• Title/Summary/Keyword: Digital Experiencing

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A Study on the Cultural Goods for Vitalization Baekje Cultural Assets (Through the Analysis of National Contest Exhibition for Baekje Cultural Goods) (백제문화제 활성화을 위한 문화상품에 관한연구 (백제문화상품전국공모전분석을통하여))

  • Lee, Jae-Ho;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.667-673
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    • 2013
  • The Baekjae Culture Festival was first held with the objective to re-explore and succeed the traditions of Baekjae culture based on history of Baekjae's seat of government, Gongju and Buyeo. It has contributed to the development of regional culture and establishment of cultural identity of local community with its pride as the leading historical cultural festival that introduces the history and culture of Baekje. However, the current Baekje Culture Festival as a historical and cultural festival is faced with a criticism as it is operated in the direction far from its initial purpose due to the lack of recognition in its significance and application. Therefore, the National Baekje Cultural Products Concours is held as part of various contests of Baekje Culture Festival in order to encourage the pride of Baekje history, draw international attention for the advanced and unique Baekje culture, develop innovative ideas for cultural products and grow the talents in design. The awarded work of this national concours is believed to be effective for the cultural contents industry. However, unlike its initial purpose, the concours has become a one-time exhibitionist event. Hence, through the analysis of general facts and case of domestic cultural products this thesis aims to find a way to utilize the National Baekje Cultural Products Concours in order to re-evaluate the history and culture of Baekje and enhance the public recognition through their viewing, consuming, promoting and experiencing of cultural products.

Convergence analysis of determinants affecting on geographic variations in the prevalence of arthritis in Korean women using data mining (데이터마이닝을 이용한 여성 관절염 유병률 소지역 간 변이의 융복합 요인분석)

  • Kim, Yoo-Mi;Kang, Sung-Hong
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.277-288
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    • 2015
  • This study aims to identify determinants affecting on geographic variations in the prevalence of arthritis in Korean women using data mining. Data from Korean Community Health Survey 2012 with 249 small districts were analyzed. Socio-demographic, health behavior and status, and morbidity status measures were analyzed using conventional regression model and convergence analysis method such as decision tree for convergence analysis. Rate of workers in agriculture, forestry, and fishing, salaried workers, persons higher than high school graduates, non-treatment of needing care, non-treatment of care because of economic reason, obesity, heavy drunkers, complaining persons of chewing difficulty, persons with experiencing depression, persons with perceiving stress, and persons with diagnosing hypertension and angina pectoris were variation determinants of prevalence of arthritis in 249 small districts and these districts were classified 10 area groups by decision tree model. Our finding suggest that the approach based characteristics by small area groups rather than national wide or individual level would be effective to reduce in variations of prevalence of arthritis.

The experiences of human body anatomy observations using the Cadaver Model in the nursing students (간호대학생의 카데바 모델을 이용한 인체해부 관찰경험)

  • Kang, Hyun-Lim;Lee, Yeong-Ran
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.233-242
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    • 2017
  • It is to provide the basic materials for the development of a cadaver practice program, the anatomical, educational programs, etc. by confirming the experiences by the nursing college students of the human body anatomy observations using the Cadaver Model. It was intended to understand the meaning and the essence of the experiences by the nursing college students of the human body anatomy observations using the Cadaver Model by selecting the Colaizzi Analysis Method with the materials collected from the interviews with 2 focus group teams. Regarding the essential structure, 6 categories were arrived at, including 'The ambivalence regarding the cadaver practice', 'Running into the true reality', 'Learning a valuable thing', 'The mind for facing the human beings has become deep', 'The feeling that I am gradually becoming a person who tends the sick', and 'The deliberations regarding the sound giving. It was confirmed that, not only with the understanding of anatomy through the cadaver practices, but, also by experiencing and worrying about the understanding, the life and the respect, the death, the ethics regarding the job, etc. the nursing college students were gradually becoming the persons tending the sick.

A study on the direction of Service Strategy according to the change of Mobility Paradigm -focused on the Korean Millennials (모빌리티 패러다임 변화에 따른 서비스 전략 방향성 연구 -한국 밀레니얼 세대를 중심으로)

  • Sung, Sora;Lee, Jiyoun;Nah, Ken
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.375-381
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    • 2020
  • The purpose of this study is to observe the meaning of the movement recognized by the millennials to derive the direction of the future mobility service strategy according to the change in the mobility paradigm. To do this, the concept of mobility was understood and related cases were analyzed. The characteristics of the millennials were theoretically summarized, and an in-depth interviews were carried out with 25 Korean millennials to analyze the emotion. As a result, it was observed that mobility is not just a movement, but a movement with a pleasant experience for them, and its meaning is being extending as an experiencing good that satisfied emotions, which makes life luxurious. To establish a mobility service strategy that satisfies them First, it is necessary to make an effort to curate a mobility life suited to different emotions. Second, a strategy is required to show the language and image with emotion as a service. Third, it is necessary to play the role of an expert leading the future mobility life to be realized through connection with various fields. We expect that this study will be used as fundamental data for establishing a future mobility service strategy.

A Study on Consumer perception changes of online education before and after COVID-19 using text mining (텍스트 마이닝을 활용한 온라인 교육에 대한 소비자 인식 변화 분석: COVID-19 전후를 중심으로)

  • Sohn, Minsung;Im, Meeja;Park, Kyunghwan
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.29-43
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    • 2021
  • Coinciding with the advent of COVID-19, online education is on the rise both domestically and globally, and has become an absolutely necessary and irreplaceable form of education. It is a very curious question what the perception of people about the suddenly growing form of education is, and how it has changed. This study investigated changes in consumers' perception of online education using big data. To this end, we divided the time into four stages: before COVID-19 (November to December 2019), after the triggering of COVID-19 (January to February 2020), right after the online classes started (March to April 2020), after experiencing some online education (May to June 2020). Then we conducted text mining, namely, keyword frequency analysis, network analysis, word cloud analysis, and sentiment analysis were performed. The implications derived as a result of the analysis can help education policy makers and educators working in the field to improve online education quality and establish its future directions.

Study on Development of Digital Ocean Information Contents for Climate Change and Environmental Education : Focusing on the 3D Simulator Experiencing Sea Level Rise (기후변화 환경교육을 위한 디지털 해양정보 콘텐츠 개발 방안 연구 - 해수면 상승 체험 3D 시뮬레이터를 중심으로 -)

  • Jin-Hwa Doo;Hong-Joo Yoon;Cheol-Young Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.953-964
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    • 2023
  • Climate change is undeniably the most urgent challenge that humanity faces today. Despite this, the level of public awareness and understanding of climate change remains insufficient, indicating a need for more proactive education and the development of supportive content. In particular, it is crucial to intensify climate change education during elementary and secondary schooling when values and ethical consciousness begin to form. However, there is a significant lack of age-appropriate, experiential educational content. To address this, our study has developed an innovative 3D simulator, enabling learners to indirectly experience the effects of climate change, specifically sea-level rise. This simulator considers not only sea-level rise caused by climate change but also storm surges, which is a design based on the analysis of long-term wave observation big data. To make the simulator accessible and engaging for students, we utilized the 'Unity' game engine. We further propose using this simulator as a part of a comprehensive educational program on climate change.

The Effect of IT Employee's Technostress on Job Burnout: Coping Strategies as a Mediator (IT 종사자의 테크노스트레스가 직무소진에 미치는 영향: 스트레스 대처의 매개효과를 중심으로)

  • LEE, Sang-Won
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.215-227
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    • 2022
  • In the digital transformation paradigm, IT employee work as a key human resource to accept new technologies and to lead their organization to be settled them efficiently. However, due to relatively short term of their job life and high turnover rate, the companies and the organizations are still experiencing problem the lack of IT manpower or turnover. In this study, it attempted to analyze the relationship between IT employee's technostress factors such as techno-overload, techno-complexity, techno-uncertainty, techno-invasion, and techno-insecurity and job burnout through stress coping. To reveal the structural relationship between main variables, the survey was conducted on 318 IT employees. An EFA, CFA, and reliability analysis were performed to confirm reliability and validity, and the structural equation model was conducted to testify research hypotheses. The main results are as follows. First, it was found that techno-uncertainty and techno-insecurity had the significant positive effect on problem focused coping(PFC). And, techno-complexity, techno-uncertainty, and techno-insecurity were found to have a significant positive effect on emotion focused coping(EFC). Second, in the relationship between stress coping and job burnout, it was found that EFC had a significant positive effect on burnout. Third, in the relationship between technostress and burnout, techno-uncertainty and techno-invasion were found to have a significant positive effect on burnout. In addition, it was found that the mediator effect of stress coping between techno-overload and techno-complexity through EFC. Therefore, these outputs are expected to suggest how to motivate IT employees who work as key role in efficient management on IT assets and strengthen competitiveness in digital transformation paradigm.

Large Firms and M&A Trends in the Digital Transformation Era: Implications for Productivity (디지털 전환 시대의 지배적 기업과 인수합병: 생산성에 미치는 영향)

  • Young Bong Chang;YoungOk Kwon;Wooje Cho
    • Information Systems Review
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    • v.24 no.4
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    • pp.41-54
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    • 2022
  • Despite the recent rapid advancement of science and technology, we have been experiencing the decline in productivity since the 2000s. This study aims to investigate the decline at both industry and firm levels, by looking at the emergence and growth of large firms such as Amazon, Alphabet, and Apple and M&A trends. Following the results of previous studies, our results show that productivity at industry level has decreased since the 2000s. Particularly, in the period after 2011, the deterioration of allocative efficiency due to the large firms and the decline in the growth rate of surviving firms in the industry with low ratio of large firms contributed to the productivity decline. On the other hand, our analysis at firm level demonstrates that the productivity of firms that acquired IT firms improved over the entire period. While M&As have a positive impact on productivity, M&As with a demand-side motive such as market penetration and expansion of channels have a relatively larger impact than the ones for production or operation efficiency. Our results also suggest that the higher the proportion of large firms in a specific industry, the lower the productivity of individual firms in the same industry. Overall, given that the industry's structural changes for digital transformation tends to strengthen the growth of large firms, our findings have significant implications by empirically identifying the relationships of the emergence of large firms, the acquisition of IT/Non-IT firms, and motivations for M&As to firm/industry productivity.

The Influences of Watching Chinese vlog of YouTuber Deemd on intention to visit China and purchase intentions for Chinese products: Focusing on the mere exposure effect and the halo effect (유튜버 딤디(deemd)의 중국 vlog 시청이 중국 방문의도 및 중국 제품 구매의도에 미치는 영향: 단순노출효과와 후광효과를 중심으로)

  • Lee Hyun Ju;Soojin Kim
    • Public Diplomacy: Theory and Practice
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    • v.2 no.2
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    • pp.53-80
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    • 2022
  • Despite an astronomical budget for public diplomacy, China is experiencing successive failures in public diplomacy. The unfavorable feeling towards China is increasing every year in the world and China needs a new public diplomacy to resolve anti-Chinese sentiment. Here, we found that viewers of Korean-Chinese student YouTuber Deemd formed a friendly image towards China after watching Deemd's China vlog. Therefore, in this study, we tried to examine whether Deemd's vlogs affect the improvement of China's country image theoretically guided by the theory of mere exposure effect. In addition, we examined whether the improvement of a country image causes the 'Halo effect' that leads to an increase in the intention to visit China and purchase intention of Chinese products. It is expected that the results of this study can serve as a new digital media diplomacy solution for countries, including China, that want to capture the hearts of foreign public in the era of a new digital public diplomacy.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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