• Title/Summary/Keyword: 비대면 문화

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Lesson Recommendations and Learning Effect of College English Class (교양 영어 수업 제안과 학습효과)

  • Park, Joo Eun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.235-242
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    • 2022
  • The purpose of this study is to propose an effective class of College English, one of the essential liberal arts subjects of S University, and to analyze the learning effect. This subject targets students with different majors in the first grade, and the learning goal is to improve their reading skills by analyzing students' English skills, especially sentences, as grammatical elements in everyday situations. This thesis examines how College English classes can be conducted in the form of convergence class in the COVID-19 era to induce students' learning motivation and create learning effects. The form of this convergence class is as follows. First, lecture videos, second, Webex real-time non-face-to-face classes, and third, face-to-face classes. In this study, the class procedure of the first class among the classes that were actually conducted during the semester was presented as an example. The researcher specifically surveyed the pre-class questionnaire and conducted the class by grasping the students' English skills and characteristics of the learners through the results. And after taking the course, the questionnaire was surveyed into 30 items and the results were analyzed. Specifically, the results of satisfaction with the composition of the lecture, satisfaction with the lecture video, satisfaction with the face-to-face class, interaction with students, and learning effects were analyzed. This class proposal is a learner-centered model in the form of convergence.

A Study on the Influence Factors on Intention to Continuous Use of Untact Performance Service in Concert Hall (공연장의 언택트 공연서비스의 지속사용의도에 미치는 영향요인 연구)

  • Bang, Sung-Teak;Baek, Jin-Hyoun;Moon, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.283-291
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    • 2022
  • Due to the impact of COVID-19, untact performances where performance videos are recorded, edited and distributed have begun to be activated in a non-face-to-face environment. Performance halls are supporting untact performance services such as video production and broadcasting so that performances can be viewed through online platforms. Therefore, this study intends to study the satisfaction and continued use intention of the untact performance service in the concert hall for experts who have experience using the untact performance service in the concert hall. A total of 9 hypotheses were rejected and 10 hypotheses were adopted as a result of developing and analyzing a research model suitable for the untact performance service of the concert hall by fusion of the information system success model and the expectation inconsistency model. Excluding content quality, it was found that in both system quality and service quality, inconsistency occurs through the comparison of expectations and performance after expectations arise. This positive discrepancy affects satisfaction, and the higher the satisfaction, the higher the intention to continue using it. This study is a basic study on the untact performance service and is expected to provide a new perspective for quality improvement.

A study on the structural relationship between resource attraction, entertainment experience, love mark and attachment in tourist destination (관광목적지의 자원매력, 오락적 체험, 러브마크, 애착 간의 구조적 관계)

  • Seo, Gyeong-Do;Lee, Jung-Eun
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.261-268
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    • 2022
  • This study tried to understand the meaning of resource attraction, entertainment experience, love mark, and attachment of tourist destinations. A theoretical study was conducted on each research concept to achieve the proposed research purpose. Based on this, an empirical study was conducted after deriving a questionnaire based on this, and a non-face-to-face survey was conducted nationwide using population-proportional sampling. The empirical study was confirmed through the statistical programs SPSS25.0 and AMOS25.0. The resource attractiveness of the tourist destination had a positive (+) relationship with the influence on the tourists' experience. The relationship between the experience and the love mark had a positive (+) relationship. A positive (+) relationship was also formed in the relationship between experience and attachment. However, the relationship between love mark and attachment did not form a significant relationship.Because it reflects regional characteristics, it is a useful material for local culture and history, so protection, preservation, and active program development are required. is needed.

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.279-284
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    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

A Study on Influencing Factors of Elderly Consumers' Self-Efficacy in Internet Banking Usage: Exploring Moderating Effect of 60s and 70s (고령 소비자의 인터넷 뱅킹 사용 자기효능감의 영향요인에 관한 연구: 60대와 70대의 비교)

  • Ku, Yoonhye;Yang, Su Jin
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.77-92
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    • 2022
  • Recently, digital transformation in the financial industry has been accelerated, and it has become an important task to improve the level of utilization of Internet banking by elderly consumers, who are vulnerable to Internet use. Accordingly, this study analyzed 3,101 respondents in their 60s or older from the 11th year of the Media Panel Survey to identify demographic, experiential, and psychological factors that affect the self-efficacy of elderly consumers' usage of Internet banking. The main research findings are as follows. First, gender, education, occupation, and income were identified as demographic variables. Second, the Internet shopping experience was identified as an experiential factor. Also, concerns about information security, digital literacy, and high will for problem-solving were identified as psychological factors. Third, as a result of the moderating effect analysis on whether the experiential and psychological factors have different influences according to the group divided into the 60s and 70s, the effect on self-efficacy in the usage of the Internet was classified by age. The results of this study will be able to enrich the discussions related to the intention to utilize technology among elderly consumers by empirically revealing that there are characteristics that cause differences in financial behavior even within one group called the elderly.

Online Religious Culture in Korea: Focusing on Religious Activities and Special Cases of Religious Expression (한국의 온라인 종교문화에 대한 시론적 연구 - 온라인 종교활동과 종교적 표현상의 특이 사례를 중심으로 -)

  • Shim Hyoung-june;Lee Won-sub;Oh Joon-hyeok;Lee You-na
    • Journal of the Daesoon Academy of Sciences
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    • v.45
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    • pp.187-226
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    • 2023
  • In contemporary society, digital media has become an integral part of daily life that shapes how people interact with the world around them. This phenomenon has also influenced religious activities and practices. Studies on digital religion and religious practices among digital natives in the Western world have indicated that traditional religious practices are on the decline. Instead, more accessible and flexible forms of religious activities and beliefs are emerging. Given this context, it is important to investigate whether similar trends are occurring in Korea. This study aims to explore the religious activities and expressions of Korean individuals in the online environment. Specifically, the study focuses on four main areas: ①the online religious activities of established religions such as Protestantism, Buddhism, and Catholicism; ②the online religious activities related to divination belief systems such as the Four Pillars of Destiny (四柱 saju) and Tarot; ③online holy sites and wish comments or chats; and ④popular religious neologisms such as jileumshin (지름神 a god with the power to justify consumption) and gatsaeng (갓[God]生 one's best life). Through this review, it can be ascertained that religious ideas and practices are restricted by the attributes of digital media. This implies that the emergence of simplistic forms of religious ideas and activities is associated with the features of digital media and the consumption of digital content.

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

Financial Statement Analysis of SMEs in a Non-Face-to-Face Work Environment (비대면 업무환경에서 중소제조기업의 기업경영분석)

  • Lim HeonWook
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.119-126
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    • 2023
  • Due to the COVID-19 phenomenon, more than one-third of SMEs in Korea have been working from home. Therefore, we tried to find out the management status of SMEs and find policy support. The survey data was based on the Bank of Korea's corporate management analysis 2021 data. As a result of the study, the debt of SMEs increased from 362 trillion won(2019) to 409 trillion won(2022), while their capital decreased from 489 trillion won(2019) to 336 trillion won(2022). Net profit and loss increased to 14.9 trillion won(2019) and 23.3 trillion won(2021). As a result of the company's financial soundness analysis, First, for stability, the current ratio was high compared to the total industry and the dependence on borrowings was high. Second, profitability improved from 3.20%(2019) to 4.28%(2021), but it was lower than 5.01%(2021) for all industries. Third, the growth rate showed an increase of 12.43%, which is 1.57 times faster than the total asset growth rate of 7.94%(2021) for all industries. As for the growth rate of sales, all industries(2021) showed (-)growth, while SMEs among manufacturing industries showed a growth rate of 14.78%. Fourth, as for activity, the total asset turnover ratio was higher at 0.96% compared to 0.73 for all industries. In conclusion, stability and profitability were low and growth potential was high compared to all industries. In the future, policies that focus on industries with high growth potential are needed.

The Effects of Pedagogical Agent and Redundant Text on Learners' Social Presence and Intention to Continue Learning in Video Learning (동영상 학습에서 교육 에이전트와 자막이 학습자의 사회적실재감 및 학습지속의향에 미치는 영향)

  • Suyuan Piao;Kwanghee Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.73-82
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    • 2023
  • A 2(pedagogical agent: with vs. without) × 2(on-screen text: with vs. without) between-subject design was used in this study to investigate the effects of pedagogical agent and redundant on-screen text on video learning. In the case of the educational video without redundant on-screen text, there was no difference in social presence, satisfaction, and intention to continue learning regardless of the presence of a pedagogical agent. However, when the educational video contained redundant on-screen text, participants who watched educational video with pedagogical agent perceived higher social presence, satisfaction and intention to continue. In terms of academic achievement, no difference was found whether redundant on-screen text was contained or not. It supports some of the previous studies on the reverse-redundancy effects, suggesting that the inclusion of redundant text does not necessarily cause the reduction of learning outcomes. Video learning shows a higher dropout rate than face-to-face learning. Therefore, it is particularly important to understand how to strengthen interactions with learners and motivate them to keep themselves engaged in learning. This study discussed whether pedagogical agent and on-screen text are factors that induce continuous participation of learners in video learning.