• Title/Summary/Keyword: 경험공간

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A Study for Competing Values Analysis of Personal Information in Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경의 개인정보가치 분석에 관한 연구)

  • Kang, Jang-Mook;Moon, Song-Chul
    • 한국IT서비스학회:학술대회논문집
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    • 2006.11a
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    • pp.543-550
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    • 2006
  • 농업혁명, 산업혁명, 정보혁명과 맞먹는 제4의 혁명이 바로 유비쿼터스 컴퓨팅 혁명이다. 과거의 농업혁명이나 산업혁명은 인류문명의 기반인 물리 공간의 혁명이었고, 월드와이드웹 서비스가 확대되면서 절정기를 맞는 정보화 혁명은 사이버 공간의 혁명이었다. 이에 반해 유비쿼터스 컴퓨팅 혁명은 물리 공간과 사이버 공간의 지능적 결합을 통한 온라인과 오프라인공간의 통합된 공간에서 이뤄진다. 사이버 공간은 자연스럽게 생활공간과 결합되어 새로운 통합 공간을 창출한다. 그 공간은 아직까지 인류가 경험하지 못한 미지의 세계이자 무한한 기회 공간이다. 본 소고는 현재 진행 중인 유비쿼터스 컴퓨팅 환경에서의 프라이버시의 개념과 현황을 살펴본다. 또한 본 소고의 주요 연구 목적으로 프라이버시, 개인정보에 대한 개념적인 분석을 위한 것이다. 따라서 본 소고에서는 사건, 기술적인 이슈, 문제와 해결, 프라이버시 경쟁가치 모델 등에 관한 분석을 다루었다.

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A Study on the Secondary Science Teachers' YouTuber Experience and Identity: Focusing on Foucault's Concept of Heterotopia (중등과학교사의 유튜버 경험과 정체성에 대한 연구 -푸코의 헤테로토피아 개념을 중심으로-)

  • Sein, Shin;Jun-Ki, Lee
    • Journal of The Korean Association For Science Education
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    • v.42 no.6
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    • pp.579-595
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    • 2022
  • This study is a qualitative case study of secondary science teachers who are doing educational activities in YouTube. In particular, this study attempts to interpret this case based on Foucault's concept of 'Heterotopia', which means a space that allows for private freedom or deviance by reflecting various utopias without the norms and constraints from every day or real space. Five secondary science teachers who voluntarily opened a personal channel on the YouTube platform and actively uploaded their own videos related to science education participated in the study. In order to understand the experiences of five secondary science teachers, data were individually collected through semi-structured in-depth interviews, and the collected data were analyzed using qualitative case study method. For valid interpretation of the study, we also referred to the video contents, teacher training materials, and teaching and learning materials produced by the participants. As a result of the study, seven themes were revealed: 'Desire for one's own unique educational activities,' 'Youtube as an extended classroom space,' 'Expanded network of relationships beyond the classroom barrier,' 'Satisfaction of desire for recognition and experience of identity as a YouTuber,' 'Tension between the educational space and the YouTube,' 'Space to be reborn as a craftsman,' and 'Finding one's own direction as a Teacher-YouTuber.' Given those findings, we found that the identity and desire of secondary science teachers, which were limited in the existing secondary schools and classrooms, was expanded in a new space called YouTube. In addition, we suggested that YouTube could be a space where science teachers can realize their own ideals and feel the joy. And simple regulating teacher's behavior in Youtube space only based on norms and standards shared in traditional educational space would rather hinder their healthy construction of identity and growth.

Research on Intelligent Space Design of smart rural - Focus on Xikou village, Zhejiang Province, China (스마트 향촌을 위한 지능형 공간 디자인 연구 - 중국 저장성 시커우촌을 중심으로)

  • Zhu, Miaomiao;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.245-259
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    • 2022
  • Smart rural construction is an important direction for the Chinese government to promote the cause of "Rural Revitalization". In this paper, in the Xikou village project of the "future community" smart rural demonstration development project proposed by the local government of Zhejiang Province, China, the researcher participated in the design of the intellectualization of the smart rural life circle from the perspective of UX design and through qualitative and quantitative research methods. Through field investigation, understand the users' needs for intelligent design of smart countryside, and on this basis, design the maximum space of the region as a cognitive smart rural demonstration park, and quantitatively analyze the user experience feedback after the completion of the project. Before and after the actual design and application of the "Xikou village" in the demonstration area, chapters 3 and 4 are the symbols that can remember the rural era, the Rural Cultural Exchange Square. In the intelligent office space and living space, the user needs are composed of the design results. In order to reduce the anxiety of residents and tourists caused by the intelligent environment, the artificial manual service part is also designed. Now, as a case of intelligent rural space design, resident residence is developing continuously.

A Qualitative Study on the Reasons Why Christian Young Adults Want to Leave the Church (기독 청년들의 교회를 떠나고 싶은 이유에 관한 질적 연구)

  • Shin, Seung Beom;Lee, Jong Min
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.273-307
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    • 2021
  • The purpose of this study is to explore the inner perceptions and dilemmas of young people about the church. To achieve the purpose of the study, this study sampled the research subjects, and conducted in-depth interviews and FGI. The sample in this study was 21 young adults who met the study criteria. Some of these people are not currently attending church or have thought of moving to another church. In this study, research was conducted based on the analysis procedure of Riessman (1993). Focusing on the procedures of 'telling,' 'recording,' and 'analyzing,' the experience and life situation of the study participants are to be grasped. Through this process, we analyzed the situation and context of why young people leave the church. It consisted of 5 areas and 15 sub-themes. Based on the research results, it was found that young adults need a church and are looking for a church. The church is a mystical space, but from an pedagogical point of view, the church is a space for teaching and learning faith. As experts in theology and education, the minister must create a space so that the church can become a space of transcendence, a space of intimacy, a space of understanding, a space of change, a space of service, and a space of reflection.

Meaning and Practice of the Teaching and Learning based on Everyday Life in Geography Subject Matter (지리과 생활중심 교수-학습의 의미와 실제)

  • 장의선;김일기;이민부;박승규
    • Journal of the Korean Geographical Society
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    • v.37 no.3
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    • pp.247-261
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    • 2002
  • This study suggests that the contents and methods focusing on the leamer's geographical experience of everyday life and environments, are very effective for teaching and teaming in geography subject matter. The contents have to be selected and structurized from private geographies about their region of everyday life for teaming abstractive and scientific concepts of geography. Scientific concepts of geography, i.e. geographical concepts become 'scope'for selecting the contents and these systematic structure substitutes 'sequence'. The criteria by which selected contents of teaching and teaming based on everyday life may consist of three elements: region as leamer's place for everyday life; concrete experience of the place; and leamer's changing geographical experiences.

Interior Design of Fully Autonomous Vehicle for Emotional Experience: Focused on Consumer's Consciousness toward In-Vehicle Activity (감성적 경험을 위한 완전 자율주행 자동차 실내공간 디자인 방안: 실내행위에 대한 소비자 의식조사를 중심으로)

  • Kwon, Ju Yeong;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.17-34
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    • 2018
  • The era of fully autonomous vehicles which can travel to their destination completely, is expected to arrive in the near future. The automobile industry will face a huge change in the near future. It makes the industry in the midst of a major turning point, since the automobile was born in the late 1800s. It is expected that the fully autonomous vehicle will be defined as a part of a living space beyond the concept of transportation. However, the existing research on the interior design of the fully autonomous vehicle is insufficient. The purpose of this study is to propose a design method of interior space through analyzing in-vehicle activities, which is a fundamental design element that can satisfy user's emotional experience suitable the concept of living space. For this purpose, the consumer's consciousness about the in-vehicle activity of fully autonomous vehicle was investigated. As a result, domestic consumers perceived the needs of in-vehicle activities related to resting, listening and watching activities such as 'sleeping and resting', 'watching TV and movie', 'listening to music' among 'self - centered' activities. Based on the results of the investigation, this study will suggest a design method of interior design of the fully autonomous vehicle. This study is meaningful, because it is a leading research that suggests new ways of designing interior space by analyzing consumer's needs in a quantitative method.

Study on Areal Reduction of Probable Maximum Precipitation (공간분포에 따른 가능최대강수량의 감소율 분석)

  • Kim, Soo-Young;Heo, Jun-Haeng;Lee, Kyung-Joo
    • Proceedings of the Korea Water Resources Association Conference
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    • 2009.05a
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    • pp.188-192
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    • 2009
  • 2002년의 태풍 루사와 2003년의 태풍 매미 이후 수공구조물의 설계기준에 대한 관심이 커지고 있는 가운데, 댐 설계기준인 가능최대강수량 및 가능최대홍수량 산정의 일관성에 대한 문제가 제기된 바 있다. 그러나 이러한 문제들은 우리나라의 전반적인 기후, 강수형태, 지형 등을 종합적으로 고려하고, 장기간에 걸쳐 진행되어야 할 연구로 단기간 내의 분석을 통한 해결책 제시는 어렵다고 할 수 있다. 본 연구에서는 가능최대강수량의 공간분포 시 등우선 배치에 따른 가능최대강수량의 면적별 감소율을 분석하여 제시하고자 한다. 이를 위해 우리나라의 대표 유역인 한강 유역, 낙동강 유역, 금강 유역의 수자원단위유역을 기준으로 유역면적과 배치된 등우선 면적간의 차에 대한 가능최대강수량의 감소율을 분석하였다. 이때 대상유역별 가능최대강수량은 국토해양부에서 제공하는 가능최대강수량도에서 값을 읽었고, 가능최대강수량의 포락방법에 따라 기존 방법 및 Horton 경험식과 spline식을 이용하는 경우로 구분하여 공간분포 방법을 적용하였다. 그 결과 기존에 사용하고 있는 포락방법을 적용하여 가능최대강수량을 산정한 경우에는 한강, 낙동강, 금강 유역의 지속기간별 면적차에 대한 감소율을 회귀식의 형태로 도출할 수 있었으나, Horton 경험식과 spline 방법을 이용하여 포락을 수행한 경우에는 PMP의 감소량 및 감소율은 지속기간, 면적차 또는 면적차비율에 대해 뚜렷한 경향성을 나타내지는 못하는 것으로 분석되었다.

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A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

Narrative Depiction of a Focusing Attitude Training Experience through a Counselor's Participation in Focusing Workshop (포커싱 워크숍 경험을 통한 포커싱적 태도 훈련 체험에 대한 내러티브 탐구)

  • Joo, Eunsun;Suh, Dongshin
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.451-463
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    • 2020
  • This study is a narrative depiction of a focusing attitude training experience through a counselor's participation in focusing workshop. Through the story of life, the researchers explored how the participant experienced according to the three - dimensional narrative inquiry space (time, place, interaction). The results of this study is that the contact (self - awareness process) with self - experience through focusing training abled the counselor to facilitate clients' own self-contact during the psychotherapy process and as a result the counselor was able to establish 'relational depth' with clients. Through Focusing experience, the counselor was able to aware bodily feeling 'as it is' which helped the expansion of self with multiple perspectives of life away from fixed own self -frame. The implication of this study is to explore the meaning of the counselor's Focusing attitude and to prepare for the development of Focusing workshops in the future.

Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.