• Title/Summary/Keyword: experience contents

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A Study on the Direction of Middle School Environmental Education Related to Water Shortage Problem (물 부족 문제와 관련된 환경교육 발전 방향에 대한 연구)

  • Gwak, Tae-Seong;Lee, Du-Gon
    • Hwankyungkyoyuk
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    • v.20 no.3
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    • pp.113-124
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    • 2007
  • The purpose of this study is to investigate the direction of how to educate water shortage problem to middle school students. In the reality that many people of the world have been painful of the water shortage problem, Korea is classified as 'water shortage country'. Here, we investigated the awareness of middle school students about the contents related to the water shortage problem by surveying with the questionnaires developed in this study. And we analyzed how water shortage problem appeared in the environmental textbook of middle school. Based on these, we examined the direction of environmental education in middle school on the theme of the water shortage problem. The results of the survey showed that students revealed difference of knowledge and experience, and also revealed difference of knowledge and feeling related to the water shortage problem. The students had the knowledge about water shortage problem but they did not have experience in their real lives. Also, the results of the survey showed that students had attitude of waste in water use, even though they had awareness and knowledge about the importance of water resources. And the students did not have enough knowledge related to the water shortage problem. From the analysis of the textbooks, We found that the contents were not composed to enhance deep understanding of the students about the water shortage problem. Based on the analysis of the results, the directions of middle school environmental education in Korea about water shortage problem were extracted in this research.

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Searching the Meaning of Life Insurance Planner's Job Experiences (생명보험설계사의 직무경험 의미 탐색)

  • Kim, Yeon-Chul;Han, Sang-Kil
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.190-206
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    • 2016
  • This study explores the meaning of life insurance planner's job experiences achieving job security, high performance and high income. After 6 of life insurance planners working in the field were chosen as the study participants, we use narrative approach to studying the meaning of their job experiences. The study shows that perception about job competency of planners depends on the level of experience: candidates who had no experience at all feel that anyone can perform planner's job, new employees after introduction training program see planners can do with product knowledge and consulting competency, and experienced people admit they can perform successfully only when they have good attitude towards customers and do all their work in a conscientious manner. Also, the meaning of planner's job experiences is identified as awareness of work value and serving customers with their commitment. The anticipated factors that make planner's job performed successfully are playing a role as a teacher, doctor, and angel, being regarded as happiness preacher for economic stability of individuals and families, and displaying their performance as experts.

State Visualization Design of AI Speakers using Color Field Painting (색면추상 기법을 통한 AI 스피커의 상태 시각화 디자인 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.572-580
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    • 2020
  • Recently released AI speakers show a pattern of interacting with the user by mainly with voice and simultaneously displaying simple and formal visual feedback through status LED light. This is due to the limitations of the product characteristics of the speaker, which makes it difficult to interact variously, and even such visual feedback is not standardized for each product, and thus does not give a consistent user experience. By maximizing the visual elements that can be expressed through color and abstract movement to assist voice feedback, the product can provide the user with an extended experience that includes not only functional satisfaction but also emotional satisfaction. In this study, after analyzing the interaction methods of the existing AI speakers, we examined the theory of color communication in order to expand the visual feedback effect, and examined the meaning and expression technique of Color Field Painting, an art genre that maximizes the emotional experience by using only color. Through this, the AI speaker's visual communication function was expanded by designing a way to feedback communication status using LED light.

The Ethnography Research about the Electronics Panopticon Experience of the Temporary Position Man Laborer and Possibility for the Profanazion (비정규직 청년 노동자의 전자 파놉티콘 경험과 세속화 가능성에 대한 문화기술지 연구)

  • Noh, Eun-Cheong;Sung, Dong-Kyoo;Jang, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.607-625
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    • 2020
  • This research tries to examine the possibility of non-regular workers' electronic panopticon experience and the possibility of secularization, and get which meaning of life through that. Seven participants were selected for this Ethnography Research; Five young workers and two self-employees. The research is as follows. First, the media system and medium such as the smartphone and social media operate as the electronics panopticon device which constantly being watched. Second, this kind of electronics panopticon experience tries to observe the discipline of itself and experiencing de-extermination which lost its diversity by intended to internalize the actions demanded by the employer. Finally, the participants performed secularization by resisting power devices through smart devices and media and seeking workers' rights and interests through the community. Therefore, this research confirms the media could function as electronic panopticons device and as a device for the possibility of secularization.

Mother's Personal Variables in Multicultural Family on Home Environment (다문화가족 자녀 어머니의 개인변인에 따른 가정환경)

  • Oh, Seong-Sook;Lee, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.714-725
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    • 2013
  • The purpose of this study was to investigate language receptive characteristics of children with multicultural families in according to living areas. The subjects were 132 mother with children for living multicultural families 3 to 6 years old. The results were as follows. First, the differences of home environment on nationality, all variables were significant differences on emotional atmosphere, experience's variety, and play data in statistically. Second, the differences of home environment on age all variables were significant differences on permission, independent's upbringing emotional atmosphere, experience's variety and physical environment in statistically. Third, the differences of home environment on educational background, all variables were significant differences on predictable environments, developmental stimulation, quality of language environments, permission, independent's upbringing emotional atmosphere, experience's variety, physical environment and play data in statistically. Fourth, the differences of home environment on communication method in home, all variables were significant differences in statistically as communication(general korean) they use in home. Fifth, the differences of home environment on occupation existence, all variables were not significant differences in statistically.

Relationship between Flow and Participation Degree of Ground, Water, Air Leisure Sports-based Tourism Activities (지상, 수상, 항공 레저스포츠 관광활동 참여정도와 몰입의 관계)

  • Lee, Mun-Jea;Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.488-497
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    • 2013
  • The purpose of the study was to investigate the relationship between the degree of participation and flow for participants in ground, water, and air leisure sports-based tourism activities. A total of 437 participants' data was employed for the analyses (one-way ANOVA and multiple regression analysis) using SPSS Win 18.0 program. Main findings are as follows; First, there were differences in clear goals, transformation of time, loss of self-consciousness, challenge-skill balance, autotelic experience, unambiguous feedback, and sense of control out of flow dimensions based on types of leisure sports-based tourism activities. Second, participation period and frequence had positive effects on flow. Specifically, period had an influence on challenge-skill balance. clear goals: frequence had an effect on challenge-skill balance, transformation of time, clear goals, autotelic experience, unambiguous feedback, and sense of control: intensity had an influence on transformation of time and autotelic experience.

Relationship Between Prevalence of Allergic Diseases and Recognition of Food Nutrition Labeling (알레르기 질환 진단 경험과 식품 영양표시 인지의 관련성)

  • Han, Yun-su;Jung, Woo-young;Hwang, Yun-tae;Kim, Ji-yeon;Lee, Yejin;Kwon, Ohwi;Noh, Jin-won
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.434-444
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    • 2019
  • Prevalence of allergic diseases is influenced by environment and dietary life. It is key to improve daily food life to relieve them. Food nutrition labeling is useful to do it by offering nutrition information. The purpose of the study is to find relationship between experience of diagnosis of allergic diseases and recognition of food nutrition labeling. The data of 4,928 people with experience on diagnosis allergic rhinitis, asthma, atopic dermatitis of 2016 Korea National Health and Nutrition Survey was used. According to the result of binary logistic regression analysis, those who had experience in being diagnosed with an allergy showed high awareness in food labels. There were differences between allergy diagnosis groups and allergy non-diagnosis in affecting factors of residence, income level, subjective health status and body-shape perception. Support measures are needed to enhance access and convenience to nutrition education and nutrition labeling to support nutrition labeling utilization.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

The Influence of Usage Intentions of Social Network Services in MICE Industry: Focused on the Gender Differences (MICE 산업의 SNS 이용의도에 미치는 영향: 성별차이를 중심으로)

  • Jang, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.506-514
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    • 2020
  • The purpose of this paper is to examine the factors influencing usage intentions of Social Network Services (SNS) in MICE (Meeting, Incentive travel, Convention, and Exhibit and Event) and moderating effects of gender. This model tests various theoretical research hypotheses relating to MICE industry, SNS characteristics, and Technology Acceptance Model (TAM). The target population of this study is SNS users with MICE participation experience. The results of hypothesis testing are as follows. First, information provision, convenience, service quality and SNS usage experience positively influence attitudes toward SNS. Second, attitude positively influences usage intention of SNS. Finally, information provision and service quality to attitudes toward SNS for males are significantly large than those for females. Convenience and SNS usage experience to attitudes toward SNS for females are significantly large than those for males. And attitude to usage intention toward SNS for males are significantly large than those for females. The results of this study will provide various implications to improve usage intentions of SNS in MICE industry.