• 제목/요약/키워드: Sense making

검색결과 528건 처리시간 0.03초

이용자 중심 정보서비스와 Sense-making 이론의 적용 (User-centered information service and a n.0, pplication of sense-making theory)

  • 노진구
    • 한국도서관정보학회지
    • /
    • 제28권
    • /
    • pp.447-475
    • /
    • 1998
  • We are seeing a shift of the focus of information service from system-centered(data-centered or intermediary-centered) a n.0, pproach to user-centered a n.0, pproach. Sense-making theory is one of the user- centered a n.0, pproaches. This study focused on user-centered information service paradigm concepts of Dervin's sense-making theory and interpreting sense-making theory in the practical context of library services. The sense-making theory is basically a cognitive a n.0, pproach to information-seeking, in that it recognizes information as something that involves internal cognitive processes. The user of information becomes the focus in this sense-making model. The sense-making theory sees information as subjective, situational, and cognitive. It focuses on understanding information within specific contexts and on understanding how information needs develop and how they are satisfied. It regards the user not as a passive receive of external information but as the center in a active, ongoing process of change. It related to the information needs of users. Dervin's method for studying information needs employs the 'situation-gap-use' metaphor. All information needs stem from a discontinuity or 'gap! in one's knowledge. Dervin believes that information needs can be addressed by understanding the process that each individual goes through in experiencing a gap, in trying to resolve it, and in gaining something (especially new knowledge) from the experience. Sense-making is a process; 'sense' is the product of this process. Sense includes 'knowledge'. However, it includes a host of other subjective factors that reflect an individual's interpretations of a situation including intuitions, opinions, hunches, effective responses, evaluations, questions, etc. For several reasons, however, difficulties are encountered if one attempts a more substantial assessment of the theory. First, it has not yet crystallized into a well-defined theory. Secondly, though the theory has aroused general interest, e.g. within LIS, detailed discussion of its strong and weak points is still lacking. A third source of difficulty is that the basic assumptions of the theory have been explicated metaphorically. If sense-making theory is to be really useful, it needs to be interpreted for library settings. But we have found no attempt to construct an information service based on the theory. Because the research tradition is still relatively young, there are many unanswered questions connected, e.g. with the design of information systems. In any case, e.g. intermediary access systems would be more efficient and effective it their planning could be founded on the user-centered a n.0, pproach.

  • PDF

초등학생의 유머 감각과 창의성, 과학 유머 창의성, 과학 유머 만들기의 교육적 효과에 대한 인식의 관계 (Relationships among Sense of Humor, Creativity, Creativity in Scientific Humor, and Perceptions of Educational Benefits for Making Scientific Humor of Elementary Students)

  • 강훈식
    • 한국초등과학교육학회지:초등과학교육
    • /
    • 제39권4호
    • /
    • pp.465-474
    • /
    • 2020
  • This study investigated the relationships among 'sense of humor', 'creativity', 'creativity in scientific humor', and 'perceptions of educational benefits for making scientific humor' of elementary students. To do this, fifth graders (n=42) at an elementary school and fifth graders (n=38) at gifted science education institutes in Seoul were selected. Tests for 'sense of humor', 'creativity', 'creativity in scientific humor', and 'perceptions of educational benefits for making scientific humor' were then administered. Analysis of the results revealed that all subcategories of 'sense of humor' had significantly positive relationships with all subcategories of 'creativity' except 'openness'. However, all subcategories of 'sense of humor' were not significantly correlated with all subcategories of 'creativity in scientific humor' and 'perception of educational benefits for making scientific humor'. Educational implications of these findings are discussed.

이용자 중심의 시스템 디자인 방법론에 대한 개략 및 이용자 모델 제시 (Incorporating Users into System Design Processes: Overview and a Proposed User Model)

  • 주보령
    • 정보관리학회지
    • /
    • 제22권4호통권58호
    • /
    • pp.23-38
    • /
    • 2005
  • 이용자를 시스템 디자인 과정에 적극적으로 참여하는 것이 유용한 정보 시스템의 디자인을 성공시키는 필수요소이다. 본 논문에서는 이용자 중심의 시스템 디자인에 관한 대표적인 방법론을 조사하고, 그 조사결과에 따라 최적의 이용자 모델을 제안하였다. 최적의 정보시스템을 설계하기 위해 실제 이용자들이 자신들의 정보요구를 만족시키기 위해 어떠한 정보를 필요로 하는지와 그들이 수립하는 일련의 정보전략을 분석하였다. 본 연구에서 사용한 분석기법은 더빈의 Sense-Making 이론에서 사용한 Sense-Making Timeline 인터뷰이다. 특히 이 연구에서 제시된 이용자 모델은 이 연구에서 사용된 소프트웨어가 본래가지고 있던 메뉴 배열순서와는 상이한 절차(timeline)를 보여주고 있다. 궁극적으로 본 연구에서는 장래에 수행되어질 시스템 디자인과 그 평가에 적용시킬 수 있기 위해, 이용자 모델수립에 필요한 개발과정의 단계들을 제시하였다.

소통 이론으로서 Dervin의 의미형성 이론의 비판적 재해석 (A Critical Reinterpretation of Dervin's Sense-Making Theory as Communication Theory)

  • 박성우;홍소람
    • 한국도서관정보학회지
    • /
    • 제53권3호
    • /
    • pp.193-214
    • /
    • 2022
  • 의미형성 이론은 주체의 다양성을 인정하면서도 정보추구 행위에 상당한 설득력을 부여한다. 이는 개인의 내적 영역, 대면, 조직, 매스커뮤니케이션 등의 소통과 관련된 다양한 시·공간적 맥락의 정보추구 현상을 설명하는 이론 및 방법론으로 활용되고 있다. 그러나 이론은 결과적으로 주체 개별의 인식론적 해석으로 귀결된다는 점에서 집단의 정보추구 행위를 설명하기 위한 이론이 될 수 없다. 또한, 이론의 목적은 소통 이론의 관점에서 발신자의 정보를 일방적으로 수용하는 수신자에서 벗어나 스스로 의미를 구성하는 수신자 중심의 소통 이론을 정립하고자 했다. 그러나 Dervin은 수신자의 외부의 정보와 수신자 사이의 관계를 설명하지 않고 객체정보의 존재를 용인한다. Dervin은 Popper(1972)의 세계 개념에 근거해 정보 개념을 수립하였기 때문에, 의미형성 이론의 관찰 대상은 세계3(객관적인 사유내용)이 아니라 세계3에서 발생하는 정보를 세계2(심리적 세계)가 받아들이는 의미형성 과정이다. 이러한 맥락에서 Dervin의 의미형성 이론은 집단 차원에서의 소통 행위를 설명할 수 없다.

운동감의 정량화를 위한 감성 공학적 기법 개발

  • 신동윤;송재복;김용일
    • 대한인간공학회:학술대회논문집
    • /
    • 대한인간공학회 1997년도 추계학술대회논문집
    • /
    • pp.359-365
    • /
    • 1997
  • When grasping a movable object or making an object move, humans feel kinesthetic sense. Kinesthetic sense is the human sense that the human feels in response to the motion acted on the human. The objecive of the paper is tranforming the kinesthetic sense to quantitized data that is useful from the viewpoint of engineering. To provide various motion patterns, 2-dimensional motion generator was built using 2-axis linear motors. Active stiffness and active damping were implemented by means of current control and force feedback techniques. Based on Taguchi method, the most dominant factors to affect kinesthetic sense were investigated. Also, some functions adequate to quantize the kinesthetic sense were found.

  • PDF

Sense-Making in Identity Construction Revisited: Super Tuscan Wines and Invalidated Institutional Constraints

  • Yoo, Taeyoung;Bachmann, Reinhard
    • 한국조리학회지
    • /
    • 제23권6호
    • /
    • pp.143-152
    • /
    • 2017
  • This paper examined seemingly well-working compromises in identity construction, questioning whether the compromises could function only nominally in practice. The literature has paid attention to the conflicts which end up functionally sense-making, through either unilaterally enforced or mutually assimilated compromises. In contrast, this paper's analysis of Super Tuscan wines under the Italian government's quality regulation illustrated that the compromises between wineries and classification systems do not work well and make the classification systems meaningless in the end. This study thus argued that compromises in identity construction do not always result in functionally sense-making outcomes: they could be only nominal. This study suggested that idiosyncratic institutional contexts, such as weak organizational legacy, affect the results of identity construction in functional terms. At last, the theoretical and practical implications both in organization and management of this study were well discussed.

센스메신져 : 움직임 패턴 기반 햅틱 재생 장치 (SenseMessenger : The Haptic Sense Generator based on Motion Recording)

  • 임수현;조현상;장선연;한민수
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.954-960
    • /
    • 2009
  • SenseMessenger(이하 센스메신져)는 3축 가속센서를 이용해 모션을 저장하는 컵과 2개의 모터 조합으로 만들어진 햅틱 재생 장치를 통해 저장된 모션 패턴을 사용자에게 전달하는 컵으로 이루어진 새로운 인터렉션 기법을 제안하기 위한 도구이다. 사용자의 움직임을 디지털 데이터 형식으로 패턴화하여 편심을 이용한 재생 장치를 통해 재생하였을 때, 입력(모션)과 출력(햅틱 자극) 간의 감성적인 상관관계를 입증하고, 이를 이용한 디지털 미디어 컨텐츠를 제안하였다.

  • PDF

운동감의 정량화를 위한 감성공학적 기법 개발에 관한 연구 (A Study on Quantification of Kinesthetic Sense Using Human Sensibility Ergonomics Approach)

  • 신동윤;이세한;송재복;김용일
    • 대한인간공학회지
    • /
    • 제17권1호
    • /
    • pp.11-22
    • /
    • 1998
  • When grasping a movable object or making an object move, humans feel kinesthetic sense. The kinesthetic sense is the human sense that the human feels in response to the motion acted on him. The objective of the paper is to transform the kinesthetic sense associated with the human arm into the quantified data that are useful from the engineering viewpoint. A 2-dimensional motion generator composed of two linear motors was developed to provide various motion patterns. It can change its stiffness and damping values on the real-time basis by properly regulating the force generated by the linear motors. Based on Taguchi method, the most dominant factors to affect the kinesthetic sense were investigated. Also, a reference function adequate to quantify the kinesthetic sense was found. Based on this function, the effects of changes in stiffness and damping on the kinesthetic sense were investigated. Various tests show that the damping is a more dominant factor than the stiffness in forming the kinesthetic sense.

  • PDF

미아리고개공원 설계 (Design of Miarigogae-park)

  • 김도경
    • 한국조경학회지
    • /
    • 제27권4호
    • /
    • pp.101-107
    • /
    • 1999
  • In 1994, Songbuk-gu Office of Seoul held a design competition for Miarigogae-Park, Miarigogae has a special sense of place. It was a place where bararians had crossed the boundary to this country during the Manchu war of 1636. It was a public cemetery where only Koreans had been buried under the rule of Japanese imperialism. It was a place where national patriots had been kidnapped to the North during the Korean War. It's sorrows have been sung in the name of song-'Danjangeui-Miarigogae'(one of the most popular song in Korea). It's sense of place has been kept in every Korean people's mind in the form on 'non-physical image'. Even though, the site itself was a small space - only 1000㎡, the meaning of park-making was very significant. It meant that it would create a physical 'setting' to express the sense of place which has been existed only in our mind as a form of 'non-physical image'. In the winning scheme proposed by the author, the sense of place of Miarigogae was expressed in the form of 'castle walls' which could be easily come into everyone's mind as an image of war. The scope of work also included a crossing bridge and symbolic features. It was meaningful that a landscape architect won the competition including on those items which were not usually handled in pure landscape architectural offices. The purpose of this paper was to articulate the concept of the winning entry in detail and to describe how the concept actualized in reality.

  • PDF