• Title/Summary/Keyword: 미디어 관여도

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A study on the parenting stress factors and the copying strategies of marriage immigrant women raising middle and high school student (중·고등학생 자녀를 양육하는 결혼이주여성의 양육스트레스와 대처방안에 대한 연구)

  • Huang, Haiying;Lee, Mijung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.4
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    • pp.415-426
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    • 2015
  • This study is intended to learn about the factors appearing in parenting stress and the copying strategies by targeting marriage immigrant women who are raising middle and high school student. To this end, in-depth interviews were conducted on seven participants of Marriage Migrant Women who are living in Seoul and Gyeongi area. Generally to say, first of results showed that the personal factors, family factors, social factors and enculturative factors were found out as the factors of parenting stress of them. Secondly, problem-centered and emotion-focused coping strategies for the factors of stress were the main ways. Specifically, as the individual factors, the self-efficiency was coped with problem-focused ways and the parenting roles were coped with emotion-focused ways. As the family factors, child's activity and sociality impact their school adjustment and their mother's parenting stress and, various copying strategies were used depending on the different situation. For the social factors, looking for family supporting as the active problem-focused coping ways were used in husband's family and looking for emotional comfort as the emotion-focused coping ways were used in parents' home. In the case of enculturative factors, the emotion-focused coping strategies were used for the Public gaze and the prejudice around them that caused overwhelming sense of helplessness.

A survey on the roles of art group for enhancing cultural diversity: focus on the case of "GARAM" (문화다양성 증진을 위한 문화예술단체의 역할 -다문화 극단 '가람'을 중심으로-)

  • Lee, Seung Kwon;Kim, Eun Sun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.381-398
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    • 2016
  • This study explains how Cultural-art organizations contribute to development of cultural diversity at this time of paradigme of cultural diversity. The object in this study 'Garam' which is a cultural art organization is comprised of people from multicultural families. The organization has been continued in unwanted environment. The very fact that this organization, as a group of people of multicultural background, has maintained its influence for a while indicates the possibility for the settlement of cultural diversity as a new paradigm. This research has proven that how various cultures can co-exist with korean culture through couple of methods. One is doing interviews with people who are involved in such field. And the other one is monitoring specific process or steps of how is the organization that deals with cultural and artistic subjects founded, operated and works. Accordingly, based on the operational factors and executive matters of the organization, the role of this multicultural theatre group was confirmed. This study's explication about the possibility of development of cultural diversity focuses on field activities with the recognition of limited effectiveness of institutionalized associations. Also, it analyses how realistically cultural art organization contribute to development of cultural divetsity, and what factors hinder the development.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.

A Study on the Present Condition of Senior Sports and Activation Plan of Silver Taekwondo (노인체육의 현황과 실버태권도 활성화 방안 연구)

  • Jeong-Soo Oh
    • Journal of Industrial Convergence
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    • v.22 no.4
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    • pp.31-38
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    • 2024
  • The purpose of this study was to examine the current status of elderly sports both domestically and internationally, and to explore strategies for the activation of Silver Taekwondo as one of the sports disciplines for the elderly. To investigate the status of elderly sports globally, press releases and statistical data from various national public institutions and sports facilities (including the Ministry of Culture, Sports and Tourism, the Ministry of Health and Welfare, the Korean Statistical Information Service, e-National Indicators, and the Korea Sports Promotion Foundation) were collected. Comparative analysis with related papers, journals, and books led to the following findings for activating Silver Taekwondo. Firstly, elderly sports in South Korea are primarily conducted through welfare centers, with a preference for dance, yoga, and music, while martial arts, including Taekwondo, had a lower preference rate. To increase participation in Silver Taekwondo, a variety of marketing approaches, similar to those used internationally, such as experiential case studies in media, film production, distribution, and telephone promotions, are necessary. Secondly, the development of Silver Taekwondo programs tailored to the training targets and the cultivation of instructors capable of executing these programs are needed. The development of programs should involve collaboration with Taekwondo institutions, dojangs, universities, and lifelong education centers, requiring the participation of majoring students and elderly sports instructors.

Factors Influencing Satisfaction of Branded App and Purchasing Intention: Moderation Role of Product Involvement (브랜드 앱 만족도와 구매의도의 영향요인: 제품관여도의 조절효과)

  • Jin Xinhua;SooYeon Chung;Cheol Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.121-140
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    • 2016
  • Today, consumers are interested in branded apps as new marketing channels. Consumers do not have ready access to information that will enable them to judge the quality of a particular product or service before purchase, but they will gain such information with branded apps. As they need to be actively chosen and downloaded to users' smartphone by the users themselves, branded apps have greater marketing effectiveness and influence than traditional channels. Therefore, corporations that place emphasis on interactions with customers anticipate a new marketing effect with their branded apps. With previous research on smartphone applications as a background, this research finds key factors in branded apps that influence users' satisfaction. Additionally, the study centers on the relationship in which satisfaction in the branded app significantly influences the purchase intention for the branded product/service.

A Clinical Study on the Relationship between Dental Implant and Systemic Disease (치과 임플란트와 전신질환과의 연관성에 관한 임상적 고찰)

  • Yang-Keum Han;Mi-Sook Yoon;Han-Hong Kim
    • Journal of Korean Dental Hygiene Science
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    • v.6 no.2
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    • pp.25-35
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    • 2023
  • Background: In order to emphasize the importance of clinical dental hygienists-led dental hygiene management processes for those with systemic diseases, we tried to identify systemic diseases affecting dental implants based on clinical data. Methods: In order to identify systemic diseases affecting dental implants, literature review was conducted from March 1 to May 31, 2023, and the search period was for research papers published in domestic and foreign academic journals from January 2000 to December 2020. Domestic databases used for search use RISS, Nuri Media(DBpia), and Korea Academic Information (http://www.papersearch.net ; KISS), while overseas databases searched Pubmed for dental implant failures, implants, systemic diseases, and Dental implant and system disease. Results: The cumulative survival rate of implants averaged 94.3 percent and the failure rate was 5.7 percent. Clinical analysis of systemic diseases related to implants accounted for the highest frequency with 13 (100.0%), followed by 8 (61.5%) studies on high blood pressure and smoking, 7 (53.8%) cardiovascular diseases, and 5 (38.5%). In addition, liver disease, thyroid abnormalities, blood abnormalities, organ transplants and infectious diseases were confirmed. Conclusion: Since unregulated systemic diseases are a risk factor for implant failure, clinical dental hygienists should continue to maintain healthy oral conditions by sharing information with patients during periodic preventive dental hygiene management processes such as dental hygiene assessment.

RGB Channel Selection Technique for Efficient Image Segmentation (효율적인 이미지 분할을 위한 RGB 채널 선택 기법)

  • 김현종;박영배
    • Journal of KIISE:Software and Applications
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    • v.31 no.10
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    • pp.1332-1344
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    • 2004
  • Upon development of information super-highway and multimedia-related technoiogies in recent years, more efficient technologies to transmit, store and retrieve the multimedia data are required. Among such technologies, firstly, it is common that the semantic-based image retrieval is annotated separately in order to give certain meanings to the image data and the low-level property information that include information about color, texture, and shape Despite the fact that the semantic-based information retrieval has been made by utilizing such vocabulary dictionary as the key words that given, however it brings about a problem that has not yet freed from the limit of the existing keyword-based text information retrieval. The second problem is that it reveals a decreased retrieval performance in the content-based image retrieval system, and is difficult to separate the object from the image that has complex background, and also is difficult to extract an area due to excessive division of those regions. Further, it is difficult to separate the objects from the image that possesses multiple objects in complex scene. To solve the problems, in this paper, I established a content-based retrieval system that can be processed in 5 different steps. The most critical process of those 5 steps is that among RGB images, the one that has the largest and the smallest background are to be extracted. Particularly. I propose the method that extracts the subject as well as the background by using an Image, which has the largest background. Also, to solve the second problem, I propose the method in which multiple objects are separated using RGB channel selection techniques having optimized the excessive division of area by utilizing Watermerge's threshold value with the object separation using the method of RGB channels separation. The tests proved that the methods proposed by me were superior to the existing methods in terms of retrieval performances insomuch as to replace those methods that developed for the purpose of retrieving those complex objects that used to be difficult to retrieve up until now.

A Study of the Animation Production System on the Basis of the Media Window Strategy: Focusing on Examining the Direct to Video Superhero Animation (미디어 윈도우 전용 애니메이션 제작 활성화를 위한 연구: Direct to Video 슈퍼히어로 애니메이션 제작 시스템에 대한 고찰을 중심으로)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.49
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    • pp.53-85
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    • 2017
  • This study deals with the production system of the superhero animation that are based on DC comic books and are produced by Warner Brothers company, and tries to find out ways in order to vitalize the new window of the animation market. 28 superhero animations released from 2007 until 2017 are analyzed. Several critical points are drawn out and can be applied to the Korean animation industry. There are two categories, one is about the management of the production system, and the other is about the subcontract system. In managing the production system, there are three points: First, there are several people who play the role of either a producer or a director many times. Second, producers used to work as a group. Third, some people work not only as a producer but also as a director. In carrying out outsourcing contracts, there are six points: First, only Korean and Japanese companies participate as subcontract companies. Second, about two companies used to take part in the subcontract production in a year. Third, in case of number of people involved in production, there are more Japanese than Korean. Fourth, Japanese companies deal with some parts of the pre-production as well as the main production in . Fifth, a Japanese company has a sub-subcontract with a Korean company in one episode of . Sixth, Korean companies mostly focus on the production part of key animation. Important points that the Korean production system has to consider are also suggested under the two categories. In the production system management, there are two points. It is needed to make use of the group producer system, and it is critical to develop the story line of universe type such as DC Universe. In case of the outsourcing production system, it is essential to keep up educating 2D type of animation and, at the same time, to participate actively in the global outsourcing production. By considering these crucial points, it is expected to keep producing animation that can be used for the media window such as IPTV.

Review of the Korean Indigenous Species Investigation Project (2006-2020) by the National Institute of Biological Resources under the Ministry of Environment, Republic of Korea (한반도 자생생물 조사·발굴 연구사업 고찰(2006~2020))

  • Bae, Yeon Jae;Cho, Kijong;Min, Gi-Sik;Kim, Byung-Jik;Hyun, Jin-Oh;Lee, Jin Hwan;Lee, Hyang Burm;Yoon, Jung-Hoon;Hwang, Jeong Mi;Yum, Jin Hwa
    • Korean Journal of Environmental Biology
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    • v.39 no.1
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    • pp.119-135
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    • 2021
  • Korea has stepped up efforts to investigate and catalog its flora and fauna to conserve the biodiversity of the Korean Peninsula and secure biological resources since the ratification of the Convention on Biological Diversity (CBD) in 1992 and the Nagoya Protocol on Access to Genetic Resources and the Fair and Equitable Sharing of Benefits (ABS) in 2010. Thus, after its establishment in 2007, the National Institute of Biological Resources (NIBR) of the Ministry of Environment of Korea initiated a project called the Korean Indigenous Species Investigation Project to investigate indigenous species on the Korean Peninsula. For 15 years since its beginning in 2006, this project has been carried out in five phases, Phase 1 from 2006-2008, Phase 2 from 2009-2011, Phase 3 from 2012-2014, Phase 4 from 2015-2017, and Phase 5 from 2018-2020. Before this project, in 2006, the number of indigenous species surveyed was 29,916. The figure was cumulatively aggregated at the end of each phase as 33,253 species for Phase 1 (2008), 38,011 species for Phase 2 (2011), 42,756 species for Phase 3 (2014), 49,027 species for Phase 4 (2017), and 54,428 species for Phase 5(2020). The number of indigenous species surveyed grew rapidly, showing an approximately 1.8-fold increase as the project progressed. These statistics showed an annual average of 2,320 newly recorded species during the project period. Among the recorded species, a total of 5,242 new species were reported in scientific publications, a great scientific achievement. During this project period, newly recorded species on the Korean Peninsula were identified using the recent taxonomic classifications as follows: 4,440 insect species (including 988 new species), 4,333 invertebrate species except for insects (including 1,492 new species), 98 vertebrate species (fish) (including nine new species), 309 plant species (including 176 vascular plant species, 133 bryophyte species, and 39 new species), 1,916 algae species (including 178 new species), 1,716 fungi and lichen species(including 309 new species), and 4,812 prokaryotic species (including 2,226 new species). The number of collected biological specimens in each phase was aggregated as follows: 247,226 for Phase 1 (2008), 207,827 for Phase 2 (2011), 287,133 for Phase 3 (2014), 244,920 for Phase 4(2017), and 144,333 for Phase 5(2020). A total of 1,131,439 specimens were obtained with an annual average of 75,429. More specifically, 281,054 insect specimens, 194,667 invertebrate specimens (except for insects), 40,100 fish specimens, 378,251 plant specimens, 140,490 algae specimens, 61,695 fungi specimens, and 35,182 prokaryotic specimens were collected. The cumulative number of researchers, which were nearly all professional taxonomists and graduate students majoring in taxonomy across the country, involved in this project was around 5,000, with an annual average of 395. The number of researchers/assistant researchers or mainly graduate students participating in Phase 1 was 597/268; 522/191 in Phase 2; 939/292 in Phase 3; 575/852 in Phase 4; and 601/1,097 in Phase 5. During this project period, 3,488 papers were published in major scientific journals. Of these, 2,320 papers were published in domestic journals and 1,168 papers were published in Science Citation Index(SCI) journals. During the project period, a total of 83.3 billion won (annual average of 5.5 billion won) or approximately US $75 million (annual average of US $5 million) was invested in investigating indigenous species and collecting specimens. This project was a large-scale research study led by the Korean government. It is considered to be a successful example of Korea's compressed development as it attracted almost all of the taxonomists in Korea and made remarkable achievements with a massive budget in a short time. The results from this project led to the National List of Species of Korea, where all species were organized by taxonomic classification. Information regarding the National List of Species of Korea is available to experts, students, and the general public (https://species.nibr.go.kr/index.do). The information, including descriptions, DNA sequences, habitats, distributions, ecological aspects, images, and multimedia, has been digitized, making contributions to scientific advancement in research fields such as phylogenetics and evolution. The species information also serves as a basis for projects aimed at species distribution and biological monitoring such as climate-sensitive biological indicator species. Moreover, the species information helps bio-industries search for useful biological resources. The most meaningful achievement of this project can be in providing support for nurturing young taxonomists like graduate students. This project has continued for the past 15 years and is still ongoing. Efforts to address issues, including species misidentification and invalid synonyms, still have to be made to enhance taxonomic research. Research needs to be conducted to investigate another 50,000 species out of the estimated 100,000 indigenous species on the Korean Peninsula.

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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