• Title/Summary/Keyword: 생태 행동주의

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A Study on 'the Ecological Archive' in the Anthropocene (인류세 시대 '생태 아카이브' 구축에 관한 연구)

  • Lee, Kyong Rae
    • The Korean Journal of Archival Studies
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    • no.68
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    • pp.205-241
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    • 2021
  • This article explores how to incorporate the topic of the global environmental crisis called the "anthropocene" into archives studies and connect it to ecological practical reasons. In order to encourage discussion of archival studies, which puts the environmental crisis at a kind of archive constant value, this study seeks to examine the possibility of a quality shift in archival studies based on ecology. This article aims to go beyond the pragmatism of preparing improvements to eco-friendly record management, which is recently claimed by the "Green Archive" in Western archival studies. It calls for a new concept called 'ecological archive', which theoretically combines a more archives-based and ecological paradigm, and its epistemological transformation. Specifically, the ecological approach of archives is first discovered in the discussion of archival studies and at the same time, through the "ecological turn" of archives emphasized by recent anthropocene discourses, the concept of "ecological archive" emphasized by this article is embodied. This study uses 'ecological archive' as a universal and theoretical framework for archives as a basic concept for building ecological 'living' archives. In other words, for the construction of ecological archives, we reinterpret and extend so-called democratic values for archives, i.e., post-custodianship, community archives, and archives of emotions. Finally, the records of foot-and-mouth disease killing burial sites, an important site and example of the anthropocene tragedy, exemplifies the methodology of the actual application of ecological living archives. The case analysis aims to seek a new qualitative shift in record management that adapts to global ecological transformation, while also emphasizing the documentation by archival activism in ecological field practices jointly organized by archivists and citizens.

Postmodern Ecology and Environmental Justice as Symbiosis and Difference (포스트모던 생태학과 공생과 차이로서의 환경정의)

  • 최병두
    • Journal of the Korean Geographical Society
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    • v.36 no.3
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    • pp.292-312
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    • 2001
  • The ecological crisis today can be seen as a result of modernity which has been developed on the Cartesian dualism of subject/object, and of human being/nature, and thereby has huts objectified and subjugated nature through science and technology New environmental ethics hence should be developed urgently against modernity and to overcome the present ecological crisis. This paper aims to consider some implications for ecology and environmental ethics in the post-structurists'arguments struggling against modernity to formulate new frameworks of discourse and politics, and to examine a possibility to theorize environmental justice on the basis of postmodem ecology. For this purpose, this paper first looks on ecological arguments and implications for environmental ethics in post-structuralism, then tries to gain prominent ecological insights, focusing on ethology and 'rhizomatic naturalism'in the philosophy of Deleuze, and finally interprets both bioregionalism as a theory of 'difference' from postmodern point of view and Deleuze's ecology in terms of symbiosis and difference, in order to conceptualize environmental justice.

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An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

A Study on the Structural Relation of Vietnamese Consumer's Green Purchase Behavior (그린구매행동의 구조적 관계에 관한 연구)

  • Thanh, Huyen;Park, Ju-Sik
    • Management & Information Systems Review
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    • v.35 no.3
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    • pp.131-153
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    • 2016
  • This research suggests a structural model of green purchase behavior, focusing on the moderating effect of affordability. Affordability means buying power or ability to buy products. Based on the literature review, a research model of behavior of buying green products was proposed and tested empirically using the field study. To examine the proposed research model, the reliability and validity verifications on measurement items were carried out and then the structural equation model analysis was applied to test the model. Lastly, to test the moderating effect of affordability, a two-group model(using Amos program) was used subsequently so that it could be determined whether or not there was any significant difference in structural parameters between the high affordability group and the low affordability group. The empirical results are as follow: Firstly, green purchase attitude is influenced by ecological concern and collectivism, then green purchase attitude has an impact on green purchase intention, and in turn, green purchase intention affects green purchase behavior. Secondly, affordability significantly moderates the relationship between green purchase intention and green purchase behavior. These results are consistent with the past researches and based on them, some managerial implications are given.

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A Study on Eco-systemic Factors that affect the independent will of the female single parent householder (여성 한부모가족 가구주의 자립의지에 영향을 미치는 생태체계적 요인에 관한 연구)

  • Lee, Eun-Hee;Choi, Gwang-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.2983-2990
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    • 2012
  • The purpose of this study is to examine the eco-systemic factors that affect the independent will of female single parent householder The subjects were 176 female single parent householder who reside in public facilities for single mother family. Collected date were analyzed through frequency, percentage, correlation and hierarchical regression analysis. The results are as follow. The factors that affect the female single parent householder's independent will are the age, duration of living in public facilities, levels of self-efficacy, the ability to cope with problem-solving, and the levels of support received from extended family. According to these findings, intervention strategies that focus on increasing the female single parent householder's independent will are suggested.

Development of a serious game to assess attention for children (아동의 주의력 측정을 위한 기능성 게임의 개발과 검증)

  • Choi, Moon gee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.1-8
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    • 2018
  • The present study investigated the validity of a serious game named 'Draw Ttoring' developed for accessment of children's attention and tried to provide the basic information about it. To this goal, we tested it to 284 elementary school students in measuring various behavior data(reaction time, total playing time, correct rate, discrepancy between type of TMT). Futhermore, the behavior data was compared with academic achievement to see the external validity. In results, 'Draw Ttoring' showed various behavior data and correlation with academic achievement. In Type A of TMT, total time and reaction time had a correlation with academic achievement, while, in Type B of TMT, total time and correct rate did. Mental flexibility calculated by the discrepancy between Type A and Type B showed also the positive correlation with academic achievement. These results showed that the serious game named 'Draw Ttoring' can provide more various information about children attention and these can't be observed by traditional paper pencil test. Finally, serious game can provide an good alternative method to access children's cognition.

Moral Education & Environmental Ethics in High School (고등학교 도덕 교육과 환경 윤리)

  • Hwang, Kwang-oog
    • The Journal of Korean Philosophical History
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    • no.28
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    • pp.155-182
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    • 2010
  • When we divide Environmental Ethics education into the elements of 'knowledge - emotion - behavior', we need to focus on 'knowledge' at high school level. In general Moral Education, 'knowledge - emotion - behavior' is a circular link, but as Environmental Ethics is a matter of 'consciousness', it is desirable to instruct with the process of 'knowledge>emotion, behavior'. Teaching 'Consciousness on Nature' is not recommended at elementary or middle school level because it demands higher inference. On the contrary, considering the reality in high school it is not recommended to teach the necessity and method of recycling or to go field trip to the polluted area. Rather, it is better to inform the students of Environmental Ethics' viewpoints and let them know the ways of moral judgments. The view of nature in Orientalism is well explained through the Environmental Ethics' viewpoint. To explain the view of nature in Orientalism we should concentrate on the theory, not on the attitude of life. And we should rather compare the viewpoints of nature in Confucianism, Taoism and Buddhism respectively than explain in Orientalism all together. That is, if we compare with the viewpoints of Environmental Ethics and explain similarities & differences in Confucianism, Taoism and Buddhism, we can complement Environmental Ethics or present the third approach.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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A Study on Science and Technology Policy in Korea: Searching for New Policy Ideas (우리나라 과학기술정책의 이념: 국가.기업.시민사회)

  • Cho Hyun-Suk
    • Journal of Science and Technology Studies
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    • v.2 no.1 s.3
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    • pp.85-105
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    • 2002
  • This is to review the nature of Korean science and technology policy based on the concept of policy ideas. According to the institutional theory, policy ideas are composed of the beliefs on both principle and causal relations concerning policy behaviors. Policy ideas influence science and technology policy considerably because they are embodied by policy-makers and embedded in government institutions such as decision-making rules and procedures. Recently, promoting industrial competitiveness is a leading policy idea in Korea's science and technology policy. It means that the science and technology policy is influenced mainly by economic interests rather than by civic interests. Though the economic value of science and technology may not easily underestimated, the negative external effects such as environmental degradation and technological risks should not be neglected. Therefore, in developing science and technology policy, much efforts should be made to consider both the policy idea of industrial competitiveness and the new one of quality of life in a balanced way. It means that civil society should be allowed to have more access to policy process in the area of science and technology than before.

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A Study on the Fashion Type of Design Activism for Social Roles (사회적 역할을 위한 디자인 액티비즘(Design Activism)의 패션유형연구)

  • Noh, Youn-a;Lee, Young-Jae
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.1-14
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    • 2017
  • As the design of the day focuses more on human-centered design, this shift creates value for society and also fulfills on a sense of social responsibility. In the area of fashion, the design activity is used as a type of fashion design to realize the social value of design in a changed society; this concept was defined as Fashion Design Activism. The objective of this study is to empirically research design activity as a practical value of the day when the social contributions of fashion design are rising in the overall society through the research on the practice of Fashion Design Activity which is adapting to changes in the fashion design paradigm. Regarding the study method, the literature research and case study were combined. We examined the meaning of social design by reviewing the literature related to this social paradigm, and we analyzed cases in which the effects of fashion design on society were realized through practical activities. Also, we defined the role of fashion design based on an analysis of design types based on previous research. This study divided the roles of fashion design in a pattern based on the social roles that design inhabited, in terms of how 'fashion design fulfilled on social responsibility', 'anthropocentric fashion design putting emphasis on users', and 'fashion design aiming for eco-efficient changes'. This study aimed to seek measures to develop fashion design that could promote changes focusing on society, humans, and the environment.