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Mirrors that Illuminate Culture: Koreans' Cultural Orientation Reflected in Pop Music Preferences (문화를 비추는 거울: 대중음악 선호에 반영된 한국인의 문화성향을 중심으로)

  • Lee, Inyeong;Park, Hyekyung
    • Korean Journal of Culture and Social Issue
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    • v.26 no.3
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    • pp.221-257
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    • 2020
  • This study examined whether popular music lyrics, the new research topic, reflect changes in Koreans' cultural orientation and whether individuals' cultural orientation is related to the genre of popular music that they prefer. In Study 1, we content analyzed popular music lyrics from 1980 to 2018 to see if Koreans' cultural orientations changed over time. The analysis showed that as the release dates approached the 2010s, the lyrics expressed the ideal attitudes of individualist cultures more frequently than those of collectivist cultures; this suggests that Koreans have gradually become more individualistic over time. In Study 2, we examined the relationships between individuals' cultural orientations, preferences for various genres of popular music, and functions of music. The analysis showed that people with more collectivistic attitudes tended to prefer mid- and low-arousal music, such as Ballads and Rap/Hiphop, while those with less collectivistic attitudes preferred high-arousal music, such as Rock/Metal. This result is partly consistent with the hypothesis that collectivistic people would prefer lower to higher arousal music. In addition, our analysis showed the strongest positive relationship between collectivism and the social function of music; this result can be interpreted as indicating that collectivistic people use music to maintain good interpersonal relationships. This paper concludes by discussing the implications of these findings, the limitations of this study, and directions for further research.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

An Analysis of Factors Affecting the Life Satisfaction of School Students in Covid-19 : Focusing on School, Home, Daily Stress (코로나19 상황에서 초·중·고 학생의 삶의 만족도에 영향을 미치는 요인 분석 : 학교생활, 가정생활, 일상적 스트레스를 중심으로)

  • Lee, Ki-Eon;Choi, Sung-Kwang
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.171-182
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    • 2021
  • This study analyzed the factors influencing the satisfaction of school students in Covid-19. The subjects of the study were surveyed in all 5th-6th grade of elementary school students, 1st-3rd grade of middle school, and 1st and 2nd grade of high school students in G metropolitan city. A total of 13,672 students participated in the survey, of which 13,613 were used for final data analysis. A hierarchical regression analysis of factors affecting students' life satisfaction showed that 22.2% of school life factors, 4.7% of home life factors, and 10.7% of daily stressors. The most influential factor in Covid-19 was home life satisfaction. Next was appearance stress for elementary school students and academic stress for middle and high school students. This can be seen as a result of Covid-19, which increased non-face-to-face classes and increased time for students to spend at home, which led to a greater impact on students' satisfaction in life. Nevertheless, middle and high school students can still see that academic stress has a significant impact on life satisfaction. Through this, it is necessary to support students to facilitate relationships, communication, studies, and leisure at home in the context of Corona 19. Especially, various educational policies must be accompanied so that the educational gap due to non-face-to-face classes does not deepen depending on the family environment.

A Study on Creative Music Drama Teaching Plans for Pre-service Early Childhood Teachers using Piano Ensemble - Focusing on 'Peter & The Wolf' - (피아노앙상블을 활용한 예비유아교사의 창의적 음악극 지도 방안 - 피터와 늑대를 중심으로 -)

  • Park, Joo-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.117-129
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    • 2021
  • Nowadays, the trend of early childhood education has focused on finding educational activities to enhance quality of learning with integrative, learner-centered experience by combining each subject and domain. Pre-service early childhood teacher's music drama activity is a sort of integrated education including literature, instrumental music, play, art and movement that are included in the culture and art for preschoolers to help them understand role and value of the art and directly influence personality and creativity and motive to arouse interest in various learning directly. It's expected to see that development of creative teaching plan for the music drama using piano ensemble could support basic research in integrated educational activity in the teacher training course and also, activate the music drama activity. Research findings and suggestion are as follows. First, the music drama activities are systematically and step-by-step implemented according to the audience according to the cooperative learning and creative plans of pre-service early childhood teachers. Second, if understanding characteristics of casts in the music drama and assigning their roles efficiently, it enhances approach of pre-service early childhood teacher music drama activity and activate it. Third, making music in music drama activities can be composed and arranged to suit the musical literacy and level of pre-service early childhood teacher. Fourth, pre-service early childhood teachers could have integrated experience and evaluation efficiently in the short term to use as reference for the teaching plan and data for the music drama.

A Real-time Correction of the Underestimation Noise for GK2A Daily NDVI (GK2A 일단위 NDVI의 과소추정 노이즈 실시간 보정)

  • Lee, Soo-Jin;Youn, Youjeong;Sohn, Eunha;Kim, Mija;Lee, Yangwon
    • Korean Journal of Remote Sensing
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    • v.38 no.6_1
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    • pp.1301-1314
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    • 2022
  • Normalized Difference Vegetation Index (NDVI) is utilized as an indicator to represent the vegetation condition on the land surface in various applications such as land cover, crop yield, agricultural drought, soil moisture, and forest disaster. However, satellite optical sensors for visible and infrared rays cannot see through the clouds, so the NDVI of the cloud pixel is not a valid value for the land surface. This study proposed a real-time correction of the underestimation noise for GEO-KOMPSAT-2A (GK2A) daily NDVI and made sure its feasibility through the quantitative comparisons with Moderate Resolution Imaging Spectroradiometer (MODIS) NDVI and the qualitative interpretation of time-series changes. The underestimation noise was effectively corrected by the procedures such as the time-series correction considering vegetation phenology, the outlier removal using long-term climatology, and the gap filling using rigorous statistical methods. The correlation with MODIS NDVI was higher, and the difference was lower, showing a 32.7% improvement compared to the original NDVI product. The proposed method has an extensibility for use in other satellite products with some modification.

Double mediation effects of cognitive emotion regulation strategy and conflict resolution strategy on the association between rejection sensitivity and dating relationship satisfaction (거부민감성과 이성관계 만족의 관계에서 인지적 정서조절과 갈등해결전략의 이중매개 효과)

  • Koh, Eun Young;Kim, Mikyung
    • Korean Journal of School Psychology
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    • v.17 no.2
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    • pp.181-198
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    • 2020
  • This study examined how the rejection sensitivity model might be applied to the link between rejection sensitivity and dating relationship satisfaction by means of investigating the mediating effect of cognitive emotion regulation strategy and conflict resolution strategy. A total of 668 college students in Seoul (232 males, 436 females, mean age of 21.59 years [SD=2.08]) participated in this study. The results illustrated that the adaptive emotion regulation strategy, among cognitive emotion regulation strategies, and the integration and compromise strategies, among conflict resolution strategies, had the double mediation effect on the association between rejection sensitivity and dating relationship satisfaction. In other words, a direct negative correlation between rejection sensitivity and dating relationship satisfation resulted in high rejection sensitivity, which was expected to generate low satisfaction in dating relationships. However, it was confirmed that the use of these two strategies-the cognitive emotion regulation and the conflict resolution strategy-could bring positive effects in terms of the dating relationship satisfaction; the former helped couples to see situations more broadly and increase positive perceptions, while the latter solve their problems each other. Based on these findings, we discuss their implications for counseling practice and therapeutic interventions

Legal regulations on telemedicine and their problems (원격의료에 대한 법적 규제와 그 문제점)

  • Hyun, Doo-youn
    • The Korean Society of Law and Medicine
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    • v.23 no.1
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    • pp.3-33
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    • 2022
  • In relation to telemedicine in Korea's medical law, there are Articles 17, 17-2, and 34 of the Medical Act. Since 'direct examination' in Articles 17 and 17-2 of the Medical Act can be interpreted as 'self-examination' rather than 'face-to-face examination', it is difficult to see the above regulation as a regulation prohibiting telemedicine. Prohibiting telemedicine only with the concept of medical examination or the 'principle of face-to-face treatment' is against the principle of "nulla poena sine lege"(the principle of legality). However, in order to qualify as 'examination', it must be faithful enough to replace face-to-face examination, so issuing a medical certificate or prescription after a poor examination over the phone is considered a violation of the Medical Act. In that respect, the above regulation can be said to be a regulation that indirectly limits telemedicine. On the other hand, most lawyers interpret that telemedicine between medical personnel and patients is completely prohibited based on Article 34, and the Supreme Court recently ruled that such telemedicine is not permitted even if there is a patient's request. However, this interpretation is not only far from the legislative intention at the time when telemedicine regulations were introduced into the Medical Act of 2002, but also does not match the needs of reality or the legislative trend of foreign countries. The reason is that telemedicine regulations are erroneously legislated. The premise of the legislation is wrong, and there are considerable problems in the form and content of the legislation. As a result, contrary to the original legislative intent, telemedicine was completely banned. In foreign countries, it is difficult to find cases where telemedicine is completely banned and criminal punishment is imposed for it. In order to fundamentally solve the problem of telemedicine, Article 34 of the Medical Act needs to be deleted.

Caring of Family of Persons with Mental Disabilities who uses the Psychiartric Rehabilitation Facility - Using the Photovoice Methodology (정신재활시설을 이용하는 정신장애인 가족의 돌봄 경험 - 포토보이스방법론을 적용하여)

  • Ryu, Se-Na;Jo, Hyun-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.547-559
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    • 2022
  • This study is a qualitative study to explore caring of a mentally disabled family using mental rehabilitation facilities. As a result of the analysis, the life of a mentally disabled family appeared in 6 topics and 12 sub-themes. Life before the outbreak was warm and comfortable like an electric stove, and a frustrating and difficult life like a parrot in a cage due to family conflicts. The feeling of looking at the child who is starting to develop symptoms is fear and hopelessness that is hard to see ahead, and a sense of guilt for a child trapped in a disease before blooming his life. Forced hospitalization, and my feelings were torn apart, and my thoughts were confused by opaque recovery and worries about future life. The experience I felt as the disease lasted for a long time and hospitalized and discharged repeatedly feared that the mental illness of the family would be known to the people around me, and found that they struggled to cope with repeated recurrence and worsening symptoms. While using mental rehabilitation facilities, the changed life was comforted in a comfortable shelter, and turned out that there was hope for the future and that there was room to smile. The life expected in the future and the theme of hope turned out to be grateful for small changes and determined to be a warm fence for recovery.

Early Virtual Studio Use Case Study: Focusing on domestic election broadcasting in the mid-1990s (초기 가상스튜디오 활용 사례 연구: 1990년대 중반 국내 선거방송을 중심으로)

  • Nah, So-Mi
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.53-62
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    • 2022
  • The election broadcast began utilizing virtual studios in the mid-1990s. In 1996, SBS's virtual studio was evaluated as an innovation in Korean broadcasting technology that introduced the world's first virtual studio. However, there have been cases where KBS and MBC named it a virtual studio and used it for election broadcasting. Various CG (Computer Graphics) case studies of election broadcasting have been conducted since the 2000s, but the initial research is inadequate. Therefore, this paper complements existing research by analyzing the cases of the mid-1990s when they actually started using virtual studios. Beginning with SMOCKEY (KBS) and MAGICII (MBC) in 1995, we presented the initial model of the virtual studio, and then with SBS Virtual Studio, each broadcasting company evolved into the names Dream Studio (KBS) and Space 21 Studio (MBC). As a result of the analysis, it was found that the election broadcast is a chart showing the data and the winning prediction, and that the election broadcast was the trigger to compose the story based on the introduction of the virtual studio. It is a form of historical research dealing with the value of the early virtual studios in this paper. It is meaningful to see the process of Remediation.

An Efficient and Transparent Blockchain-based Electronic Voting and Survey System (효율성과 투명성을 확보한 블록체인 기반 전자투표 및 설문조사 시스템)

  • Kim, HyeonA;Na, YeonJu;Lee, JaeYun;Jeong, YuRi;Kim, Hyung-Jong
    • Journal of the Korea Society for Simulation
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    • v.30 no.4
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    • pp.9-19
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    • 2021
  • Electronic voting has been recognized as an alternative to complement the limitations of existing paper voting. At the same time, security concerns are being raised. This paper presents a blockchain-based electronic voting and survey system that can guarantee reliability. Our smart contract was created using Solidity on Ethereum which is a blockchain-based distributed computing platform, and the system was implemented in connection with the Javascript based user interface. In addition, in order to protect the personal information of participants, the system is generating hash of the personal data and storing the hash of users for the contract data. Since we exploited different kinds of languages for the system, we derived items of functionality testing and presented the functionality testing result. Moreover, we made use of the Chrome's performance evaluation functionality to see the response time of the blockchain-based system. In addition, we compared the performance with the system which has the same functionality on database. The contribution of this research is design and implementation of blockchain-based electronic voting system and presentation of the functionality and performance simulation result.