
    • /
    • no.64
    • /
    • pp.27-62
    • /
    • 2020
  • The article has the characteristics of a preliminary writing about how to look at the trend of new archives 'fever' and 'impulsion' emerging around the domestic and foreign art world, which have not been paid much attention yet in the 'mainstream' archive research, and how to accept it independently. Specifically, this study aims to examine how archival art is involved in history and memory with aesthetic attitudes and methods through observation of recent tendency of domestic archive art, and what implications or influence the 'archival impulse' phenomenon in the art world can have on the research trend of 'archival studies.' First, I would like to look at the meaningful movement to reinterpret and actively accept archival impulses in concrete overseas cases, that is, the archive system of a public archive in the United States. This is followed by an attempt to explore the characteristics and characteristics of creative works that are carried out through the medium of archives, that has not yet reached the level of organization of specific archive methods but are sporadically attempted in the domestic art world. It examines how so-called 'archive artists' record unrecorded in a way that is not observed in the existing archival world, and how they summon and include excluded history in aesthetic language. In conclusion, this study explores the possibility of pulling the historical records of tradition out from archival boxes and reinterpreting them as living archives within the contemporary emotional structure from this new artistic trend called 'archival art'.

High School Students' Mathematics Learning Style and Its Characteristics According to Their MBTI Personality Disposition Types (고등학생들의 수학 학습양식과 MBTI 성격기질별 특징)

  • Kang, Yun Soo
    • Communications of Mathematical Education
    • /
    • v.34 no.3
    • /
    • pp.299-324
    • /
    • 2020
  • The purpose of this study was to identify high school students' mathematics learning style and its characteristics according to their personality disposition types and to propose mathematics learning strategies fit into each personality disposition type. For this purpose, MBTI personality test and survey to find mathematics learning style for 375 high school students were executed. The results were as follows. First, many students highly evaluated the effects of private education and prefer reference book to textbook. Second, there were significant differences on following variable domains of mathematics learning style such as learning attitude, learning habit(concentrativeness to concept understanding), problem solving strategies(effort for problem comprehension, use of various strategies), self management(metacognition) by MBTI personality disposition types(SJ, SP, NT, NF groups). Third, based on the results, the following mathematics learning strategies fit into each personality disposition type were recommended. SJ type students are needed to effort creative approach for open problem and to use mindmap as mathematics learning strategy. SP type students are needed to fulfill stepwise problem solving process and to effort constantly practice long/short term learning objectives. NT type students are needed to expand opportunity to study with friends and to use SRN(self reflection note) or mathematics journal writings as mathematics learning strategy. NF type students are needed to use mathematics learning note writing activity which include logical basis for each step of problem solving and to invest more time on learning algebra which need meticulous calculation.

Cultural Landscape of Saegumjeong Area as a Recreation Place of Scholars in Joseon Dynasty (조선시대 선비들의 행락공간으로서 세검정 일대의 문화경관)

  • Lee, Jaei;Sung, Jong-Sang;Son, Yong-Hoon;Kim, Tae-Gyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.34 no.2
    • /
    • pp.75-86
    • /
    • 2016
  • The area surrounding Segeomjeong, one of the famous pavilions near the capital in the Joseon Dynasty, was a favorite place of scholars to visit and enjoy the beautiful natural landscape. The recreational culture of Segeomjeong area in traditional societies representing the prototype of urban tourism in modern society indicates cultural landscape which is a combination of the surrounding landscape and human activities. At this point, the purpose of this research on Saegumjeong area as a recreation place was to examine recreational activities and landscape elements before restoration. Through the relevant historical literature, there were several recreational activities such as traveling to enjoy scenery, taking a view of stream with waterfalls, doing creative writing of reciting poems and drawing about the greatness of nature and gathering on a broad and flat rock or Tangchundae. Also, the main landscape elements-such as Saegumjeong, stream, broad and flat rocks, pine trees, Tangchundae Peak, and mountains-were extracted through paintings of Saegumjeong drawn before restoration. Consequently, in this study, it was confirmed that the Segeomjeong area was the spot that scholars visited consistently, the center for travel, and the place for communication between scholars and national banquets. This study is significant, in that it drew conclusions on the cultural landscape of the Korean people through the ages and helped to discover the meaning and value of cultural landscape of recreation places based on Korean natural characteristics and cultural climate.