• Title/Summary/Keyword: 경험의 사물화

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A Case Study on Adult Learners' Performance Experience of Convergence Program for Self-Confidence Improvement (성인학습자의 자신감 향상을 위한 융합프로그램 진행 경험에 관한 사례연구)

  • Park, Sun-Hee
    • Journal of Internet of Things and Convergence
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    • v.8 no.4
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    • pp.49-55
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    • 2022
  • This study aimed to examine the meaning of adult learners' experience in which they performed a convergence program for the self-confidence improvement of disabled persons with brain lesion who were daycare center users. For the goal, the study collected data through a 5-session profound interview with those disabled persons and then through this author's observation. This study analyzed all the data and, as a result, categorized three significant themes that best represented the above mentioned meaning, which are 'tension of beginning', 'joy of being in company with others' and 'I as the present being'. With those meaningful themes taken into serious consideration. Finally, this study suggested that field programs for social welfare practice in better connection with adult learners' major should be researched and developed.

'You(游)', as the Aesthetic attitude (미적(美的) 태도(態度)로서의 '유(游)')

  • Son, Bo Mee
    • (The)Study of the Eastern Classic
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    • no.50
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    • pp.233-259
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    • 2013
  • This study aims to identify the concept of "You(游)" as the aesthetic attitude in the Traditional Chinese Painting Theory. Traditional painting has a purpose to spread painting spirits and have consistently pursued "Xin(神, spiritual being)" as the truth of a thing. However, the contents of "spiritual being", "form" and "qi" that "describe the spiritual being" have been changed. Therefore, although the theory of form and spirit can be a way to explain chinese paintings, there is a limitation to actively explain the changes in description of spiritual being. In order to find out the basis to explain the changes of spiritual being as the truth of a thing, this study investigated the concept of "You(游)" as the attitude of the artist focusing on "experiences in painting". "Tuhua Jianwenzhi" and "Linquan Gaozhi" in the Song Dynasty adopted the attitude of "You" to explain the painting theory and proceeded exploration on things with the attitude to pursue the "truth" of a thing described in "Eye of Painting" and "KuguahuoshangHuayulu". The aesthetic values generated in the attitude of "You" refer to "qing si(情思)" and "yi si(意思)" in Song Dynasty; "gao yin zhi si (高隱之思)" in the Meng Dynasty; and the law of "one stroke(一?)" in Qing Dynasty.

Agricultural Management Innovation through the Adoption of Internet of Things: Case of Smart Farm (사물인터넷에 의한 농업경영혁신 : 스마트농장의 사례)

  • Kim, Joo-Tae;Han, Jong-Soo
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.65-75
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    • 2017
  • Agricultural sector in Korea faces the threat of aging farmers and many other difficulties. Because agriculture is a very less-competitive industry in Korea and many solutions to improve the competitiveness of Korean agriculture should be studied. The advent of Internet of things(IoT) technology makes possible many new industries and business models in the current society. The adoption of this new technology in agriculture can bring about innovations in agricultural production and distribution as $6^{th}$ industry. This paper summarizes the opportunities in IoT and smart farm. The major benefits and obstacles in introducing smart farms are reviewed and the cases of two successful smart farms in Korea are analyzed. Through these case studies, we can recognize the current status and future strategies in Korean smart farms.

A Study on the Satisfaction of Visual Elements of Package Design for Carbonated Beverage Based on Emotional Experience Theory (감성경험 이론에 기반한 탄산음료 패키지 디자인 시각요소의 만족도에 관한 연구)

  • Zhang, Shang-Shang;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.271-278
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    • 2022
  • Carbonated drinks are a kind of drink that is popular in our daily lives and are sold mainly among young people. There are many brands of carbonated drinks currently on sale, and most of them emphasize the distinction of texture, and brand images and packages have further commercialized package design as a whole. It is necessary to increase the emotional experience of soda package design, which can increase the added value of the brand. Sensibility is the most common psychological experience in humans and is the subjective experience and feeling of things. By combining the emotional experience with the package design of carbonated drinks, it provides more emotional user experience while purchasing carbonated drinks, realizing diversification of product package designs and satisfying consumers' emotional needs. This paper first examines the package design of carbonated drinks, I hope it will be an implication if you increase the emotional experience of soda package design.

User Experience Analysis of Smart bands (스마트 밴드에 대한 사용자경험 분석)

  • Kim, Gun-A;Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.8
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    • pp.99-105
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    • 2017
  • With the advancement of Information and Communication Technology (ICT), the wearable-device industry is growing at a rapid pace in line with the hyper-connected society of people-to-things and things-to-things network connections. International Data Corporation (IDC), a market research institute, estimates that the wearable-device industry will grow rapidly by 2020, despite not yet attracting a popular response. This study investigates the trend of the wearable-device industry and draws implications for product and service development through user experience analysis. The subject of analysis was smart bands and the data generated from product review were collected and analyzed. As a result, user experience could extract utility, usability, aesthetics, value, and reliability, and polarity was analysed and visualized in the extracted data. The study results reveal that current wearable-devices are expensive, that users cannot receive useful information from the long-term viewpoint since the analysis of accumulated data remains focused on functional development, and that they are recognized as a fashion item or an accessory. These factors hinder the continuous usage, motivation and market spread of the product. In a future follow-up study, we will conduct a comparative study on bands and watches by analyzing the second smart watch.

A Cultural Analysis of Self-introduction Letters by Young Job Seekers (청년주체들의 '자기소개서' 작성을 중심으로 한 구직 경험의 문화적인 분석)

  • Lee, Kee-hyeung;Song, Dong-Wook;Koo, Seung-Woo;Jeong, Jun;Kim, Ji-Su;Lee, Dan-Bi;Park, Ju-Hwa
    • Korean journal of communication and information
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    • v.72
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    • pp.7-51
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    • 2015
  • Job seeking for young adults after college in South Korea is much fierce and highly competitive. Many job seekers tend to experience despair, frustration, and insecurity in such a dire social situation. This study focuses on the job seeking experiences of younger generation people by closely examining the self-introduction letters. This work pays keen attention to the narrative strategies and portrayal of the applicants' self-described activities in these forms of letters through a detailed textual and cultural analysis. In doing so, this analysis attempts to contextualize the complex structures of feeling for the part of young job seekers as well as various social factors and pressures that influence on them.

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A Study on the Implementation of Learning community of Chinese International Students Using Design-Based Convergence Exploration (디자인 기반 융합탐구를 활용한 중국 유학생들의 학습공동체 실행연구)

  • Kim, Mi-hee;Lee, Young-sook
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.85-91
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    • 2022
  • In the IOT social environment, which emphasizes the convergence of science and technology and emotion, this study aims to explore the experience and meaning of the experience while participating in the design convergence class based on the operation of the Learning community of Chinese graduate students majoring in design. To this end, an implementation study was conducted by visualizing various research problems using a design-based inquiry method for 12 graduate students attending T University. The design-oriented convergence class was conducted in a small group with content that was deepened into a visual strategy by the expression technique given by the external environment and the learner's own inner motivation. In order to express the perspective and intention of the research problem in the research, the convergence design research expressed using various visual strategies such as metaphorical use and analysis of visual data in the research process and sensory approach to the research problem was presented in a form that expresses the creative thinking process. As a way of exploration, the teaching method of presenting results based on various experiences suggests changes in new teaching formats, practical knowledge sharing by instructors, and community participation by learning participants.

A study on contextual factors of smart kindergartens (스마트 유치원의 컨택스트 요소 연구 - 보육서비스 구축을 위한 요소를 중심으로)

  • Kim, Yong;Pan, Young-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.85-90
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    • 2008
  • 빠르게 성장하는 유비쿼터스 환경 속에서 보육서비스 대부분 기반 기술 개발이나 학습 시스템 기술 개발에 한정되어있다. 따라서 이제는 유아가 성장하는 시기에 필요한 다양한 탐색적 경험이 제공되어 바람직한 성장과 발달을 도와주는 유비쿼터스 환경 기반 보육서비스의 질적 수준 향상을 위한 개발 단계에서 활용할 수 잇는 이용자 중심의 보육서비스 가이드라인에 대한 연구가 필요하다. 이를 위해 유치원을 이용하거나 관련된 이용자의 행태에 영향을 주는 정황(Context)의 중요성이 강조된다. 본 연구에서는 유치원 환경 Context 요소와 보육서비스 개발을 위한 도메인을 선정하고 유치원에서 유아를 중심으로 정황 조사(Contextual Inquiry)를 통해 현장에서 일어나는 다양한 태스크들의 시나리오를 행동 절차 순으로 분류하여 행태 정보를 구조화 하고 유아를 중심으로 관련된 사람과 사물 간의 상호관계에 대한 포괄적인 정황의 흐름을 분석하여 다이어그램을 통해 모델링 하여 사용자 니즈를 도출함으로써 유아의 상호관계와 행태 중심의 유비쿼터스 환경 기반 보육서비스를 기획하고 개발하는 단계에 고려해야 할 요소를 제시하였다.

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van Hiele 모델에 의한 기하학적 사고력 개발에 관한 연구(0 수준과 1 수준의 조작활동 중심으로)

  • 최창우
    • Education of Primary School Mathematics
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    • v.1 no.1
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    • pp.59-71
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    • 1997
  • 기하학적 사고력 개발이라는 우리의 목표는 궁극적으로 보다 낮은 수준의 학생들에게 보다 높은 수준으로 나아가게 하는 경험을 주는 것이다. 학생들이 보다 높은 수준에서 추론할 수 있도록 하기 위하여 그들이 보다 낮은 수준에서 충분하고 효율적인 학습 경험을 가져야 한다는 것이다. 예를 들면 분수에서 이루어지는 것처럼 기계적인 암기식으로 사물을 학습함으로써 수준(단계)을 뛰어 넘으려고 노력하면은 그들이 학습한 것에 관한 많은 것을 기억할 수 없을 것이다. 조작에 관한 보다 풍부한 경험과 시각적으로 입체감을 주는 설명을 들은 어린이들이 보다 훌륭한 공간 추론을 할 수 있을 것이라 믿는다. 본 고에서는 기하학적인 사고의 개발에 관한 van Hiele 모델이 초등학교에서 기하 수업의 토론을 위한 기초로서 사용되어졌다. 그 모델의 수준들이 묘사되었고 일반적으로 초등학교 아동들의 사고는 0수준과 1수준이라 는 것이 밝혀졌다. 단지 극소수의 아동들이 2수준의 사고에 도달해 있을 것이다. 그러나 만약 초등학교에서의 수업이 기하학적인 개념을 구성하는데 주안점을 둔다면 보다 많은 어린이들이 2 수준의 사고를 보여줄 수 있을 것으로 생각된다. 0 수준의 어린이들은 도형의 형태에 초점이 맞추어져있고 1 수준의 어린이들은 도형의 성질을 이해하는데 에 있다. 2 수준의 사고자는 도형의 포함관계를 이해하고 비공식적으로 추론 할 수 있다. 처음 세 수준에서의 활동들에 대한 지침이 주어져 있으며 0 수준과 1수준에 연관되는 다수의 활동들을 묘사했다. 0수준의 어린이들을 위해 묘사된 활동들은 그들이 2차원 및 3차원의 도형 둘 다를 시각화하는데 도움을 주는 것이다. 1 수준에서 사고하는 학습자들을 위해 묘사된 활동들은 2차원 및 3차원 도형의 성질들을 강조했다. 아울러 본 고에서 언급한 활동들은 상호교수에의 접근을 반영했다. 그러한 접근방식은 학습자들로 하여금 그들의 활동과 의견으로부터 개념을 구성하게 해주며 그들의 활동 결과에 대해 다른 사람들과 의사소통 함으로서 개념을 명확하게 다듬어지게 해줄 수 있을 것이다. 아울러 평가 활동들이 본고의 마지막 부분에 주어져있다. 그러한 활동들은 교사들에게 어린이들의 기하학적인 사고수준을 결정하게 해주며 학습자들로 하여금 수업시간 이외에 보다 높은 사고수준으로 나아가게 해줄 수 있을 것으로 기대된다.

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User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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