• 제목/요약/키워드: experience world

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지역사회 장애학생의 게임세계 경험과 또래상호작용 탐구: Giorgi의 현상학적 연구방법을 활용하여 (The Study on the Game World Experience and Peer Interaction of Students with Disabilities in the Community : With Giorgi's Phenomenological Research Method)

  • 유두한;전병진;홍덕기
    • 대한지역사회작업치료학회지
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    • 제2권2호
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    • pp.1-13
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    • 2012
  • 목적 : 본 연구는 지역사회 장애학생의 게임세계에 대한 경험을 통해 또래상호작용을 탐구하여 그들이 겪는 여가활동의 경험에 대한 보다 풍부한 이해를 하고자 하였다. 연구방법 : 본 연구를 위해 2명의 지역사회 장애학생을 대상으로 그들의 게임세계에 대한 경험과 또래상호작용을 탐구하기 위해 Giorgi의 현상학적 연구방법을 사용하였다. 자료수집방법은 심층면담으로 연구 참여자의 상황과 맥락에 대한 이해를 돕기 위해 3회 이상 면담횟수를 설정하였고, 가급적 새로운 자료가 나오지 않을 때까지 자료를 수집하였다. 분석과정은 Giorgi가 제시한 과학적 현상학에서 따라야 하는 4가지 구체적 단계들을 통해 전체적 인식을 바탕으로 의미단위를 구분하였고, 이를 바탕으로 구성요소를 도출하였다. 결과 : 지역사회 장애학생은 신체적 제한과 소외감으로 집에서 대부분 시간을 보내고 있었다. 시간적이며 공간적인 접근성의 제한은 편중된 여가활동의 원인이 되었다. 장애학생은 컴퓨터를 이용한 게임에 재미를 느끼며 소외감을 극복하고 있었지만 게임으로 인한 신체적 고통도 느끼고 있었다. 게임을 통한 또래와의 상호작용은 나타나지 않았고, 대화는 주로 가족과 이루어졌다. 장애학생은 재미에 이끌려 무분별적으로 게임을 하고 있어, 시간 사용에 대한 올바른 사고가 필요하였다. 결론 : 지역사회 장애학생은 신체적이고 심리적인 제한점들로 인해 게임을 접하게 되었고, 몰입을 통한 재미로 즐거움을 느끼고 있었다. 지역사회 장애학생은 게임의 시간 사용에 대한 올바른 교육과 사고가 필요하며, 무분별한 게임 이용과 같은 문제점에 대한 대안이 필요할 것으로 생각된다.

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사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석 (The Analysis of the Successful Factors from User Side of MMORPG )

  • 백재용;김치호
    • 만화애니메이션 연구
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    • 통권42호
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    • pp.151-175
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    • 2016
  • 스마트폰의 등장이후 게임 산업은 콘솔과 PC Online 게임에서 모바일 게임 중심으로 변화되었다. 이러한 환경에서 게임 산업은 게임의 본질적 재미를 사용자에게 제공하기보다 상업적 수익을 위한 수단으로 발전하며 부정적으로 변질되었다. 특히, 비슷한 플레이 방식에 그래픽만 달라진 게임들이 지속적으로 출시되며 산업을 발전시키기 위한 도전은 하지 않고 현상만 바라보는 실태이다. 또한, 사용자들의 인식 수준도 발전하였다. 온라인 환경의 발전으로 사용자들은 자신의 경험을 쉽게 공유한다. 자신들이 경험한 게임의 평가를 온라인 매체에 공유하며 게임의 질에 대한 냉철한 평가를 하고 있다. 지금 당장은 시장에서 발생하는 높은 수익으로 인하여 게임 산업 자체가 발전한 듯 보이지만, 향후 게임 산업에 콘텐츠의 부정적 발전방식을 지양하는 사용자들의 인식이 높아질수록 시장자체에 큰 악영향을 줄 것으로 판단된다. 이러한 현 상황을 바탕으로 모바일 이전 게임 산업에서 성공했던 게임콘텐츠를 사용자 측면에서 분석하고 재조명하여 사용자들이 원하는 게임콘텐츠의 질과 게임 산업의 방향성에 대해 돌이켜볼 수 있는 연구가 필요하다. 본 연구에서는 위와 같은 문제점을 해결하기 위해 모바일 이전의 게임 중 가장 대중적으로 성공한 게임을 연구대상으로 지정하고, 사용자 측면에서 분석하였다. 온라인게임 <월드 오브 워크래프트(World of Warcraft)>는 약 1200만 여명의 사용자가 즐겼던 게임으로 현재까지 꾸준히 인기를 얻고 있는 가장 성공한 MMORPG이다. 본 연구를 위해 <월드 오브 워크래프트>를 초창기부터 즐겨온 5명의 일반사용자를 전문가집단을 구성하였으며, 사용자의 오랜 지지를 유지해온 저력을 분석하기 위해 비즈니스 모델과 설문조사, 인터뷰, Jobs-to-be-done, 피쉬바인 모델과 같은 사용자 경험을 도출 가능한 UX 방법론들을 복합적으로 적용하였다. 그럼으로, 사용자 측면에서의 <월드 오브 워크래프트> 성공요인은 (1)10년에 걸쳐 완성된 '세계관'을 통해 사용자가 파고들 여지를 제공한 것. (2)사용자들의 입장(문화, 언어 등)에 맞게 '국가별 정책'을 통해 게임을 제공한 것. (3)시간의 변화에 따라 '확장팩'을 제공하며 사용자들이 끊임없이 파고들 여지를 제공한 것으로 확인되었다. 본 연구를 통해 얻은 결과는 모바일 게임 발전이후 게임콘텐츠의 질적 하락의 문제점에 도달한 현 게임 산업의 콘텐츠 지표로서 산업적으로나 학술적으로 그 가치가 높다고 판단된다.

The Experiences of Family Caregiving in a Chronic Care Unit

  • Cho, Myung-Ok
    • 대한간호학회지
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    • 제35권8호
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    • pp.1461-1475
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    • 2005
  • Purpose. The main purpose of this critical ethnography was to examines the process and discourses through which family caregivers experience while caring for their sick family member in a hospital. Methods. This was achieved by conducting in-depth interviews with 12 family caregivers, and by observing their caring activities and daily lives in natural settings. The study field was a unit for neurologic patients. Data was analyzed using taxonomy, discourse analysis, and proxemics. All research work was iteratively processed from March 2003 to December 2004. Results. Constant comparative analysis of the data yielded the process of becoming a successful family caregiver: encountering the differences and chaos as novice; constructing their world of skilled caregivers; and becoming a hospital family as experienced caregivers. During the process of becoming an experienced hospital family, the discourse of family centered idea guided their caring behaviors and daily lives. Conclusion. The paternalistic family caregivers struggled, cooperated, and harmonized with the patriarchal world of professional health care system. During this process of becoming hospital family, professional nurses must act as cultural brokers between the lay family caring system and the professional caring system.

전통의 현대적 계승과 장소의 신화 사고들의 유한적 표상과 '민속건축'에 대한 소고 (Consistency of Tradition and Myth of Place Re-Thinking of a Finit Representation of Ideas and Vernacular Architecture)

  • 변태호
    • 건축역사연구
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    • 제6권1호
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    • pp.67-79
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    • 1997
  • Architecture is a shelter for society whose social pattern requires a specific form to accord with its material and spiritual needs. Providing a truly acceptable architecture requires our deeper understanding of cultural tradition - mythic values - not only because myth is an interpreted and configured form of 'thing' through man's second nature, such as his subjective and objective consciousness -'self-revelation of the absolute'- but also because, in the world of mythical imagination, a fragment of substantial reality -'thing'- becomes an equivalent mode to the signification, and emerges as 'its independent spiritual form' and 'the characteristic force of the logos.' In this sense, myth of place and myth behind tectonic form are the most essential sources for comprehending people's relationship to the world of inner and conscious experience. The recent efforts of modern architects to achieve cultural continuity should begin with re-interpretation and configulation of the myths behind describable material culture, especially artistic imagination inspired by deeper understanding of the myth of place. Myth provide artists with a creative inspiration, as they did in the past.

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The Future of Science Parks and Areas of Innovation: Science and Technology Parks Shaping the Future

  • Parry, Malcolm
    • World Technopolis Review
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    • 제7권1호
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    • pp.44-58
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    • 2018
  • The successful development of science parks is dependent on the relevance and delivery of a range of value propositions they offer to their stakeholders. Experience has shown that the benefits of these value propositions are 'place based' and 'time dependent', influenced by the prevailing technology, social and business environments in which they operate, and the relationship that is developed between entrepreneurs, corporates, academia and government in creating these projects, and their performance is dependent on economic, physical and networking assets they create and deploy. This paper looks at some of the history that has influenced the development of parks, lessons learnt from their planning, development and operation. It reviews these details in the context of delivering value propositions in the context of temporal, spatial, technology and entrepreneurial profile of the new idea of 'innovation districts', influencing 'city planning' and supporting 'smart specialisation strategies'.

대형건물의 붕괴사고에서 배운 교훈들-제2차 전국기술사대회에서 행한 Dr. Corley 간연의 소개- (The Lessons Learned from the Collapse of the Large Scale Buildings-The Introduction of Dr. Corley's Presentation at the 2nd Professional Engineers National Conference-)

  • 백이호
    • 기술사
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    • 제41권6호
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    • pp.38-44
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    • 2008
  • Dr. Corley had various experiences as an outstanding structural engineer. His experience as the chief investigator for the collapse of World Trade Center and Oklahoma city building was so much useful to the lecture. His presentation had covered 3 different collapsed buildings like Oklahoma city, Pentagon and World Trade Center. He had shown to the audiences 2 videos and 76 slides by power point. The learned lessons from his presentation were: 1. The appropriate Building Code is very important. 2. The sound details are very important for the structure to resist the extreme outer force. 3. The continuous diagnosis and maintenance of the structure is important. 4. The reasonable attitude of the government against the accident is important. 5. The professional engineer must take a main role as a guard for the safety of the people.

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디지털 퍼니쳐 (Digit all Furniture)

  • 오준식
    • 한국가구학회지
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    • 제15권1호
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    • pp.27-40
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    • 2004
  • Designers in Korea have stuck to development of furniture which has high reliance of foreign national resources. They made mistake that they didn't try to make inroads into the world market. They have kept production system of labor intensive method till 1990. They imitated foreign manufactures to win in domestic economy. It became the complete lack of exploitation experience and brought stagnation of design which couldn't defeat. Now Korea is making progressive impression in territory of an electron and information in a foreign market. A new progress of furniture design which was developed centering around a digital suggest a new appearance that will lead a future with modernization in a space of residence. This sis a new starting point which was most completed by anyone. If we will prepare without delay we can take part in a world market with competitive power.

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한국과 호주의 물리치료 교과과정 비교 및 실태조사 (A Study on the Comparison and Actual Research of Curriculum for the Physical Therapy between Korea and Australia)

  • 정연규;유창선;채경주
    • 대한물리치료과학회지
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    • 제18권4호
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    • pp.1-10
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    • 2011
  • The purpose of study suggest that new strategies available for the physical therapy curriculum development are trying to elicit from world-renowned universities those to keep pace with the globalization. The curriculum of 3 universities in Australia was compared with those of a four-year course in Korea. The 3 university are Sydney, Melbourne and Queensland Universities in Australia. Overall, the curriculum in Korea not only showed overlapping subjects, a shortage of clinical time and foundation science but, didn't deal with many subject to satisfy international recommendation. We suggest that a new curriculum should be based on the three parts which are foundation, essential divided into 6 areas and selection subject, particularly extended clinical experience to essentially need to be physical therapy in the world-standard.

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내러티브가 교육과정 재구성에 주는 의미에 대한 소고 (Exploration of Meaning of Curriculum Reconstruction of Narrative)

  • 추갑식
    • 수산해양교육연구
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    • 제28권6호
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    • pp.1673-1682
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    • 2016
  • The paper is the principle of a curriculum, a recent method of teaching-learning in pedagogy, and intended for the exploration of the meaning of which reconstructs curriculum by narrative through practical exploration and narrative being discussed as the form of exploration. To date, Korean education showed an inclination of the traditional paradigm centered thinking and has emphasized the results by the method of scientific investigation. Even a curriculum reconstruction demonstrates documents that produce results without actually demonstrating the actual school setting. With communication one another is becoming increasingly important, we need the conversion of cognitive thinking that can express dilemma, contradictions, and complexities of the human world of which unexplainable by traditional paradigm mindset. Ultimately, the exploration of the direction that reflects a series of verbal, symbolic, and spiritual activities, which analyze lives of students, understanding and composing the meaning by using narrative, which talks about the experience of the human world in curriculums, is an important task for us.

메를로-퐁티 현상학으로 본 부석사 공간 연구 (A Study on Space of Pu Sok Sa through Merleau-Ponty's Phenomenology)

  • 정기태;이찬
    • 한국실내디자인학회논문집
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    • 제21권3호
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    • pp.154-162
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    • 2012
  • As media technology has made rapid progress, cultures in the world have spread fast. In addition, Korea wave spreading toward the world is taking shape as a brand that represents essential Koreanness. Such tendency has led attempts to seek Koreanness in the field of space design. The desire to escape from the absence of humanity that is based on mechanistic nature view has led a variety of ideas and concepts on space. In particular, concept of phenomenological space centering on human body has been emphasized. Merleau-Ponty found concept of phenomenological space that emphasizes awareness through experience of human body. In this thesis, orientation as situation, temporality as body, depth as consciousness, and correlational orientation which are key concepts of Merleau-Ponty's phenomenology were covered. Such concepts were used in analyzing the characteristics of Buseoksa Temple to present essential Koreanness.

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