• Title/Summary/Keyword: 문화에 대한 관심

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Investigation on Science Teachers' Practical Knowledge by Life History (과학 교사의 실천적 지식 탐색: 생애사적 이해를 바탕으로)

  • Yu, Eun-Jeong;Lee, Sun-Kyung;Choi, Jong-Rim;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.971-987
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    • 2010
  • The purpose of this study is to investigate the formation and development of science teachers' practical knowledge by life history. In the sociocultural perspective, a science teacher is a producer and consumer of knowledge. There were two secondary science teachers who participated in this study. Each of them had three to six years experience in teaching. They were familiar with the researchers because they had been to the same university or were colleagues with them in graduate school for several years. The two science teachers had formed their practical knowledge for their professional development based on their biographical backgrounds. Model of Life history and structure of personal practical knowledge were used as analytical tools. As a result, the science teachers' practical knowledge has shown a significant difference in the main concern and weight according to their life contexts. The science teachers' formation of their practical knowledge played a role as an important motive to improve their professionalism based on the teacher's life path. In addition to that, the science teachers' practical knowledge showed a tendency to be solidified with continuous reflection.

A Study on the Effect of Reading Activities on Job Satisfaction and Organizational Commitment of Public Library Employees (공공도서관 직원의 독서활동이 직무만족과 조직몰입에 미치는 영향에 관한 연구)

  • Kim, Seo Ryung;Park, Sung Jae
    • Journal of the Korean Society for information Management
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    • v.33 no.3
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    • pp.371-398
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    • 2016
  • The purpose of this study is to analyze the effect of reading activity of employees in public libraries on their job satisfaction and organizational commitment which was suggested by previous studies proving the relationship among the variables in the business area. The results from the survey indicate that there were significant differences in job satisfaction, satisfaction with human relationship, satisfaction of self-realization, affective commitment, and continuance commitment in terms of the frequency of participation in a book club. Additionally, the number of employees' reading books and hours spent for reading significantly influenced their job satisfaction and the hours spent for reading significantly influenced affective commitment. It was also found that participation continuity for a book club influenced on satisfaction level of social recognition, continuance commitment, and normative commitment. Job satisfaction level had a complete mediation effect between reading hours and affective commitment, and satisfaction from social recognition had a complete mediation effect between participation continuity in a reading meeting, continuance commitment, and normative commitment. Based on these results, this study suggests a plan for constructing a good environment for employees to read through introducing a reading management as follows. Firstly, managers of public libraries need to take an active interest in reading management and various programs to encourage employees to read need to be provided. Secondly, public libraries are required to encourage their employees' participation in book clubs and support them, so that the employees are able to participate in the book club consistently. Finally, institution-level consistent motivation is needed for an active reading activity.

Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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An Influence on Adolescents' Fandom Activities (청소년 팬덤활동에 미치는 영향)

  • Kim, Sun-Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.167-176
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    • 2013
  • This study aims firstly to examine whether adolescents' life satisfaction influences their fandom activities, then to analyze whether the influences of ego resiliency and peer relations on fandom activities vary by adolescents' life satisfaction and how, if they do, and finally, using multi-group analysis, to identify whether there are gender differences in their fandom activities. The results are as follows: Firstly, as adolescents' life satisfaction is lower, their involvement into fandom activities are increased. Secondly, peer relations and ego resiliency has different relations to fandom activities, that is the former have indirect impact on fandom activities. Ego resiliency has both direct and indirect influence on fandom activities, that is adolescents who have higher ego resiliency participate more actively into fandom activities and this influence is mediated by life satisfaction. Finally, the degree of participation into fandom activities depends of adolescents' gender, that is girls involve in fandom activities more actively. One consistent finding of this study is that fandom activities are negatively related to life satisfaction. The results of this study show that more various programs to enhance life satisfaction, self respect and peer relations of adolescents are necessary to facilitate healthier culture of adolescents.

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.

Study on the Characteristics of Pop Art shown in Nam June Paik's Media Art Focused on 'Media Extension' and 'Audience Participation' - (백남준 미디어 아트에 나타난 팝 아트의 특성 연구 '매체 확장'과 '관객 참여'를 중심으로 -)

  • Hong, Mi-Hee
    • Cartoon and Animation Studies
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    • s.42
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    • pp.195-212
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    • 2016
  • An interest in 'ordinary things' has been increased because public things become issues as the influence of mass media including mass production has been increased in the 1950s. And this phenomenon drew an art style of pop art in the world of art. Media art means that the fine arts are expressed by means of media such as TV and monitors because media has been developed in the modern society. It started emerging through the artists such as Nam June Paik, Bill Viola, and others in the 1960s. Recently, it can be easily accessible not only at the art museum but also in everyday life such as cafe, park, fashion show, performance, and etc. This study analyzed that how many different techniques of pop art were borrowed by especially Nam June Paik media art and how they influenced it. Accordingly, this study respectively analyzed expressive techniques and characteristics of both pop art and Nam June Paik's media art and then searched for their similarities based on the analysis. Both Nam June Paik's media art and pop art extended media by using various ordinary things in everyday life neglected previously as a material. Next, the characteristic of pop art shown in Nam June Paik's media art is participation with audience. While the arts in the past were high-level culture that only certain people could understand and enjoy, pop art or Nam June Paik's media art is an art trend that has led the popularity of fine arts and audience participation in order to let diverse classes enjoy without any specific knowledge.

A Study of Selection of Self-employment in Korea (자영업 선택의 결정 요인에 관한 연구)

  • Cheon, Byung-you
    • Journal of Labour Economics
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    • v.26 no.3
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    • pp.149-179
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    • 2003
  • This study is analysing the factors determining individuals' behavior of selecting self-employment not only at the micro-level but also at the macro-level to put a particular emphasis on the financial constraint and unemployment rate representing business cycle. The data used in this study are "Korean Labor and Income Panal Study" of the Korea Labor Institute and "Economically Active Population Survey" of National Statistical Office. The main findings are as follows. First, human capital such as educational attainment and job experience has positive effects on male's selection of self-employment. The effects of job experience, however, changed negative for female's selection of self-employment. Second, real estate is significantly enhancing the selection probabilities of employer selection while the income from financial assets has negative effects. Third, entrepreneurial culture and environment are also raising the self-employment selection probability. Lastly, the regional unemployment rate representing the business cycle has positive effects on the self-employment selection after the financial crisis in 1997 both at the micro and macro level. Moreover, the coefficient of regional unemployment rate has changed positive in the structural model of self-employment selection controlling for selection bias and income opportunities, which means that individual's behavior of self-employment selection is rather complex when accounting for the uncertainties of income opportunities and diverse characteristics of self-employment workforce.

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What Makes Husband and Wife Satisfied with their Marriages : A Comparative Analysis of Korea and Japan (한일 부부의 결혼만족도 비교)

  • Chung, Ki-Seon;Kamo, Yoshinori;Yi, Ji-Hye
    • Korea journal of population studies
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    • v.33 no.1
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    • pp.133-160
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    • 2010
  • This study aims to analyze marital satisfaction over the family life course and to find its determinants in Korea and Japan. The data for this study came from nationwide representative sample surveys on family in these two countries including 5,308 Korean and 4,920 Japanese men and women living with their spouses. In order to see the cultural difference and similarity in marital relations, the effects of education, income, employment, marriage gradients (normative patterns between the spouses), family stress, and quality of conjugal interactions on Korean and Japanese couples' marital satisfaction were examined. It was found that the marital satisfaction showed a U-shape pattern for both Korean and Japanese couples. In both countries husbands tend to have higher marital satisfaction than wives over the entire life course. The most important determinants of Korean and Japanese couples' marital satisfaction are good qualities of conjugal interactions including deep trust and concerns for spouse and sex life satisfaction. For Korean couples good conjugal interactions is better predictor of marital satisfaction than sex life, while for Japanese couples sex life is more important determinant of marital satisfaction.

Practical Problem-Focused Instructional Design and It's Perception Applying Universal Design (유니버설 디자인을 적용한 체험형 실천적 문제중심 수업 설계 및 수업 인식)

  • Lee, Gyeong-Suk;Jang, Sang-Ock
    • Journal of Korean Home Economics Education Association
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    • v.22 no.2
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    • pp.155-169
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    • 2010
  • This study aims to design practical problem-focused instruction by applying universal design of "Housing" unit of Technology Home Economics in the 10th grade and examine the students' perception on the lesson. The lesson is composed of the following procedures: thinking, problem recognition, problem understanding, information search & alternative search, consideration of the result, and practice plan. To solve problem such as 'What should one do for everyone's convenient and comfortable residential life' practically, we chose the major concern of 'understanding the universal design', 'analysis of cause for environmental change', 'creation of human-concerned residential culture'and performed alternative experience program for the old, the pregnant and the disabled. The students perceived teaching methods and contents positively with interest. They also understood the lesson easily by experiential activity and discussion thus enabling their active participation. It was also found out that the students felt considerable change of their consciousness of living environment of residence and the local community, thus it is concluded that the practical problem-focused instructional design method is very effective.

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A Study on K-Wave's Business Expansion: Based on Creativity Type Model (한류의 비즈니스 확장에 관한 연구: 창의성 유형 모델 기반으로)

  • Song, Minzheong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.39-54
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    • 2018
  • This study aims to expand K-Wave business. For this, it firstly investigated previous studies and pointed out limitations of the current scope of the K-Wave business. Therefore, as a theoretical background, it attempts to construct an analysis framework based on four types of creativity type model and to redefine the concept of K-Wave business, which refers to a series of business activities that create, utilize the asset, and reuse the originality of intellectual property assets. This study analyzes the business activities of K-Wave's asset creation, utilization, and talent linkage during 2013~2017. The scope of the asset creation covers the highest ranked movies, dramas, and K-pops, while the utilization of those is analyzed in cosmetics, food, and fashion industries. The personal talent is the source of new K-Wave value creation and Webtoon IP is analyzed. As a result, in the case of movies and dramas, the representative market is China, which is the result of the efforts to avoid the continuation of China's regulation and the development of local OTTs. It is confirmed that the product development for Chinese consumers is active as activities of K-Wave utilization in cosmetics, food and fashion. Interesting is that new K-Wave content is circulated in the beauty sector. Finally, it is confirmed that Webtoon IP, which has been structured with a solid story in individual talent, is the origin of new K-Wave asset creation such as movies and dramas.