• Title/Summary/Keyword: Play Rights

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Children's Perception about Rest and Naps in Early Child Care and Education Centers Based on the View of Respecting Children's Rights (아동권리 존중 측면에서 본 휴식 및 낮잠에 대한 유아들의 인식)

  • Lee, Soon Hee;Suh, Young Sook
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.335-355
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    • 2013
  • The purpose of this study was to investigate children's recognition and needs about rest and naps at child care education centers, in the view of respecting children's rights. The participants were 40 children(20 4 year olds and 20 5 year olds), attending B Public Child Care Education Center in Seoul. The research methods were accomplished by participant observation in project activities and interviews with semi-structured questions. The collections of this process which were recorded document materials and video materials were analyzed by transcribed method. The results of this study were as follows: First, the meaning of the children's recognized rest showed time for family together, time for fun play, time required when they were very stressful and angry, and time for eating delicious meals. Second, children recognized that nap time in the child care center was time for a forced nap, time for listening to quiet music, and time for feeling good after a nap. Third, as for the needs to take a rest and a nap for children, they wanted to rest when they came together at full day class after their friends had returned home, they wanted a special area except the classroom, and they wanted to be cared for by familiar adults. Based on these results of the study, future research directions were proposed in terms of respecting children's rights of enjoying a rest and a nap.

An Analysis of the Operation of the WTO Dispute Settlement System for the first four and a half years (WTO 분쟁해결제도(紛爭解決制度)의 운영사례분석(運營事例分析))

  • Park, No-Hyoung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.13
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    • pp.699-733
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    • 2000
  • This article analyzes the state-of-play of WTO dispute settlement for first four and a half years. Remarkable points found on this analysis are as follows: First, the Quad consisting of the United States, the European Community (EC), Canada and Japan has participated in the WTO dispute settlement mechanism more frequently than any other WTO member. Second, among developing country members some leading countries such as Korea, Brazil and India have relied actively upon the mechanism to claim and defend their rights and obligations under the WTO rules. Third, bilateral dispute settlements generally have been preferred to multilateral dispute settlements by the panel or Appellate Body. Fourth, observation of the Appellate Body proceedings well shows WTO members' strategy to use every process available to them. Fifth, the provisions of GATT 1994 have been most frequently invoked by the members. GATS and TRIPS Agreement disputes are mainly involved in developed countries, in particular the U.S. and the EC. Sixth, very high winning ratio in the panel and Appellate Body process indicates that complaining parties review the possibility to get favorable rulings even before referring to the Dispute Settlement Body (DSB) and prepare for the case very thoroughly. Seventh, roughly speaking, disputes were settled within two or three years. Therefore, seeking bilateral dispute settlement can be more advantageous to a complaining party than referring to a panel or an arbitrator because of low costs and short time period in dispute settlement. Finally, the DSB approved retaliatory actions for winning complaining parties against the defending parties who had rejected implementation of its rulings and recommendations. In conclusion, it can be said that the WTO dispute settlement mechanism has been operated very successfully for the first four and a half years. It is hoped that continued study on state-of-play of WTO dispute settlement mechanism will be contributory to improved national interest of Korea.

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Design of A Generic and Scalable DRM Scheme using HC-256 Stream Cipher (HC-256 스트림 암호화를 이용한 범용성 및 확장성을 가진 DRM 기법 설계)

  • Park, Jun-Cheol
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.9B
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    • pp.923-930
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    • 2009
  • Digital Rights Management(DRM) is a term that refers technologies for imposing limitations on the use of digital content for protecting media copyright holders. This paper proposes a generic scheme for digital media copy protection that can be applied to any digital media such as audio, video, etc. The scheme will make it very hard to play a copied content on a foreign platform and to guess secret content encryption keys. Unlike other DRM techniques, the scheme uses the stream cipher HC-256 only for encrypting media content and it allows a client to start content playback immediately following its streamed decryption. As to the encryption, it requires to generate several secret keys for each new client(player copy), rather than for each media content, which makes it scalable in terms of managed keys. Also, for simplicity, the scheme supports the popular unlimited-play-after-download policy only, which would eliminate the necessity for deploying separate server or process for licensing.

Implementation of an Android MIDI Player that Supports DRM for Musical Instrument Practice (DRM을 지원하는 악기 연습용 안드로이드 MIDI 재생기 구현)

  • Kim, Daseul;Kim, Seungha;Ko, Eunbyul;Ahn, Hyeyeong;Lee, Jongwoo
    • KIISE Transactions on Computing Practices
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    • v.21 no.4
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    • pp.275-282
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    • 2015
  • The Musical Instrument Digital Interface (MIDI) file format is a typical format for dynamic music that can be used not only for playing, but also for supporting dynamic music activity, such as musical instrument practice. However, almost all of the existing MIDI applications focus only on the playing features. In this paper, therefore, we implement a MIDI file play application that supports various dynamic features such as part-play repeating certain sections that the user wants, tone and speed control while playing a MIDI file, downloading MIDI files from a server, and lastly Digital Rights Management (DRM). By supporting these features, we are confident that our MIDI application will help users who wish to practice musical instruments to do so conveniently, while effectively protecting the copyright of their purchased MIDI files.

Characteristics of Chinese Cultural Industry Shown in an IP Martial Arts Stage Play 'Seongeomgihyeopjeon' (IP무술무대극 선검기협전(仙剑奇侠传)에 나타난 중국문화산업의 특징)

  • Jiao, Shan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.31-45
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    • 2020
  • The objective of this study was to understand the characteristics of Chinese cultural industry shown in the analysis of a successful IP martial arts stage play 'Seongeomg ihyeopjeon' that applied martial arts as Chinese traditional culture. The cultural industry of Chin a has modified the relevant legislation since China's reform and opening up in 1979, and the term 'intellectual property rights(IP)' was used in the Chinese laws for the first time in 2008. Thus, transcending the instrumental scope for maintaining the regime in the past, the culture was regarded as an economic profit industry and a representative industry for strengthening the soft power of traditional culture. The results of analysis on the stage play are as follows. First, the Chinese cultural industry has been developed by support policies for strengthening the soft power of Chinese-characteristic traditional culture and overseas expansion through the state-led modification of relevant legislation. Second, the Chinese cultural industry is including its unique traditional cultural factors, and the succe ssful marke ting results could be obtained only when the high awareness and many fans are secured. Third, for the inflow of audiences through the work advertising, it would be preferentially needed to analyze various opinions of fans through active SNS communications with them instead of the existing advertising such as TV, radio, and newspaper, and also to reflect the national cultural industry policies and producers' opinions.

A Study on the Analysis, and Improvement of Fire Investigation Related to Product Liability Law (제조물 책임법에 따른 화재조사의 실태분석 및 개선방안에 관한 연구)

  • Ko, Gi-Bong;Lee, Si-Young
    • Fire Science and Engineering
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    • v.24 no.6
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    • pp.112-119
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    • 2010
  • In this research paper, the analysis, and improvement, of conditions of fire investigation related to products were derived. The results of the research showed that the main entity that plays the role of coordinator on the scene of fire investigation is unclear, systematic devices to protect the rights and interests of fire victims are inadequate, there are limitations in deriving the cause of fire due to the lack of fire appraisal organizations in fire departments, and the product companies are passive in their initial actions. As for improvement measures, it was found that the adoption of the system in which fire departments can play the role of mediator on the scene of fire investigation, the establishment and operation of fire appraisal organizations and research institutes in fire departments, and the establishment of network between fire departments and product companies are needed.

A Retailer's Social Responsibility for Product Scandals : Korea vs Japan

  • Cho, Young-Sang;Kwak, Young-Arm
    • Journal of Distribution Science
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    • v.16 no.7
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    • pp.25-33
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    • 2018
  • Purpose - This research is to examine how different Korean retailers are from Japanese ones, in terms of taking a social responsibility for product scandals. Through a comparative analysis, the authors will provide some implications for retailers in Korea. Research design, data, and methodology - Based on the existing literature studied how retailers as well as manufacturers responded to food poisoning and product scandals, the authors compared Korea with Japan, in terms of taking a social responsibility. Results - As soon as food safety scandals occurred in Japan, a local government quickly ordered Snow Brand to recall and stop producing problematic milk products. In addition, retailers have stopped displaying them on their store shelves to minimize the number of victims. By stopping selling them, Japanese retailers took a social responsibility for product scandals. Conclusions - The authors found that retailers play a very important role in protecting customer rights. Moreover, customers have become more and more aware of the roles of retailers taking a social responsibility for social issues. The research proposes that a government has to develop the laws to protect customers from food poisoning and product safety issues effectively and that boycott campaigns should be legally protected by a government and promoted by customers.

Effects of Family Environment and Parental Neglect on Adolescent's Contact with Harmful Environments (가정환경 및 부모의 방임이 청소년의 유해환경 접촉에 미치는 영향)

  • Cho, Yoon-Ju
    • Journal of the Korean Home Economics Association
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    • v.50 no.5
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    • pp.115-124
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    • 2012
  • The purpose of this study was to investigate the mediating effects of parental neglect on the relationship between family environment, such as economic status and harmony of family and contact with harmful environments. The data came from the 2009 Korean Survey on the Rights of Youth (N = 6,601). The data was analyzed using Structural Equation Modeling by means of SPSS 17.0 and AMOS 7.0. Bootstrap method used to test significant mediating effects. We found that family environment influences an adolescent's contact with harmful environments through parental neglect, showing that family environment has both indirect and direct effects. The results suggested that a family with low socio-economic status and more stress than harmony engenders a negative effect on the behavior of parents providing care and affection. This neglect influences the adolescent's contact with harmful environments such as harmful media and facilities. It must be acknowledged that parental care and suitable affection play a minimal role in adolescent's contact with harmful environments.

A Practical Application of "Writing" Hypertext Literature in the English Education of the Elementary School

  • Oh, Sei-Chan
    • English Language & Literature Teaching
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    • v.11 no.2
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    • pp.19-34
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    • 2005
  • Hypertext raises question to general assumptions about our conventional conceptions of education. In this essay, three kinds of learning-models are presented by the application of "writing" hypertext literature to the English education of the elementary school. These models, which I call the "scene-centered" system, give knowledge to learners in non-linear, non-sequential structure. The term "scene" is a single concept or idea composed of a single sub-text, which is to be made by the group of students. This system is focused on the collaborative composition of students. Students, by generating sub-texts and connecting texts, perform the educational activities to expand the source text. The "scene-centered" system is, to put it into a Barte's term, a "writerly text." But in order to "write," "reading" should be accompanied. So, this system is a learning model in which writing and reading are carried on simultaneously. In all the process, students play a role of multi-user, with three access rights: read, write, and annotate. So, students making use of hypertext systems will act as reader-authors. And teachers will take the new role in collaborative writing environment. No longer the central authoritarian evaluator, they will become consultants, co-writers, coaches of their students.

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The Value Formation of Digital Image by Users' Interaction in Online Games (온라인게임에서 사용자 인터랙션에 의한 디지털 이미지의 가치 형성에 관한 연구)

  • Yoo Wang-Yun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.17-24
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    • 2006
  • Online games take place by the interactions among users and their contents change endlessly with their organic characteristics. Especially, digital images that make a great impact on game play such as characters or items form their own value beyond the establishment scope of their designer even outside of the game world. The users who pay fees for using them establish the concept of possession for the images and information designed in the games. Then, business transactions are formed among them who are in agreement with their values and their possession rights can be changed. In this way, digital images in the online games form new values by the interaction among other users or game systems. Meanwhile, the more the interaction and a sense of solidarity in the community increase, the higher their value becomes.

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