This study was conducted to do in-depth exploration of coroperate employees' learning experiences for workplace under COVID-19. We collected data through depth interviews from August 10th to November 30th, 2020 with five employees of S Energy company, and a qualitative case study was conducted using Ricci's 3-step analysis procedure. As a result, In the process of adapting from the landing of COVID-19, "The Story of a Distant Country," "No More Safe Zones," "Exploring effective responses created by a Sense of Crisis," and "Learning the changed way of work for adaptation." appeared. In addition, It has been found that the experience of learning in the work environment of the With Corona era includes "learning experience for survival from a sense of crisis", "learning experience for adapting to Untact culture", "learning experience through SNS communication", and "competitive learning experience for performance creation". In conclusion, employees have adapted to changes in the workplace environment through various learning experiences, which can enhance workers' ability to cope with crisis situations and can be used as basic data for an effective learning. In the future, we suggested follow-up researches of corporate employees in various fields.
With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.
Journal of the Institute of Electronics Engineers of Korea CI
/
v.43
no.1
s.307
/
pp.45-52
/
2006
In this paper, a real-time stereoscopic image conversion method using a single frame from a 2-D image is proposed. The Stereoscopic image is generated by creating depth map using vortical position information and parallax processing. For a real-time processing of stereoscopic conversion and reduction of hardware complexity, it uses image sampling, object segmentation by standardizing luminance and depth map generation by boundary scan. The proposed method offers realistic 3-D effect regardless of the direction, velocity and scene conversion of the 2-D image. It offers effective stereoscopic conversion using images suitable conditions assumed in this paper such as recorded image at long distance, landscape and panorama photo because it creates different depth sense using vertical position information from a single frame. The proposed method can be applied to still image because it uses a single frame from a 2-D image. The proposed method has been evaluated using visual test and APD for comparing the stereoscopic image of the proposed method with that of MTD. It is confirmed that stereoscopic images conversed by the proposed method offers 3-D effect regardless of the direction and velocity of the 2-D image.
This study has been performed to analyze the experience of parents who had led a parents-group of children with cancer. For this study, fifteen participants were selected for an in-depth interview and the personal experiences of each participant had been interviewed in person until data were saturated. This study employed the grounded theory approach of Strauss and Corbin(1998). With the qualitative constant comparative analysis, ninty four concepts, twenty six subcategories, and seventeen categories were generated. In the axial coding, a paradigm model was proposed as follows: The central phenomenon of the leaders' experiences was that they had been 'Pushed Back' to lead the groups. The causal conditions were 'A Sense of Solidarity', 'Regaining Self-possession', and 'Feeling a Necessity of Parents Group'. The contextual conditions were 'Want to Help', 'A Sense of Mission', and 'Discontent with the Cure Environment'. The intervening conditions were 'Self-reflection of Leadership', 'Reaction of Their Own Family', 'Hope to Have an Expanded Group'. The action/interaction strategies were 'Assuming All Field Work', 'Accumulation of Experiences', 'Recognition of a Role Scope'. The consequences were 'Being Comforted', 'Positive Self-awareness', 'a Sense of Worthiness', and 'Desire to Quit'. In the selective coding, the core category was 'Pushed to Lead a Group'. Based on the core category, four types and five stages in the leaders' experiences were identified. The types include 'a Devoted Family Type', 'a Volunteer Type', 'a Role Model Type', and 'a Activist Type': the stages consist of 'Stage of Maintain Identity as a parent of a child with cancer', 'Stage of Questioning', 'Stage of Active Participation', 'Stage of Experience Accumulation', and 'Stage of Progressive Change'. The result of this study presents some implications and suggestions for social work services and theories with respect to the self-help group of pediatric cancer by attempting to understand more about the experiences of leaders' in such groups.
The Odaesan earthquake $(M_L=4.8)$ occurred near Mt. Odae, Jinbu-Myon, Pyongchang-Gun, Kangwon Province on January 20, 2007. It has a shallow focal depth about 10 km. Its felt area covers most of the southern peninsula except some southern and western inland area. The maximum MM intensity was VI in the areas including Jinbu, Doam, Kangreung, Jumunjin, and Pyongchang. In these areas, there was a very strong shaking that caused several cracks on the walls of buildings and houses, slates falling off the roof, tiles being off the wall, things falling off the desk, and rock falling from the mountains. In order to get fault plane solutions, grid searches were performed by fitting distributions of P-wave first-motion polarities and SH/P amplitude ratios for each event. The results showed that the main shock represented right-lateral strike-slip sense and two aftershocks, reverse sense. It seems that the seismogenic fault may be the NNE-SSW trending Weoljeongsa fault near the epicenter based on the distribution of epicenters (foreshock, main shock, and aftershocks), damage area, and fault plane solution. The distribution of the epicenters indicates that the length of the subsurface rupture is estimated to be about 2 km.
Recently, as consumer interest in DIY increases and the industry develops, theoretical interest in DIY is also gradually increasing, but in-depth research has hardly been conducted. In particular, research on DIY marketing from a marketing perspective is lacking, and moreover, the influence of the characteristics of individuals participating in DIY has hardly been studied. Therefore, the purpose of this study is to supplement the limitations of these existing studies by examining the effect of individual characteristics on DIY experience and intention to continue. We propose affect intensity, need for cognition, and self-efficacy as personal characteristics that influence DIY experience. In addition, we hypothesized the effects of these variables on the DIY experience such as sense, feel, think, act, relate, and the effect of the DIY experience on intention to continue DIY. We analyzed 231 copies of data for consumers who have experienced DIY in various fields, and the results are as follows. As expected, it was found that affect intensity positively influenced sense and feel, need for cognition had a positive effect on think, and self-efficacy had a positive effect on act and relate. As expected, it was found that affect intensity had an effect on sense and feel, need for cognition had an effect on think, and self-efficacy had a positive effect on act and relate. And it was confirmed that all DIY experiences had a positive effect on the intention to continue DIY. This study provides theoretical and strategic implications by confirming the influence of personal characteristics of DIY consumers and approaching DIY from the perspective of a comprehensive experience.
Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.
This study examined the food culture of Koreans aged over 80-years-old living in the areas of Goorye and Gokseong. The research method was based on examination of individual cases through in-depth interviews. The total number of survey subjects was 38; males constituted 34 percent of the subjects while females constituted 66 percent of the subjects. Average age of male subjects was 85.3 years while average age of females was 84.8 years. The results were summarized in the following properties of the typical and traditional Korean table, which was the most common food life's property in the longevity area of was centered around rice, watery soup, vegetables, and fish. The first, as the supply step's property of food ingredients, various spices and ingredients such as piperitum, tumeric, ginger, garlic, chili pepper, and salted fish were used. Senior persons also supplied fresh vegetables at the kitchen garden, and they led a nature-friendly food life. The second, as the production of food and cooking of food step's property, there were multigrain rice and fermented foods such as soybean paste, kimchi, red pepper paste, salted fish, vegetables picked in soy sauce, etc. The recipe was cookery intermediated with water, soup, steamed vegetables, seasonings, etc., and it was characterized by a deep and rich taste due to the various spices and rich ingredients. The third, as the consumption of food step's property, senior persons regularly ate a balanced diet three times a day. They also had active personal relationships with their neighbors by sharing food, which increased their sense of belonging and improved their life satisfaction.
This study attempted to understand the meaning and nature of the drinking experience of participants participating in self-sufficiency program with alcohol problems. For this, data were collected by conducting in-depth interviews with seven problem drinkers currently participating in the self-support work project at the local self-support center. It was analyzed by a phenomenological analysis method. As a result of the study, 26 topics, 7 thematic vowels, and 3 categories were derived. The essential meaning of the study participant's drinking experience is as follows. It turned out to be 'a sense of accomplishment and belonging to job performance', 'extension of work life', 'maintaining social relations', 'weekly control drinking for self-support', 'minimum effort not to damage the working environment', 'self-criticism and reflection on absence from work resulting from heavy drinking', 'self-awareness of drinking problems. Through the analysis, the participants drank with a sense of accomplishment and a sense of belonging to job performance, and drinking was considered to extend their work life and maintain social relationships. At the same time, on weekdays when participating in self-support work projects, they we refrain from drinking in their own way and make minimal efforts not to interfere with the working environment under a hangover. The Absent from work due to heavy drinking led to self-reflection and furthermore, it was confirmed that they were aware of their problem drinking.
The purpose of this research was conducted to formative processes and to interpret premarital adult's sexuality meaning. The interviews have been executed based upon ethnography approach and method of interview in depth within the framework of the Weis's sexual script theory (1998) and parent-children relation. The interview in depth has been conducted with unmarried 7 males and 8 females inclusive of college students, total 15 persons who were born 1974-1980 and living in Seoul and nearby suburban areas. A period of interviews were carried out from September until December 2003. Each interview was executed for 2 to 4 hours apiece, and each person had 2 to 4 interviews during the period. The result of analysis of the sexuality scripts theory from three different views indicates that the female informants appeared to rationalize the fact that traditional concept of the chastity as defined by the socio-cultural level has been changed. It also indicated that there were very few sex educations in the society at large except for the public medias including the Internet. The interrelation level indicates that positive interaction with the opposite sex has affected them in the course of their building up desirable personal relationship in the society and uplifting their sense of self-esteem. The internal level of sexuality, it is much dependent on the extent of individual inner recognition of sexuality. The parent-children relation view of sexuality, the most influential factor for their communication on sexuality lies in the extent of their realization on how positively their parents recognize their children.
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