• Title/Summary/Keyword: 경험적

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A study of elderly private security guards about their victimization experience in the workplace and their perception of occupational stress (노인경비원의 폭력피해 경험과 직무스트레스에 대한 연구)

  • Hong, Kook-Pyo;Oh, Kyu-Chul;Lee, Chang-Bae
    • Korean Security Journal
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    • no.36
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    • pp.469-492
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    • 2013
  • While the average age of population increases, so as the number elderly workers employed in the private security in Korea. However, not many studies have examined the issues related to elderly security guards so far, especially regarding the experience of workplace violence victimization even though they are quite vulnerable. The current study surveyed elderly private security guards across the nation in an attempt to ask about their workplace violence victimization experience, including both physical and verbal ones. The researchers investigated if victimization experiences affect the elderly security guards' perception of occupational stress. The result indicated that the respondents experienced verbal violence more than physical violence, and perpetrators were usually customers, not their supervisor or coworkers. In addition, those who experienced verbal violence in the workplace, perceived a higher level of occupational stress. The experience of physical violence did not make a significant impact. Policies are discussed in order to decrease workplace violence towards elderly security guards.

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From Contemplation to Participation: Empirical Study on Effect of Audience Participation on Aesthetic Experience (관조에서 참여로: 관객참여가 미적경험에 미치는 영향에 대한 실증연구)

  • Zhang, Cheng;Um, Myoung-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.287-296
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    • 2020
  • The purpose of this study is to explore the differences in aesthetic experience according to the level of audience participation. Flow experience and aesthetic distance were utilized as proxies for aesthetic experience. A total of 70 undergraduates participated in the experiments of this study. In terms of flow experience, active participation groups were found to have relatively greater flow experiences compared to contemplation groups and passive participation groups. However, there was no difference in flow experience between the contemplation groups and the passive participation groups. In light of aesthetic distance, which means psychological distance, people in active participation groups were found to have a closer psychological distance from artwork than those in contemplation groups and passive participation groups. Also, those who belonged to the passive participation group showed a closer psychological distance than the contemplation group. The results of this study provide artists and art organizations with implications for enhancing audience attraction as well as the completeness of artwork.

Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.185-194
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    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

A Study on Environment of Disorder Affect Fear of Crime by Violence Experience (무질서로 인한 폭력경험이 범죄에 대한 두려움에 미치는 영향)

  • Shin, Jae-Hun;Kim, Sang-Woon
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.74-82
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    • 2015
  • Crime inflicted harm to civilians. Crime inflicted direct damage and indirect damage. Crime affected the lives indirect damage caused by the fear of crime. Fear of crime has creating anxiety gives bad influence to a large number of citizens. It was studied to find the cause of the fear of crimes. As a result, the fear of crime affected the demographic characteristics and the direct and indirect experiences of crime. This study researched about physical environment and experience the effects of violence on the fear of crime. The analysis results, Chaotic environment has significant impacted direct and indirect experience of violence. And chaotic environment has significant impacted fear of crime. Comparison result, The indirect force experience the greatest affected fear of crime. Arranged in order of importance result, disorder, direct of violence experience influence on fear of crime. The study demonstrated that when the physical environment is the fear of crime reduction.

Social Workers' ethical beliefs and experiences -Focused on Client-Worker Dual Relationships- (사회복지사의 윤리적 신념과 경험에 관한 연구 -이중관계(dual relationship)를 중심으로-)

  • Kim, Jin Sook;Jang, Yeon Jin
    • Korean Journal of Social Welfare Studies
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    • v.43 no.2
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    • pp.235-266
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    • 2012
  • This study has surveyed 379 social workers to recognize how much they believe their behaviors are ethical related to dual relationship and how many they have experienced dual relationships with their clients. In addition, we also examined if there were significant differences in social workers' beliefs and experiences according to their socio-demographic characteristics and organizational properties. To accomplish this purpose, we conducted frequency analysis, single sample t-test and one-way analysis of variance focusing on sexual, bartering and private relationships. Respondents tend to have a little permissive attitude about dual relationships while they little experienced of them. Social workers's beliefs and experiences are different depending on gender, education level, work experience, position, training experience of ethics and service target. From these results, it suggested that code of ethics for social workers and the curriculum of social work ethics should be revised reflecting on present field situation and inspiring ethical sensitivity.

Empirical Meanings and Dilemmas of the Profession of an Academic Librarian: Applying Giorgi's Phenomenological Method (대학도서관 사서 직업에 대한 경험적 의미와 딜레마: Giorgi의 현상학 방법을 적용하여)

  • Sun-Ae Lee
    • Journal of the Korean Society for information Management
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    • v.41 no.2
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    • pp.353-374
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    • 2024
  • This study aimed to delve into the personal experiences of academic librarians as they perform their duties, seeking a holistic understanding of their professional experiences and the subjective experiences underlying them. To this end, the study conducted in-depth interviews with librarians, who were selected as research participants from private four-year universities, and analyzed the collected data using Giorgi's phenomenological analysis method. The findings reveal that the experiences of academic librarians can be summarized as "ambivalent perceptions of the librarian profession," "discrepancies between expectations and reality," "discriminatory personnel practices within university organizations," "growth and limitations derived from professional experiences," and "adaptation and anxiety in response to rapid environmental changes." A closer examination indicated that academic librarians continuously experience and resolve dilemmas within complex contexts. The findings of this study are expected to deepen the understanding of the profession of academic librarians and contribute to the development of practical strategies for workforce management and the improvement of working conditions.

Comparing User Experience-based Design and Minimalism (사용자 경험 디자인과 미니멀리즘 비교)

  • Jo, Dong-Hee;Lim, Byung-Woo;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.145-154
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    • 2008
  • Minimalism, which started with the subtle distinction between the end of modernism and beginning of post-modernism, was not limited to the fine arts but also spread through architecture, fashion, and the rest of the design industries. this historical study is considered a logical, user experience-based design process, the latest issue derived from the collision between minimalism and the digital environment is not limited to practical industrial design processes, but also their theoretical study. the results show that user experience-based design process and minimalism share many of the same qualities. based on these similarities, minimalism and user experience-based design process can be grouped together both academically and theoretically for establishing a future academic template for the digital designing process.

ICT EXPERT INTERVIEW - 실감형 콘텐츠

  • Jo, Yong-Sang
    • TTA Journal
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    • s.162
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    • pp.8-15
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    • 2015
  • 실감형 콘텐츠는 정부가 발표한 미래성장동력에도 포함될 정도로 정부와 산업계의 뜨거운 관심을 받고 있는 분야입니다. 사실 실감형 콘텐츠란 하나의 기술 분야를 말한다기 보다는 인간의 감각 기관과 인지 능력을 자극하여 실제와 유사한 경험 및 감성을 느낄 수 있게 해주는 유형의 콘텐츠를 통칭하는 것입니다. 그래서 지금까지 경험한 평면적인 디지털 콘텐츠나 3D 콘텐츠보다 더 몰입감 있고, 신기하고, 새롭고, 재미있고, 기대되는 콘텐츠라고 할 수 있지요. 2000년대 들어 우리는 이미 공상과학 영화를 통해 실감형 콘텐츠의 모습이 어떤 것인지 간접적으로 경험해 왔고, 그러한 기술들이 최근에 콘텐츠의 모습으로 완성되면서 실제적인 경험을 하고 있습니다. 하지만 더 흥분되는 사실은 지금 우리가 경험하는 것은 아주 일부분의 맛보기일 뿐, 앞으로 소개될 콘텐츠들이 제공할 새로운 경험은 더 압권이 되겠지요. 최근 정부와 산학연의 실감형 콘텐츠 기술 개발은 많은 제약과 어려움에도 불구하고 매우 적극적으로 추진되고 있습니다. 국제 표준화 기구에서 치열하게 추진되는 표준 개발에도 국내 전문가들이 적극적으로 대응하고 있습니다. 이 특집에서는 실감형 콘텐츠에 대한 개념과 트렌드를 전문가 인터뷰를 통해 들어 보고, 실감형 콘텐츠를 구성하는 여러 가지 기술 중에서도 소비자들의 기대와 눈높이를 맞춰줄만 한 새롭고 기대를 모으는 것들을 살펴보고자 합니다. 앞으로 우리는 입체 공간에서 1인칭 시점으로 얼마나 실감나게 콘텐츠 속으로 빨려들어 갈 수 있을까요? 지금까지 경험한 콘텐츠 조작은 얼마나 새로워질까요? 내가 필요할 때 딱 맞는 콘텐츠를 바로 이용할 수는 있을까요? 우리가 이렇게 새로운 것으로 즐거울 때 혹시 소외되는 사람들이 있지는 않을까요? 분명 있겠지요. 그렇다면 어떻게 우리는 정보격차를 극복할 수 있을까요? 이러한 물음에 대한 전문가들의 의견을 들어보시기 바랍니다.

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Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.

Exploration on Learning Experiences Influencing Elementary Science-Gifted Students' Perceptions of a 'Planning a Science Exhibition' Field Trip Program ('과학 전시전 기획' 탐방 프로그램에 대한 초등 과학영재 학생의 인식에 영향을 미친 학습 경험 탐색)

  • Kang, Minju;Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.43 no.2
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    • pp.252-268
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    • 2024
  • This study developed a field trip program called "Planning a science exhibition" and explored elementary science-gifted students' perceptions of the program and learning experiences influencing them. To this end, 56 elementary science-gifted students in grades 4-6 from in an university-affiliated science-gifted education institute in metropolitan area were selected to participate in the field trip program. After the program, the students answered a survey regarding their perceptions of the program. Additionally, 19 students were selected for group interviews to further explore their survey responses. Results showed that many elementary science-gifted students perceived the program positively in various cognitive and affective aspects. Some students also pointed out certain limitations of the program. Five interconnected learning experiences were identified as influencing the students' perceptions: "experiences fostering creativity", "non-residential camp-type project-based learning experiences", "self-directed learning experiences", "experiences utilizing digital devices", and "collaborative experiences". Educational implications regarding these results were discussed.