• 제목/요약/키워드: Participating art

검색결과 90건 처리시간 0.027초

ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현 (Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents)

  • 정희형;김경훈
    • 한국과학예술포럼
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    • 제19권
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

통합건강관리 프로그램이 지역사회 정신장애인의 신체적, 정신사회적, 영적 건강에 미치는 효과 (The Effects of an Integrated Health Care Program on the Physical, Psychosocial, and Spiritual Health of People with Mental Disorder in Community)

  • 정광하;진영란
    • 지역사회간호학회지
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    • 제26권2호
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    • pp.69-78
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    • 2015
  • Purpose: This study was conducted in order to investigate changes in the physical, psychosocial and spiritual health of people with mental disorder in community participating in the Integrated Health Care Program (IHCP). Methods: This study applied the non-equivalent control group pretest-posttest quasi-experimental design. The participants were 37 chronic psychiatric patients who had been clinically diagnosed with mental disorder and visiting a mental rehabilitation center located in S City (17 in the experimental group, and 20 in the control group). The experimental group participated in the IHCP consisting of 24 sessions for eight weeks. Results: After the intervention, only the participants in the experimental group reported significant improvement in physical (body mass, triglyceride), psychosocial (mental symptoms, depression, self-esteem, ability of problem solving), and spiritual wellbeing when compared with those in the control group. Conclusion: These results indicate that IHCP is effective in improving the physical, psychosocial, and spiritual wellbeing of people with mental disorder. Therefore, IHCP developed in this study is considered a useful nursing intervention for raising the comprehensive health level of people with mental disorder in community.

공학계열 교직전공 예비교사의 STEAM교육 이해도 및 인식현황 (The Present Status for Understanding and Recognition of STEAM Education in Pre-service Teachers Majoring in Teaching Profession of Engineering System)

  • 현은령
    • 공학교육연구
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    • 제20권2호
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    • pp.3-8
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    • 2017
  • This study examined a difference in a change of understanding and recognition on STEAM Education before and after participating in STEAM Education of university students majoring in teaching profession of engineering system who took part in 'STEAM Education of being made together with undergraduates for 2016' as part of the project for a center of supporting STEAM pre-service teachers. As a result, the pre-service teachers majoring in teaching profession of engineering system could be confirmed to have been improved the understanding and sympathy level with STEAM education as a whole following the execution of the program. Comparing it with other majoring system, the pre-service teachers majoring in teaching profession of engineering system were shown to be a little low in pre-perception or satisfaction, but were indicated later to have high intention of participation in STEAM education. This suggests that the pre-service teachers majoring in teaching profession of engineering system recognize the importance of STEAM education in the engineering education, but are feeling pressure about interpersonal communication. Accordingly, it is time that there is a need to have a system of officially providing the implementation of STEAM education and an opportunity of experience in the education for pre-service teachers aiming at the engineering education for future generation.

한국과 일본 도농복합 지역 거주 노인의 건강관리 및 여가활동 실태 비교 (Comparison of Health Management and Leisure Activities between Korean and Japanese Elderly in Urban-Rural Composite Areas)

  • 박경민;강현욱
    • 지역사회간호학회지
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    • 제22권2호
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    • pp.184-191
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    • 2011
  • Purpose: The purpose of this study was to compare health management and leisure activities of the Korean and Japanese elderly. Methods: This study used a cross-sectional descriptive research design. A total of 149 Korean and 140 Japanese older adults living in two urban-rural composite areas participated in this research project. Data were collected using interviews with the participants. t-test and $x^2$ test were used to analyze the data. Results: Eighty eight point two percent of the Japanese perceived that their health status was good whereas 27.3% of the Koreans responded that their health status was poor. There were significant differences in types of leisure activities in art, intellectual, events, and volunteer activities between the two groups. A majority of the Japanese elderly replied that they spent some time and money for leisure activities; however, 20.2% and 27.2% of the Koreans reported that they did not spend time or money at all for leisure activities. Conclusion: The number of the Korean elderly participating leisure activities was significantly lower than Japanese participants. Developing nursing strategies using leisure programs would improve the quality of life of older adults and the quality of nursing care.

러시아 구성주의 연극의상에 관한 연구 - Meyerhold의 작품 속에 나타난 무대의상을 중심으로 - (A Study on the Stage Costume of Russian Constructivism Theatre - In the Works of Meyerhold -)

  • 우주형
    • 한국의류산업학회지
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    • 제6권2호
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    • pp.153-162
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    • 2004
  • Influenced by Constructivism Art, Constructivism theatre projected the future with the help of participating artists and the development of new technologies. Therefore, this thesis studied the stage costumes in the plays of Meyerhold who represented Constructivism Play and showed its characteristics. The stage costumes in Meyerhold's plays followed the rules of Constructivism Play and showed several unique characteristics, such as the Bio-mechanic as a characteristic in his plays, functionality that facilitated the movement based on Taylorism, simple shapes, and easy cutting. Constructive artists saw the stage of constructive plays as a laboratory where they can display their designs, directly portraying future life forms through stage costumes and props. Stage costumes were no more a supporting tool that had described the play. Following the new concept of stage costumes, working costumes and stage costumes came to be regarded as the same. In turn, this led to new models and special costumes such as sportswear or specialized garments. Constructivism artists foresaw the future through the plays, with their fundamental basis for stage costumes shown in the later works of ordinary costumes.

전통지식의 개념과 한국전통지식자원 분류도구 개발 (Definition of Traditional Knowledge and Development of a Tool for the Classification of Korean Traditional Knowledge Resources)

  • 안윤수;김미희;안옥선
    • 한국지역사회생활과학회지
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    • 제17권4호
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    • pp.15-27
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    • 2006
  • Most countries recognize traditional knowledge as an economical resource in recent years, and so are actively participating in WIPO discussions for making sure of their intellectual property rights. In this study, the definition of traditional knowledge was discussed for making clear its categories and relative subjects. A tool for Korean Traditional Knowledge Resource Classification(KTKRC) was developed for putting the data of the resources in order, and was indispensable for searching for and examining cultural artifacts within the system of international intellectual property rights. KTKRC covers comprehensively our various traditional knowledge resources and has a similar structure to IPC for international searching, examining, and information exchange. KTKRC consists of a section of traditional knowledge(A), and three subsections: production technology(A0), living technology(A2) and creative technology(A4). The subsections include 8 classes, 28 subclasses, 105 groups, and a great number of subgroups.

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A Study on the Characteristics and Trends of Sustainable Fashion through Esthetica at London Fashion Week

  • Kim, Hye Eun
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.168-177
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    • 2015
  • The purpose of this study is to investigate sustainable fashion flows and to outline their characteristics by analysing Esthetica as the largest trade-based sustainable fashion exhibition in the UK. Most of the researchers have focused on its ethical meaning rather than on fashionable criteria or marketable value. This pioneer work could be helpful in order to plan and study sustainable fashion flows. The research method is to identify characteristics of sustainable fashion trends through literature reviews and case studies focused on the UK, Esthetica events and participating brands. The following results were obtained. Upcycling suggests the extension of a product's lifecycle, a trend on the increase. Transparency is the crucial issue in sustainable fashion. Estethica shows that nurturing sustainable brands is one effective way of boosting the sustainable industry, as well as encouraging the production of sustainable products. Sustainable fashion has come to be included in mainstream fashion in terms of aesthetics and commercial competitiveness. Finally, sustainable fashion highlights quality of garments. Thus, Esthetica shows the present of sustainable fashion and its future, that is, sustainable fashion not just as a trend but a lifestyle for both its consumers and the industry. As the sustainable industry is a growing sector, it would be useful to carry out separate in-depth case studies on leading sustainable brands and qualitative aspects.

패션 사회적 기업의 지속가능성을 위한 사회적 자본 및 공동체의식 형성에 대한 연구 (The Study on Social Capital and Community Sense Formation for the Sustainability of Fashion Social Enterprises)

  • 나윤규
    • 패션비즈니스
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    • 제19권5호
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    • pp.157-174
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    • 2015
  • This research intends to observe the effects of social capital regarding fashion social enterprises on the community sense of participating consumers, and verify the relationship of the effects that such social capital and community sense have on sustainability formation variable(shared values, suitability of values, behavioral flow, cognitive belief and long-term relationship orientation) of social enterprises. For such analysis, a sample of 400 consumers with experience of purchasing products of fashion social enterprises more than once was utilized, and path analysis was conducted utilizing AMOS 20.0. As a result of this research, first, information sharing, social participation among the characteristic factors of social enterprises' social capital had a meaningful impact on shared values, and self-pursuit and significance meaningfully affected the suitability of values. Second, mutual influence, sense of belonging, satisfaction of needs and emotional bond among the characteristic factors of community sense between social enterprises and consumers meaningfully affected shared values, whereas mutual influence, sense of belonging and emotional bond substantially influenced suitability of values. Third, shared values and suitability of values affected the relationship between behavioral flow and cognitive trust, and behavioral flow and cognitive trust both had meaningful impact on long-term relationship orientation.

노인전문요양시설 프로그램실 이용행태 및 공간계획 (Using Behavior and Space Planning of Activity Room in Skilled Nursing facilities for the Elderly)

  • 이민아
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 추계학술발표대회 논문집
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    • pp.187-190
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    • 2005
  • The purpose of this study was to investigate using behavior and spatial composition of activity room in skilled nursing facilities for the elderly and to provide basic information about its space planning. The design guidelines for activity room were as follows. First, the plan of activity room is based on the use of once to twice per week and for 30 minutes per use, and is mainly for the human knowledge and art programs. Second, all cases of the same and different floor of the individual room could be considered as its location. Third, the area is recommended at least more than 6 square meters per person including participating elderly, staff, furniture, equipments and restroom. Fourth, the furniture of activity room include the shelves, table for at least 8 persons with enough knee space, wheel, and stack chairs. Toilets and water closet should be arranged for the emergency, and the windows to the hall and curtain door need to be avoided for soundproofs and easy accessibility of wheelchair users.

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멀티플렉스 모바일 서비스 품질이 온라인 구전의도에 미치는 영향력 분석: 이용 즐거움의 매개효과와 성별의 조절효과를 중심으로 (Analyzing The Influence of Multiplex Mobile Service Quality on Online Word of Mouth: Focusing on the Mediating Effect of Use Enjoyment and the Moderating Effect of Gender)

  • 이한솔;김현철
    • Journal of Information Technology Applications and Management
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    • 제25권4호
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    • pp.123-143
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    • 2018
  • The domestic multiplex industry provides consumers with a choice of movies and a variety of contents and entertainment facilities and services. In addition, the number of movie theaters with the significant market potential is also steadily increasing in the competitive multiplex market environment. For the analysis, we conducted research on 300 adolescents who have experienced using domestic multiplex mobile service within the recent year. This study examined the structural relationship among the multi-dimensional mobile service quality of multiple, enjoyment of use, and online word of mouth intention. Also, it explored the mediating effect of enjoyment of use and the moderating effect of gender in the structural model. As a result, the mobile service quality of multiplex has a significant effect on the online word of mouth intention through the enjoyment of use. However, there was no moderating effect of gender of participating adolescents in the relationships. Based on the analysis of empirical results, this study discussed a series of theocratical and practical implications for the marketing strategies of multiplex in the highly competitive market.