• Title/Summary/Keyword: experience contents

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Food Waste Management Practices and Influencing Factors at Elementary School Food Services (서울지역 초등학교 급식에서의 음식물쓰레기 관리 실태와 영향 요인)

  • Kim, Seoung-Hee;Kwak, Tong-Kyung;Choi, Eun-Hui;Lee, Kyung-Eun
    • Korean Journal of Community Nutrition
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    • v.12 no.6
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    • pp.815-825
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    • 2007
  • The study was designed to investigate food waste management practices and to identify factors affecting food waste generation at school food services. A total of 202 dietitians employed at elementary schools participated in the survey. The mean food waste weight per school was 77.54 kg, forty percent of the schools generated food waste of $50{\sim}100kg$ every day and 53% generated plate waste less than 50 kg. Three quarters of the dietitians perceived plate waste as a major component of the food waste and vegetable dishes were a major source of the plate waste. Half of the dietitians used a food waste pick-up service for waste disposal, which was the most preferred waste disposal method. Approximately 90% of the dietitians conducted education on plate waste reduction for students but their perceptions on the effectiveness of the education was inconsistent. The contents were environmental issues (70.3%) and unbalanced food choice (56.7%). According to factor analysis based on performance score, solid waste management practices were grouped into 'information collecting and education', 'supervision of production process', 'cooperation with related groups', and 'control over production planning'. Practices appertaining to 'cooperation with related groups', 'information collecting and education' factor need to be improved. Dietitians should pay attention to 'recycle and reuse of left over' practice. Waste generation differed significantly by dietitians' ages and working experience. In order to reduce plate waste, more effective education materials and methods need to be developed and support from principals, teachers, and parents is necessary.

Spectator Evaluation Process for Animation : Focusing on Netizen Grades and Review Bulletin Board (애니메이션 속성이 관람 후 평가에 미치는 영향 : 네티즌 평점.리뷰 게시판을 중심으로)

  • So, Yo-Hwan
    • Cartoon and Animation Studies
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    • s.13
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    • pp.115-131
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    • 2008
  • This research analyzed whether some loading persons influence at process that spectator sees and evaluates animation for theater. Research target did netizen grades and review bulletin board and mentioned estimation contents after inspection and sorted virtue research by attribute practical attribute and emotional attribute to foundation to measure assessment of consumption form. As research result, that story, character, directing, background art, background music, actor dubbing, special effect, publisher etc. are review variableness in practical attribute by appeared emotional enemy in attribute review variableness of fun, emotion, satisfaction, fascinating, fantasy, excitement etc. be appear. Specialty, showed positive correlation that do individually is between two attributes, and predicted that relation between two attributes Influences in animation estimation after inspection. Conclusively, animation spectator emotional enemy about specific practical Intensive experience analysis that evaluate whole work by intermediation process possible.

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A Study for Technological Environment Change for the UHDTV Image Quality Improvement (UHDTV 화질개선을 위한 기술 환경변화에 대한 연구)

  • Kang, Wonyoung;Lee, Minwoo;Han, Sukyoung;Choi, Sungjin;Oh, JaiPil
    • Journal of Satellite, Information and Communications
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    • v.10 no.4
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    • pp.64-70
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    • 2015
  • It has been 3 years since the TV broadcasting industry migrated to the UHDTV broadcasting service. Theoretically UHDTV picture quality is four times better than HDTV. UHDTV broadcast has been put to practical use by domestic broadcasters, excluding public broadcasters. The resolution of UHDTV does not correspond to the standard UHDTV values, the viewer have no choice but to watch existing contents on UHDTV. Therefore this paper analyses the current broadcast technology level for the image quality improvement, and to investigate the bandwidth of UHD broadcasts. In this paper we have studied current condition of HDMI interface technology and suggesting Super MHL interface technology capable of performing a successful establishment of the new broadcasting platform in future 8K UHD broadcasts alternatively. In order to improve the UHD broadcasting, we are expecting the development change of UHD broadcasting service user experience.

A Study on Dewey's Experientialism on Mathematics Education (Dewey의 경험주의 수학교육론 연구)

  • Woo Jeong Ho;Kang Heung Kyu
    • Journal of Educational Research in Mathematics
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    • v.15 no.2
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    • pp.107-130
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    • 2005
  • The aims of this study are to identify Dewey's theory on mathematics education and to clarify its influence on the modern theories of mathematics education. For this purpose, we have examined Dewey's theory of knowledge named as pragmatism or instrumentalism, and studied the Dewey's theory of education in which he maintained education is the reconstruction of experiences. And then, we have examined Dewey's theory on mathematics education, such as theory of mathematics, purpose of mathematics education, contents of mathematics education, and methods of mathematics education respectively. After that, we have analyzed how his theory on mathematics education is connected with the diverse theories of modern mathematics education, such as Piaget's operational constructivism, Freudenthal's theory of realistic mathematics education, Polya's theory on mathematical problem-solving, and social constructivism. Through this study, we might say that Dewey's theory on mathematics education is a prototype of modern theories of mathematics education and a comprehensive paradigm which is very suggestive to the phenomena of mathematics education.

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Study on the Placeness of Geoffrey Bawa's Architecture - Focus on the Analysis of Lunuganga - (제프리 바와 건축의 장소적 특성에 관한 연구 - 루누강가 작품분석을 중심으로 -)

  • Lee, In-Su;Lee, Jung-Wook;An, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.39-47
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    • 2014
  • This study was initiated by the fact that modern architecture caused the loss of placeness by seeing place with wrong interpretation and method and provided people with a phenonenon of separation between the depth of experience and honesty. As a solution for such problems, this study intended to suggest a direction through an analysis on the works of Geoffrey Bawa who was recognized as 'a genius of place' and the investigation on the place characteristics of his representative work 'Lunuganga'. Its process was as follows; First, this study explored the characteristics of the place, Sri Lanka, which was the background of his architectures, to see its impact on his life and architecture. Second, based on his representative works of each period and the contents that he mentioned in literature, the general characteristics appearing in his architectures were identified. Third, through an analysis on the work, Lunuganga, the place characteristics appearing in his architectures were investigated. Through such process, it could be recognized that Geoffrey Bawa's architectures reveal the place characteristics as nature, place characteristic as journey and stay, and place characteristic as sense. In this study, it could be verified that place was integrated and applied to Geoffrey Bawa's architectures through the above characteristics and the spaceness was manifested. Through this, this study intended to suggest an orientation for the above problems.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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Asymmetrical Role of Left and Right Eyes in 3-D Contents Production (3-D 영상 제작 시 고려돼야 할 좌우 눈의 비대칭적인 역할)

  • Lim, Jae-A;Nam, Jong-Ho
    • Journal of Broadcast Engineering
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    • v.19 no.4
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    • pp.478-490
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    • 2014
  • In order to make 3-D display technique a better tool to provide viewers with realistic stereoscopic experience, various researches have been done in the many relevant fields. This psychophysical study was designed to investigate whether there was any difference in the perceptual processing between a dominant and non-dominant eye when a 3-D cue was provided exclusively to only one eye. We measured the reaction time for detecting a depth change by providing the viewer's each eyes with differential 3-D stimuli, which have systematical patterns. We obtained that there was a consistent 3-D perceptual performance when the 3-D cue was provided to the viewers' left eye regardless of their eye dominance. The result suggests that it might be a better technique to arrange the camera for left eye to carry 3-D cues to get the viewer's consistent 3-D perception.

The Learning Behavior of K-MOOC Learners and K-MOOC Service Recommendations (K-MOOC 학습자의 학습행태 분석 및 서비스 방향성 연구)

  • Ahn, Jun Hoo;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.221-252
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    • 2020
  • According to the participants, the current K-MOOC (Korean Massive Open Online Course) has a few problems, such as too few courses, low content quality, and useless learner management system compared to MOOCs abroad. These problems caused diminished learner motivation. Consequently, the K-MOOC service has recorded a low course completion rate despite high expenses spent to develop the contents and thus requires remedies to fix the issues. This study drew research subjects from a pool of college and graduate students representing the primary users of the K-MOOC. This study limited the research scope to the four categories: motivation, learning experience, recognition, and performance of the Biggs' 3P Learning System Model. Based on the literature review, ten variables were selected and explored how the subjects perceived four categories using the survey questionnaire. This study also examined the relationship between ten variables and generated suggestions for the instructors, course managers, and platform developers to make the K-MOOC better.

Application of Flipped Learning in Database Course (데이터베이스 교과목에서 플립러닝 적용 사례)

  • Kim, Eun-Gyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.847-856
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    • 2016
  • Flipped learning is a pedagogic model in which the typical lecture and homework elements of a course are reversed. Short video lectures or e-learning contents or other learning materials are viewed by students at home before the in-class session, while students are mainly carried out diverse active learning activities such as the discussions, exercises, team projects and so on in class time. Recently flipped learning has been emerging as an effective teaching-learning method that can train the 21st century talents who can create creative values based on fusion competencies. Based on the experience in applying the flipped learning to the database class that is an elective course of the school of computer engineering through three semesters, this paper proposes a flipped learning model consists of 7 steps in detail. Also, this paper analyzes the effects and weak points of the flipped learning and proposes several things for the successful flipped learning application.

Actual Analysis and Solution of Aquatic Leisure Activity Safety Accident Around Coast (연안역 수상레저활동 안전사고 실태분석 및 개선방안)

  • Jeong Jong-Seok
    • Journal of Navigation and Port Research
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    • v.30 no.3 s.109
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    • pp.247-251
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    • 2006
  • By becoming 21st century which run be charactered as highly industrialized society which spreads diversification and individualization, there have been elevation of income level and increase of time for leisure activity by introducing 5 working days system. And this brings out increasing of aquatic leisure activity population and the contents of the leisure becomes very active. Static indoor activity which was the main current of the leisure activity in the past, however, it is now called for outdoor activity accompanied by the society growth and even expands towards that people get into action and experience by their own free will. With this point of view, the aquatic leisure run become a safe activity. But with a rapid growth of aquatic leisure activity, safety concerns become a serious problem. To prevent safety accident, training should be given, safety inspection and registration should be requested, and strong support of system is needed so users can have an insurance for safety accident. These complements are necessary for overall nourishment and management measure to charge in systematical safety for the users.