• Title/Summary/Keyword: 상호존중

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A Study on the Modes of Human Communication Reflected in the Korean Novels of Late Chosun Dynasty (한글 고전소설을 통해 본 조선 후기의 인간 커뮤니케이션 양태)

  • Chae, Baek
    • Korean journal of communication and information
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    • v.65
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    • pp.27-50
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    • 2014
  • This paper analyzed how people of Late Chosun Dynasty communicated through the 8 Korean novels with the assumption that the fictitious world of novels reflect the social circumstances of that time. In oral communication, hierarchical relationship of kin was the most important variable. Between strangers social status was the most important variable. The communication between people and the authorities was performed mostly by oral because the majority of people were illiterate. In village community, information on the common interest diffused by oral communication in bank of stream, parish pump and auberges. Through this process the public opinion of community was formed. In media communication diverse patterns were performed, such as letters, written materials, and diary. Contrary to the western culture, it was analyzed that written material was taken more reliable than oral communication. The fact that reading diaries of others were permitted showed that the concept of privacy had not existed yet. Books were used for the purposes of education and leisure. In conclusion it can be said that the communication of people in Late Chosun Dynasty was mainly by oral communication and supplemented by written materials.

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A Study of Relationship between the Young Children's Playfulness, Creativity and Behavioral Problems (유아의 놀이성 및 창의적 성격특성과 문제행동간의 관계)

  • Park, Sung Sun;Seo, Hyun Ah
    • Korean Journal of Childcare and Education
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    • v.10 no.4
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    • pp.119-132
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    • 2014
  • The purpose of this study is to see how young children's playfulness and ability to creatively problem solve can affect their behavior. young children's playfulness in creases with in creasing creativity and personality traits and behavioral problems decrease with increasing of playfulness. Young children's behavioral problems increase with increasing of creative personality traits. In addition, young children's playfulness and creative personality characteristics affect their behavioral problems. The impact on the behavioral problems with variables for playfulness and creative personality traits has a negative correlation with creative curiosity, a sense of humor and expression of fun. The cognitive and physical spontaneity of the playfulness are correlated positively to young children's behavioral problems.

Types of Shared Medical Decision Making for Terminally Ill Patients (말기 환자의 공유 의료적 의사결정에 관한 의료인의 인식 유형)

  • Jo, Kae Hwa;Kim, Gyun Moo
    • Journal of Hospice and Palliative Care
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    • v.17 no.4
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    • pp.278-288
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    • 2014
  • Purpose: The purpose of this study is to analyze types of shared medical decision making by health professionals in a decision making position. Methods: The Q-methodology was used. Q sample was constructed with a total of 35 Q-statements that were offered with a 9-point rating scale. The statements were structured to generate answers that would form a shape of a normal distribution. Answers to Q sample were analyzed using a QUANL PC program. Results: Four types of shared medical decision making were identified. Type I is patient-centered decision making, Type II is physician-centered, Type III is health professional-centered and Type IV is patient-family-centered. Conclusion: Study results indicate that it is recommended to develop an education program based on the four types of shared medical decision making so that health professionals can be provided with different approaches according to their decision making style.

A Study on The Disturbed's Healing Games of Green Contents Concept (그린콘텐츠 개념을 적용한 정신장애 치료게임 연구)

  • Lee, Yeon-Sook
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.11-20
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    • 2007
  • Functional Games, which have developed in Korea until now, is only for the healthy people's education. There are less functional games for neglected people, specially for the disturbed's healing. I define 'Green Contents' as contents which is helpful to both of nature and human, especially to the week, and also they are not developed only for the commercial aim. Functional Games for the disturbed's healing should be developed as' Green Contents.' If functional games for the disturbed's healing will be developed as aspects of technology and contents development, they will have more effects to people, and also people will need them more. For this study, I analyze art therapy, which is a normal treatment to give a social nature and self respect to the disturbed. Also I developed a functional game program for the disturbed's healing as based on psychoanalyst's theories and suggest it's Road-map. This study will be useful for the developer who want to develop this kinds of games afterwards, and various functional games for the disturbed's healing as Green Contents should be more developed in the near future.

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Design and Implementation for Presentation Animation Contents Based on the Mobile (모바일 기반의 표현 애니메이션 컨텐츠의 설계 및 구현)

  • Hong, Sung-Soo;Kim, Woo-Sung
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.956-966
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    • 2004
  • The Korean animation has enjoyed the brisk formation and establishment of its world-class infra for the last several years without unified titles or concepts, under the name of a national strategic project in the age of digital image. It also enjoys its new evaluation as digital animation that it's one of the greatest money making business in the non-education and frivolous culture and has the closest relations with the modern time. A great portion of popular image media has been taken by animation for the last 30 years. In this paper we propose a motion algorithm using an animation technology. It was developed for education purposed and accessible through the internet. For instance, in Cyber Clam Museum, 1000 gesture contents, the visual processes were used to design a screen with a realistic image and create an animation that makes possible show at 360 and every such transformation as translation, rotation, and scaling can be applied in the image interactively for the convenient and effective viewing.

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A Study on the development of teaching and learning materials for character education in middle school (수학수업에서 인성 함양을 위한 중학교 교수·학습 자료 개발 연구)

  • Shin, Joon Kook;Boo, Deok Hoon;Suh, Bo Euk
    • Communications of Mathematical Education
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    • v.29 no.2
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    • pp.255-279
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    • 2015
  • Educating for character was emphasized in 2009 reformed Korea national mathematics curriculum. Thus, in this study we basically conducted to realize the character education. This study aimed to develop the teaching and learning materials for character education in middle school. For the purpose of this study, the following study was carried out. First, we investigated the concept of character education. Second, based on this, we extracted the three factor(altruism, rationality, course orientation) for character education in mathematics teaching and learning. Third, we developed five teaching and learning models for character education. The five kinds of models are 'Respect model', 'Self-directed model', 'Cooperation-centered model', 'Self-interest model, 'Story sympathy model'. Finally, We have developed a teaching and learning materials in accordance with the models. And, we applied to the classroom and confirmed its effectiveness.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

Social Media Uses: ethical factors and the effects for teenagers (소셜 미디어 이용: 청소년 대상 윤리적 요인과 그 영향)

  • Lee, Hyun-Suk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.477-487
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    • 2017
  • This study is for empirical analyzing the ethical contents in using social media, such as what kind of ethical responsibility do the teenage users have, how do they recognize the ethical concept in producing or sharing the information and how these ethical factors affect their behavior of social media uses. After survey with the structured questionnaire, statistical analyses with available 227 cases are processed. As a result, there are 4 ethical factors in using social media which as included 'privacy', 'copyright', 'fullness', 'accuracy', 'truth-telling', 'fairness', 'relief of harmful effect', 'credibility', 'objectivity', 'impartiality', included 'moderation', 'respect', 'autonomy', 'control', 'care of mischief', included 'interactivity', 'multiplicity', 'anonymity', 'divergence', 'social community', included 'transparency', 'openness'. All these ethical factors are positive correlated to the level of social media users' opinion expression, opinion support, information leading, information searching. Especially, is the most effective factor to social media users' behavior.

A Study on the Corporate Culture of ZTE (중싱(中兴)의 기업문화 연구)

  • Kim, SeungJin;Choi, MyeongCheol;Kim, HannEarl;Shang, XianFa;Zhang, Yu
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.203-208
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    • 2020
  • The trade war between the United States and China has been going on for many years, and sanctions against Chinese telecommunications companies in the United States are increasingly tightening. Despite these restrictions, ZTE (Zhongxing), China's leading communication equipment company, is rather expanding its market share in the global 5th generation mobile communication (5G) market. ZTE's growth and competitiveness are based on its unique corporate culture. ZTE places great importance on R&D, has a corporate culture of humility and moderation based on traditional Chinese culture. Besides, it has the placement and use of human resources in the right place. While ZTE strives to implement people-centered management, it makes good use of internal competition. Despite ZTE's global market share and corporate competitiveness, virtually nothing has been studied in Korea. The results of this study are intended to be helpful in enhancing the competitiveness of Korea's ICT industry and companies that want to expand to the world while fostering 5G.

Cognitive-based Intervention for the Older Adults with Mild Cognitive Impairment: A Literature Review (경도인지장애 노인에게 적용된 인지기반 중재연구의 분석적 고찰)

  • Lim, Se-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.327-336
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    • 2021
  • It is important to prevent progression of mild cognitive impairment (MCI) to Alzheimer's disease or other dementia. This study was conducted to investigate cognitive-based intervention and its effectiveness for the older patients with MCI through systematic review. Data search was conducted in September 2020, using the Korea Research Information Service (Riss) and KoreaMed. After selection of literatures according to the predefined inclusion criteria, a total of 12 articles were included. It is revealed that the cognitive-based intervention for the older adults with MCI was found to have a positive effect on the various factors including cognitive function, depression, physical health status, quality of life, and communication. However, it is difficult to draw a definite conclusion due to the various intervention strategies and instruments used. Thus, based on the results of this study, we suggest more studies to verify the effectiveness of such programs.