• Title/Summary/Keyword: 공감적 관심

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A Study on the Possibility of Family Particpation Education through the "Educational Culture Festival" at the Educational Museum (교육박물관에서의 "교육문화 페스티벌" 개최를 통해 본 가족 참여 교육 가능성 고찰)

  • Eom, Hye-Yoon
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.545-553
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    • 2018
  • As the share of leisure culture increases these days, expectations are rising for the high quality of culture while increasing interest in leisure and tourism. The percentage of the population going on weekend trips to broaden the horizons of elementary, middle and high school students has continued to rise in proportion to the expectations for cultural enjoyment. We expect that visitors' weekend family activities will include relaxing, playing and educational purposes. Recent educational programs have moved from the past where only children were allowed to be onsite, to a shared style in which parents can engage in educational activities, potentially leading to the implicit involvement of family ties and family elasticity. The effects of education are not expressed by the period that ends in a single moment of experience, but by the continuity of training and experience. The same holds true for family affinity, communication and empathy. Providing opportunities for family experience and education is a national responsibility for broken family and restoring solidarity with the growing number of single-person households. Furthermore, it is a duty of museums and galleries today, and it is necessary to come up with methods to enhance family solidarity and family affinity. In particular, it is imperative to develop and provide educational programs for educational purposes at the Education Museum, and to develop " education for family " at the social level. This paper aims to analyze the results of all family participating education programs provided by family education programs at the Education Museum through family surveys and interviews, and to enhance the activation of family types education programs more actively.

A Study on the Development of an Effective GIS Data Maintenance Plan -Focused on the Applications for Municipalities (효율적인 GIS 데이터 유지관리 방안의 개발에 관한 연구 - 지방자치단체를 중심으로 -)

  • Kim, Seong-Hoon
    • Journal of Korean Society for Geospatial Information Science
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    • v.13 no.1 s.31
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    • pp.89-96
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    • 2005
  • As the number of the municipalities which have finished the phase I of their GIS system development projects increases, it is very natural that GIS system operation and maintenance rather than development itself has been a more important concern for these municipalities. It seems to me that these phenomena will be amplified as time goes by, and this is the right time for a series of proper guidelines regarding the GIS system maintenance to be supplied to the related municipalities. The subject which is called as 'GIS maintenance' is surely a very comprehensive area. It has been also founded that the necessity is widely agreed among the concerned people working for the municipalities which have already finished their first GIS projects. Nevertheless, it has been investigated that the studies done up to now in this area is in a very infant state from the quality and also quantity points of views. This paper, therefore, makes one of the very initial trials for the systematical GIS maintenance. Among the areas of GIS maintenance, the GIS database maintenance has been selected as the first trial area because of its natural characteristics of the basic element composing IS(Information System). For this, the present conditions of a variety of municipalities have been investigated as far as GIS maintenance is concerned, and the results are analyzed to produce a series of useful outcomes in terms of facing problems and accompanied plans. For each problem, a solution is defined and for each solution a detailed action plan (item) is derived. For each of the two kinds of GIS data given which are the fundamental map and the underground facilities map, an effective GIS data maintenance plan is suggested for the concerned municipalities.

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The aspect and meaning of the digital world view in the anime based on myth (신화를 소재로 한 애니메이션 <고스트 메신저>에 나타난 디지털 세계관의 양상과 의미)

  • Kim, Jin-Chul
    • Cartoon and Animation Studies
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    • s.49
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    • pp.299-323
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    • 2017
  • Interests to cultural prototype as a material of cultural contents are getting more increasing nowadays. One of them is myth. The important thing when you are dealing with the myth as the material that how to convert prototype narratives. Today, digital culture is becoming one of the essential elements of mankind, that is a new sociocultural phenomenon and distinguishing differentiation from the past analogue era. In this regard, the combination of mythology and digital culture is effective strategies for transforming storytelling that can resonate with people who are not familiar with myths. puts the view both of this world and underworld, mythical characters, and various elements of the Grim Reaper into the story. And combines them with digital elements. sets the world that the transcendental soul exists as physically transferred data form. and reinterprets the traditional mythology world into the digitally operated world. Soul-Phone from this anime reflects the digital culture such as storage and transmission, and helps enjoying audiences accept the unfamiliar world of myth. And also It symbolically shows dystopian viewpoints through side effects can caused by digital technology development, such as the instrumentalization of human being, the risk of communication through digital media, and ego-loss caused by duplication, etc. In conclusion, forms a consensus with the audience through the transformation strategy of storytelling that converts the world of myth into the digital world. And it reflects the dystopian view and shows a differentiated world view from the narrative of myth.

The Relationship between Workplace Bullying and Depression: The Roles of Psychological Safety and Supervisor and Co-worker Compassion (직장 내 괴롭힘과 우울증의 관계: 심리적 안전감과 상사와 동료의 컴패션의 역할)

  • Sara Rousalova;Kwang Tae Kim;Hyewon Lee;Young Woo Sohn
    • The Korean Journal of Coaching Psychology
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    • v.7 no.3
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    • pp.27-55
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    • 2023
  • Employee well-being, along with its associated barriers and improvement strategies, has become an escalating concern for researchers and organizations worldwide. This study examined the mechanism behind workplace bullying and depression, exploring the role of psychological safety as a mediating factor. Additionally, we investigated the potential impact of organizational compassion, distinguishing between supervisor and co-worker compassion, as a means of supporting employees subjected to workplace bullying. Based on an analysis of 392 online survey responses from full-time employees in South Korea, our findings demonstrate that workplace bullying undermines psychological safety, resulting in increased depression rates among employees. As anticipated, supervisor compassion mitigated the adverse effect of workplace bullying, whereas co-worker compassion did not exhibit the same moderating effect. These results emphasize the importance of fostering a supportive and compassionate work environment led by supervisors to lessen the strain on employee well-being. Theoretical and practical implications, along with directions for future research, are discussed.

Influences of Well-being Trend on Color of Packaged Food Products (웰빙트랜드가 식품포장디자인의 색채에 끼친 영향)

  • Shin, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.184-192
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    • 2007
  • A social trend can change market trend because it influences on consumer's lifestyle. Therefore the trend has been considered as an important factor for planning and producing new items. If a new trend occurred, its impact on market needs to be examined. Recently, well-being became top global issue and it caused many changes on packaged food products. This study focuses on measuring the impact of well-being trend on package design. The range of products for this research is limited to packaged food product selling in discount stores because it is main category to show well-being trend. Generally, good package design generates impulsive buying at the point of purchase. Colors on packages are critical point for good product design and they are also reflecting social trend to meet their consumers' psychological desires. After gathering basic information from market research, several colors had been selected and classified. For providing specific evidences result from the trend, the role of four major colors have been compared and analyzed. Finally, questionnaire had been handed out to trendy consumers to reach consensus on well-being color.

Entertainers' Conceptual Perception and Behavioral Pattern on their "Positive Influence" ('선한 영향력'에 관한 엔터테이너들의 개념 인식과 발현 양태)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.199-209
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    • 2020
  • "Positive Influence(PI)" of popular star has recently emerged as a social concern, but the lack of prior research has led to confusion over its concept and range of activity. On this point, this study carried out to lay the groundwork for discussions on the systematization of related theories, focused on identifying the current situations by analyzing articles for 15 months from January 2019 to March 2020 when related reports were in full swing. As a result of the analysis of the remarks from the entertainers mentioned in the articles, they were not clearly aware of the concept while doing good deeds under the name of PI in light of the study outcome by Aegean and Singer(2013). The motivations for good deed were classified into six types, including difficulty empathy, fandom reward, participation urge, nidana emphasis, experience subjugation, and memory evocation in the order of frequency of cases. Specific behaviors of PI were followed by donations of money and valuables for 54.4 percent, participation of social agendas for 14.0 percent, volunteering for 13.2 percent, joining campaign for 11.4 percent, other good deeds for 4.0 percent, and philanthropy for 3.0 percent. In occupational analysis, the concentration of donations was also evident. Their activities in the fields of human rights sensitivity, environmental protection and self-management, which are expected to have great effects with their influence, have been extremely poor. The results of the study first require academia to establish a interdisciplinary concept for PI. It also suggests that entertainers and their agencies should take far more strategic approach to evolve the PI event in a way that utilizes the advantages of each job group, such as actors, singers and comedians, and expands the diversity of areas.

Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.623-636
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    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

Design Thinking Methodology for Social Innovation using Big Data and Qualitative Research (사회혁신분야에서 근거이론 기반 질적연구와 빅데이터 분석을 활용한 디자인 씽킹 방법론)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Soon Hwa
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.169-181
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    • 2018
  • Under the constantly intensifying global competition environment, many companies are exploring new business opportunities in the field of social innovation using creating shared value. In seeking social innovation, it is a key starting point of social innovation to clarify the problem to be solved and to grasp the cause of the problem. Among the many problem solving methodologies, design thinking is getting the most attention recently in various fields. Design Thinking is a creative problem solving method which is used as a business innovation tool to empathize with human needs and find out the potential desires that the public does not know, and is actively used as a tool for social innovation to solve social problems. However, one of the difficulties experienced by many of the design thinking project participants is that it is difficult to analyze the observed data efficiently. When analyzing data only offline, it takes a long time to analyze a large amount of data, and it has a limit in processing unstructured data. This makes it difficult to find fundamental problems from the data collected through observation while performing design thinking. The purpose of this study is to integrate qualitative data analysis and quantitative data analysis methods in order to make the data analysis collected at the observation stage of the design thinking project for social innovation more scientific to complement the limit of the design thinking process. The integrated methodology presented in this study is expected to contribute to innovation performance through design thinking by providing practical guidelines and implications for design thinking implementers as a valuable tool for social innovation.

A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields (국내·외 환경분야 게이미피케이션 사례분석을 통한 공익 콘텐츠 개발 방향 연구)

  • Kim, Joo Woo;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.161-182
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    • 2014
  • As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests' value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.

Film and the Politics of Post-memory in Chile's No and Korea's The Attorney (칠레의 와 한국의 <변호인>, 영화와 포스트메모리의 정치)

  • Park, Jungwon
    • Cross-Cultural Studies
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    • v.44
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    • pp.29-58
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    • 2016
  • 'Post-memory' is the act of remembering traumatic events in history by subsequent generations who have not had direct experiences or relations with them. For this reason, the narratives of 'post-memory' are considered as re-interpretations of the past deeply influenced by current perspectives and concerns. The Chilean film NO goes back to the Referendum of 1988 in order to examine the "NO campaign" which was opposed to another eight years of continuation of the Pinochet regime. Although this campaign contributed significantly to the Chilean democratization, the filmmaker does not just celebrate it: rather he attempts to cast a critical reflection on its strategies that eventually turned democracy into a "commodity" by deploying commercial language and marketing tools for characterizing and describing it. On the other hand, the Korean movie The Attorney sheds light on the story of an attorney who, during the military regime in the 1980's, became a human rights lawyer when he tried to advocate for university students accused of violating national security law. This film reconstitutes the meaning of democracy built upon the logic of "common-sense" that privileges freedom and fundamental human rights over Statism. Despite the different historical contexts between Chile and South Korea, these two movies retell the history of a dictatorship that ended a couple of decades ago. In doing so, they raise questions about history, memory and democracy in order to deepen the understanding of current social and political circumstances while placing an emphasis on the roles and responsibilities of intellectuals during the transition to democracy and democratic consolidation.