• Title/Summary/Keyword: e-문화

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Instructional Innovation Using e-PBL (e-PBL을 적용한 수업혁신)

  • Kwon, Hyuk-il
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.241-249
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    • 2022
  • This study intended to explore the instructional effects of e-PBL which means an expansion of availability of PBL using technology. To achieve the goal of this study, a major selective subject was redesigned systematically so that e-PBL activities could be implemented for 4-weeks during the entire semester. Participants' reactions to the e-PBL experience during the experiment period were collected and analyzed. Results of analysis showed that participants could overcome the difficulties and frustrations at an early stage, adapted and assimilated to the e-PBL based instructional environment progressively, and satisfied at the e-PBL activity experiences in overall. They participated in solving the authentic problems with ownership and could solve them effectively and efficiently through frequent communication and collaboration with teammates. Results of this study showed the possibility of instructional innovation of a teacher development institute through e-PBL. Follow-up studies which extend the analyses of the effects of e-PBL based on this study are necessary to additionally verify the effects of e-PBL.

비타민 E 섬유가 인체생리 반응에 미치는 영향

  • Lim, Sun;Jeong, Myeong-Hui
    • Proceedings of the Costume Culture Conference
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    • 2004.04a
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    • pp.87-88
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    • 2004
  • 본 연구는 피부의 노화방지 및 미백 효과에 탁월한 비타민 E를 섬유에 부착시켜 인체에 미치는 생리적 반응을 보기 위하여 온열감, 습윤감, 쾌적감의 주관적 감각평가와 심박수, 피부온, 의복내 온도 및 습도를 측정하였다. 연구방법 및 결과는 다음과 같다. 실험은 온도 30±1℃, 상대습도 50±15%, 기류 0.2m/s 이하로 설정된 인공기수실에서 실시하였다. 피험자는 평균연령 21세의 건강한 성인여자 5명으로, 체중, 신장 및 체표면적의 평균치는 52.2㎏, 161.2cm 및 155㎡이다. (중략)

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e-business의 할인의류 구매 관련 소비자 특성에 따른 소비자 태도 연구

  • 신상무;김태동
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.55-58
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    • 2003
  • 21세기 국제화 시대라고 불리는 현 사회는 다양한 기술 산업의 발달로 인하여 정보통신 기술의 시대로 접어든지 오래 되었고 소비자의 구매 방식 또한 많은 변화가 있었다. 소비자들은 이제 전자상거래(e-business)라는 방식으로 소비자 개개인의 니드(need)에 맞는 다양한 제품을 검색하고 주문하는 글로벌 마켓을 형성하고 있다. 시장 및 경쟁의 세계화와 고객 요구의 다변화로 대변되는 21세기 경영환경 하에서 대부분의 의류/패션업체들은 경쟁력의 우위를 점하기 위해 on-line사업으로 뛰어든지 이미 오래다. (중략)

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A Study on Classification of Koran Traditional Patterns Based on Their Types (한국전통문양의 유형에 따른 분류에 관한 연구)

  • 장수경
    • The Research Journal of the Costume Culture
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    • v.2 no.2
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    • pp.283-295
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    • 1994
  • A systematic classification of Korean traditional patterns has been made according to their objects and presenting methods. The classification is represented with 3 levels of categories. First, the superordinate category is composed of 7 groups of patterns, i.e. Naturals, Animals, Plants, Artifacts, Geometric, Composites, and Others. Second, the basic category is composed of motifs in each group. Third, the subordinate category is composed of 3 types, i.e. realistic, stylized, abstracted, according to the degree of simplification. As this classification is a method for organizing informations in Korean traditional patterns in a systematic way, it can offer a useful basis for computerization of the patterns.

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Modeling study on repeat purchase intention on silk products based on the electronic commercial platform

  • Shi, Rui;Li, Gaihang;Liu, Guolian
    • The Research Journal of the Costume Culture
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    • v.20 no.6
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    • pp.937-941
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    • 2012
  • Based on the literature on customer's repeat purchase intention, customer's repeat purchase intention was explored, customer's repeat purchase intention has been a crucial factor influencing consumer behaviors, In this research, the development of models on repeat purchase intention repurchase was indicated. Based on the electronic commerce platform, we focus on the customer's repeat purchase intention on silk products, This paper mainly explores the e-commerce purchase frequency (EPF), customer perceived value (CPV), perceived risk of e-commerce (EPR), and customer satisfaction (CS). The influence of the four factors on repeat purchase intention (RPI) is investigated. In the results, we found that CPV and CS have positive correlations with repeat purchase intention, The EPR has a negative correlation with RPI and has no significant influence on RPI. The result can provide meaningful suggestions for silk product retailers.

A Study on E-Learning System of Korean Traditional Dance for Transmission and Dissemination (한국 전통춤의 전승 및 보급을 위한 이러닝 시스템에 관한 연구)

  • Lee, Jongwook;Lee, Ji-Hyun
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.5-11
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    • 2017
  • Korean traditional dance has cultural value and is human's cultural heritage. But they are in danger which is caused by lack of bearers and public interest. E-Learning of traditional dance using network technology and digital media can be a solution to extinction problem. The aim of this study is to propose the E-Learning courses and systems for learning traditional dance. E-Learning systems were evaluated in accordance with the HCI (Human Computer Interaction) user evaluation. This study contribute to overcoming distance constraints by offering synchronous E-Learning education system of traditional dance as intangible cultural heritage through new media experience.

Research on tourism intention of esports event spectators based on value-attitude-behavior hierarchy: Focused on Chinese spectators (가치-태도-행동 체계를 적용한 e스포츠 경기 관람객의 관광행동의도에 관한 연구: 중국 관람객을 대상으로)

  • Zhang, Xinyue;yoo, Changsok
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.89-98
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    • 2021
  • This study investigated the link between esports spectators and their tourism intention using value-attitude-behaviour hierachy(VAB) and co-branding. We've conducted a survey on Chinese who had a direct spectator experience on esports. Using a total of 311 samples, this study found that the link between the attitude of esports shows a positive effect on the tourism intention of the venue. Also, esports attributes have a positive relationship with the attitude of the venue.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

The effects of e-learning characteristics on e-learner's scholastic performance (이러닝 특성이 학습자의 학업성과에 미치는 영향에 관한 연구)

  • Lee, Heon-Chul;Goo, Bon-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.5
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    • pp.201-209
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    • 2009
  • RThe main object of this study is to stipulate the relation between e-learning characteristics and e-learner's scholastic performance through the integrated study model of perspective of educational technology and information technology. Using e-learning system quality, e-learning contents characteristics and interaction as independent variable, e-learner's scholastic performance as dependent variable and learning motivation as mediator, this study has examined the relationship among these variables. Two hundreds and twelve undergraduates in cyber university participated in the survey and filled out questionnaires related to this study. The main results are as followed. First, content's quality, technical quality and the support of school affairs have a significant effect on the e-learner's scholastic performance. Second, Learning motivation plays a partial mediating role in the relationship between e-learning characteristics and e-learner's scholastic performance. The meaningful implication of this study is that to improve e-learner's scholastic performance, we have to offer e-learners more customized various learning plans, learning contents and interaction between e-learners and e-learning systems.

학술포럼-디지털인쇄

  • Korean Printers Association
    • 프린팅코리아
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    • s.2
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    • pp.84-89
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    • 2002
  • 한국출판문화학회(회장 전영표) 제12회 학술포럼과 임시총회가 6월 20일 오후 2시부터 6시까지 서울 마포구 마포동에 있는 한국학전문서점에서 개최됐다. '출판 잡지 인쇄문화의 현상학적 연구'라는 대주제로 열린 이날 포럼에서는 3부로 나누어 진행되었으며 그라데이션 커브 변화에 따른 CTP화상 재현연구(오세웅, 신구대교수), 디지털인쇄의 현황과 미래(이종찬, 신구대교수), 일본의 출판잡지 통계분석(전영표, 신구대학교수), e북과 한국출판계의 전망(이기성, 계원조형예술대학교수)등의 연구 논문이 발표됐다. 다음은 이날 발표된 '디지털인쇄의 현황과 미래인쇄'와 'eBOOK과 한국출판계의 전망'을 소개한다.

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