• 제목/요약/키워드: 매체의식

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A study on the meaning of abolition of abortion of abortion for nursing students using media (매체를 이용한 간호대학생의 낙태법폐지 의미고찰)

  • Kim, Mi-Hwa;Park, Sun-Hwa
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.9-14
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    • 2021
  • The purpose is a qualitative study to explore the self-consciousness of nursing students regarding the abolition of the abortion law using media. The participants of this study were 20 students who were first-year students at a university in M city, Gyeongsangbuk-do, and had strong awareness about the abolition of the abortion law. Data collection was done through self-reports within 72 hours of watching the video on life phenomena. The collected data were analyzed using Krippendorff's phenomenological method. As a result of analyzing the experiences related to the abolition of the abortion of abortion it was derived into 16 meaningful statements in 3 categories and 9 topics. Three categories were derived from 'disregarded dignity', ambiguity of boundaries, and 'reeducation in sex education'. As a result of this study, it was confirmed that the abolition of the abortion law in nursing colleges had opportunities for women's reproductive health promotion and women's human rights, and various social participation attitudes as nursing students. It is expected to be used as a useful basic data for student life counseling in the future, and it is expected to be used as a basic data for the development of reproductive health promotion education.

The Psychological Meaning Delivery of The Color which was Applied to Animation (애니메이션에 적용된 색채의 심리적 의미 전달)

  • Jin, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.145-153
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    • 2006
  • 'Regardless of our consciousness, Color is the energy that we are affected by positively or negatively.' said Johannes Itten. When we see the color in nature, the color acts to our emotion most preferentially and most strongly. These experiences of color become symbol or icon to us and express states of his mind as allegory. The color of animation is the visual element of image media, the image which act as important meaning, the attribute of light, and visual-perceptional factor. With molding factor form, light and shade, the color function importantly as media which express a person and a person's circumstance. In animation, the color is used symbolically to suggest not only mental change of character but also the condition. The transmission of mental meaning express symbolism of the color iconically. Accordingly, the color for image express of animation take on universality. This study focus on how the symbolical meaning of the color is reflected in a work.

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The Effects of the Robot Based Instruction on Improving Immersion Learning (로봇활용수업이 학생의 학습몰입 향상에 미치는 효과)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.1-12
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    • 2011
  • This paper is to explore the effects of Robot Based Instruction(RBI) on improving immersion learning. According to our research, we found out that there is significant improvement in learning immersion and there's 9 sub-factors score after RBI was applied. Also from the result that there is no significant difference between male and female students in learning immersion score, we can found that RBI can improve the learning immersion of students regardless of the learner's sex. The result of verification on the learning immersion is difference by subjects showed that there is significant improvement only in korean, science, art subject among 7 subjects. The above-mentioned results are based on as follows two reasons. First, RBI is efficient to improve students' internal motivation and ownership about tasks, and that is related to environment of learning and instruction focused on authentic task and practice. Second, educational advantages of robot media was reflected appropriately in RBI, also appropriate instructional environment for RBI was supported.

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Research on Middle School and High School Teachers′Awareness of Instructional Media on Clothing and Textiles Education (중.고등학교에 재직하고 있는 교사의 의생활 수업매체에 대한 의식 조사)

  • 박일록;이은희
    • Journal of the Korean Home Economics Association
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    • v.39 no.5
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    • pp.75-88
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    • 2001
  • This research aims to obtain basic information on the present situation of the instructional media on clothing and textiles education, in middle and high schools. It also strives to get various information needed in order to improve educational environments and teaching methods. The targets of this survey were 225 teachers who teach home economics at middle and high schools in Taejeon, Choongchungnamdo and Junrabookdo. I made up questions their awareness about the instructional media on clothing and textiles education, the educational circumstances of their schools having to do with new media, and their real educational goal. Methods such 3s frequency, percentage, and Chi-square(${\chi}^2$)(statistical significance of differences between variables) were used to research the differences of awareness on using instructional media, according to teachers'various characters, were checked using the SPSS WIN computer program. The results of this research were as fellows; 1. They thought content on the management and the materials of clothing were the ones that need to be developed, compared to other content having to do with the curriculum on clothing and textile education. 2. The real things tuned out to be the molt useful and effective. So the most frequently used media was the Over Head Projector. Also, the teachers expressed in general that they wished to increase the use of computers in order to teach more efficiently. 3. We knew the teachers had little knowledge on the software developed for clothing and textiles education. The infrastructures for educating the using of clothing and textiles, using computers and the internet, were very poor in most schools. The new curriculum that has been proposed needs a more enlarged investment in order for it to function properly and effectively.

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The Use of Color Cosmetic Products by Female High School Students (여고생들의 색조 화장품 사용 실태)

  • Ryu, Seung-Youn
    • Journal of Convergence for Information Technology
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    • v.9 no.12
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    • pp.279-285
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    • 2019
  • This study was conducted on adolescent high school girls who were most interested in their appearance to examine the makeup and cosmetics use of high school girls and to present their correct pre-made cosmetics use training materials. This survey was conducted after the modification and supplementation of the questionnaire. Most high school girls in adolescence begin to wear makeup out of curiosity at the age of 16-17, when they are in their third year of middle school and first year of high school. In other words, high school girls in adolescence begin to wear makeup as the effects of puberty lead to rapid physical development and physical change, and the desire to get attention from reason and others rapidly increase. It can be seen that high school girls who are interested in makeup actively manage their personal appearance as they explore the Internet, TV and other media outlets, copy female celebrities of their own age who appear in the media, and make them look strange.

The Analysis of Internet Literacy Effect through Education of Producing and Using Multimedia UCC (동영상 UCC 제작 및 활용 교육을 통한 인터넷 리터러시 효과 분석)

  • Ju, Yong-Wan;Hwang, Yong-Suok;Kim, Yang-Eun;Cho, Yeong-Ki
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.27-39
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    • 2010
  • Internet is taking up as a new culture on the cyber-space beyond a simple hobby as its utilization ratio is rapidly being spread throughout the world. However most education for internet media has been focused on cyber ethics education and internet addiction. Therefore it arises to need to educate internet literacy for positive and desirable usage of internet media raises. Previous research on media eduction doesn't have been analyzed the outcome of media education. In this study, we show the result of internet media education which performed for fostering internet literacy. For the analysis of education result we observed emotional attitude about internet, internet media recognition, efficacy of using internet, and consciousness of internet ethics for middle school student. As a result, there are many changes for emotional attitude about internet, ability of using internet media, and consciousness of internet ethics.

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The Base of Understanding for Interdisciplinary Studies on Cyber Crimes - Centering on Regulations in Criminal Law - (사이버범죄의 학제간 연구를 위한 이해의 기초 - 형법상 규제를 중심으로 -)

  • Lim, Byoung-Rak
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.237-242
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    • 2008
  • This study aims to provide theoretical base in criminal law for engineers in the viewpoint of jurists to encourage interdisciplinary studies on cyber crimes. Apart from seriousness of discussion on torrent cyber crimes, a good effect of the internet networks such as sharing of information has bee emphasized while the evil influence of its side effect has been neglected. Therefore, this study suggests that we need to consider reinforcement of cyber ethics, and legal mind of IT technicians, strict security by managers, active efforts to develop legitimate contents by managers of web hardware and P2P, and reinforcement of punishments against crimes by internet users. And this study approaches new norms on computer and cyber crimes in interpretational sense of criminal law, and provides the theoretical base of the criminal law focusing on traditional theories, assumptions, and precedents involved in regulations against computer virus distribution.

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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The Image of Nurse in Korean Newspaper Article: A Thematic Analysis (국내 신문에 나타난 간호 관련 기사: 주제분석)

  • Jin, LiHua;Kim, MiYoung;Yang, Boksun
    • Journal of the Korea Convergence Society
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    • v.10 no.10
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    • pp.309-320
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    • 2019
  • This study was to explore the meaning and implications of nurses' representations in newspapers from the perspective of convergence. Four different Korean newspaper articles from Aug. 2003 to Sep. 2013 were analyzed by using a descriptive exploratory qualitative study, thematic analysis. Five themes were derived from the data analysis. In the newspaper, in general, professional nurses were described as patient-centered nursing provider with sense of calling for nursing. Also their positive portrayals as health professionals have noticeably emerged. Yet in contrast, nurses' negative portrayals as neglectful, lazy, and discriminating against the poor have been reported. The study findings indicate significantly enhanced nursing professionalism and nursing as a future-promising occupation. The results can be used to develop strategies to improve nursing public image in the media. For further exploratory study on the subscriber's image of nurses after reading the articles is needed.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.