• Title/Summary/Keyword: 세계가치관조사

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Factors of the Happiness of Youth Generations by Work-Life Balance: A Cross-National Comparison Utilizing the Better Life Index and World Value Survey (청년세대의 일-삶 균형 수준과 행복 요인: OECD '더 나은 삶의 지수(Better Life Index)'와 '세계가치관조사(World Value Survey)'를 활용한 다국가 비교)

  • Park, Mee Sok;Kim, Mi Young;Kim, Kyoung-A;Chun, JeeWon
    • Journal of Family Resource Management and Policy Review
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    • v.23 no.2
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    • pp.79-97
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    • 2019
  • This study aimed for in-depth observation of the status quo of the youth generation's happiness utilizing the Better Life Index and the World Value Survey. To serve this purpose, the study selected 11 of the Organization for Economic Cooperation and Development(OECD) member countries (Australia, Estonia, Germany, Japan, Korea, Mexico, New Zealand, Poland, Sweden, Turkey, United States) that overlapped with the subject countries of the World Value Survey. The results of the observation first revealed that among the work-life balance levels of youth generations from across the 11 studied countries, the level for Korean youth was in a very poor state. Second, the happiness level of Korean youth also sat among the bottom ranks, with the aspects of politics, friendship, and career casting a heavy influence on importance to life; specifically, the youth generations of Turkey and Germany showed high levels of life purpose, while Korean youth displayed outstanding results in the challenge aspect. The third finding of this study reported that family, religion, power, benevolence, and challenge were commonly related to the happiness level of youth generations in countries with a higher work-life balance. The results of this study are expected to contribute to the much needed attention and support for improving the happiness level of the Korean youth generation, who will eventually play the leading role in our future society.

A Survey on the Engineer's Sense of Value (엔지니어의 가치관에 대한 실태 조사)

  • Rho, Tae-Cheon;Lee, So-Yee
    • Journal of Engineering Education Research
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    • v.12 no.3
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    • pp.21-30
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    • 2009
  • The purpose of this study is to survey on the engineer's sense of value. For this, we analyzed the ethic code of the engineer relation groups and executed the survey of consulting committee. The subjects of analysis were six associations related to engineer, and analysis of the ethics was done on the basis of 'four levels of engineer's ethics or sense of value'. The subjects of survey were 57 professions. The ethic code shows the most important engineer's sense of value is dignity maintenance, development of individual and social welfare as well as public service. The survey shows the most important sense of value when engineer make decisions at the present is practicality and economical efficiency. And it shows the most important sense of value when engineer make decisions in the future is practicality and economical efficiency.

IT Technology for Concrete Industry in Japan (일본 콘크리트 산업에서의 IT 기술 동향과 전망)

  • 박석균
    • Magazine of the Korea Concrete Institute
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    • v.14 no.3
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    • pp.45-50
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    • 2002
  • 인터넷으로 상징되는 IT 혁명은 오늘날 세계의 사회ㆍ경제 시스템과 사람들의 가치관을 근본부터 급속도로 변화시키고 있다. 이에 따라 정보의 공유화ㆍ글로벌화는 새로운 경제시스템의 창출과 발전의 원동력이 되며, 생산과 물류, 판매에 소요되는 에너지와 자원을 절감하는 물리적 효용성이 증가될 것으로 기대된다. 한편, 토목ㆍ건축 구조물의 조사ㆍ계획ㆍ설계ㆍ시공 및 유지관리 각 단계에서도 IT기술의 이용에 의해 각각 요소기술의 고도화 및 효율화가 도모되고 있다. 공공 구조물의 건설ㆍ관리에서도 IT 기술의 이용에 의한 요소기술의 고도화와 함께 라이프사이클에 걸쳐 전자정보의 교환ㆍ공유ㆍ제휴를 도모해 나감으로써 사업의 효율화 등이 기대되며, 이를 위한 환경을 정비하는 일이 급선무이다.(중략)

Online Game Lifestyle in Different Cultural Context: Korea and Japan (문화적 맥락과 온라인 게임 라이프스타일: 한국과 일본의 비교)

  • 황상민;장근영
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.91-97
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    • 2003
  • 본 연구는 온라인 게임공간에서 게이머들이 어떻게 서로 다른 가치관과 행동 패턴을 드러내는지를 확인하고 이를 통해 온라인 게임세계의 문화를 이해하고 분석하기 위해 실시되었다. 전 세계에서 가장 많은 게이머들이 활동하고 있고, 한국과 일본에서 동시에 서비스되고 있는 온라인 게임인 〈리니지〉의 게이머들을 대상으로 온라인 설문조사를 실시하여 '라이프 스타일' 분석틀을 이용해서 이들이 게임공간에서 보이는 행동을 분류하였다. 글 결과 한국과 일본의 리니지 사용자들에게서 거의 유사한 세 가지 라이프스타일 패턴이 추출되었으며 한국과 일본에서 라이프스타일에 따른 행동 패턴이 일관적으로 나타나고 있음을 확인하였다. 도한 한국과 일본의 문화적 차이는 각 라이프스타일 프로파일의 극단성과 분포비율에 의해 반영되는 것으로 확인되었다. 일본의 탈사회적 게이머는 한국의 그것에 비해 더 극단적인 반면 전체 응답자 중에서 차지하는 비율이 적었고 게임 세계에서의 사회 경제적 위치도 낮았으며 한국에서는 비교적 적은 비율을 차지하던 싱글 플레이어 유형이 일본에서는 가장 많은 비중을 차지하는 것으로 나타났다. 또한 일본의 게이머들은 라이프스타일에 상관없이 대부분이 게임 공동체에 가입하는 반면 한국의 게이머들은 라이프스타일에 따라 공동체 참여율이 달랐지만 전체적인 참여율은 일본에 비해 높았다. 이러한 차이는 일본 게임세계에서 공동체 참여는 기본적인 의무인 반면 한국에서는 현실적인 이익과 직결된 활동임을 시사한다. 또한 게임몰입수준은 한국보다 일본의 리니지 게이머들이 높았다. 아시아 각 국에 한국에서 개발한 동일한 온라인 게임이 확산되어 있는 현황을 고려할 때, 온라인 게이머의 라이프스타일 척도는 한국과 일본뿐만 아니라 대만과 중국, 홍콩, 그리고 미국과 같은 리니지 게임이 서비스되는 모든 국가의 문화적 차이를 이해하고 과학적으로 분석할 수 있는 방법이 될 수 있을 것으로 기대된다. 의미를 되새기는 것으로 짧은 연구를 시작하겠다. 등은 활성 값이 70% 이상으로 퇴적물 독성이 상대적으로 낮았다. 이중나선 DNA 함량은 28.4 % - 49%로 대조군에 비해서 감소가 크다. 대부분의 정점이 대조군의 30% 내외로 정점 간의 차이는 크지는 않다. 그러나 다른 측정자료와 같이 정점 22에서 18%로 최소치를 나타내고, 정점 2, 12에서 20% 내외의 값을 보인다. 종합적으로 볼 때 오염물질의 유입이 크고, 광양제철 인근 정점 들이 모두 다른 정점에 비해서 낮아서, 퇴적물 독성이 높은 정점으로 조사되었다.hiwo의 광합성 능력은 낮은 농도들에서는 대조구와 유사하였으나, 5 $\mu\textrm{g}$/l의 높은 농도에서는 초기에 매우 낮은 광합성 능력을 보이다가 시간이 경과하면서 대조군보다 더 높은 경향을 나타냈다. 이러한 결과는 식물플랑크톤이 benso[a]pyrene의 낮은 농도에서 노출될 때는 이 물질을 탄소원으로 사용할 가능성이 있음을 시사한다. 본 연구의 결과들은 연안해역에 benso[a]pyrene과 같은 지속성 유기오염물질이 유입되었을 때 내정여부에 따라 식물플랑크톤 군집내 종 천이와 일차생산력에 크게 영향을 미칠 수 있음을 시사한다.TEX>5.2개)였으며, 등급별 회수율은 각각 GI(8.5%), GII(13.4%), GIII(43.9%), GIV(34.2%)로 나타났다.ments of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to have been "Japanese Letter Jobcheso." Therefore, the purpose of this study is to look into

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A Study on Development of Green IT Education Contents for Elementary School Students (초등학생을 위한 그린 IT 교육내용 개발연구)

  • Jun, Woochun
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.89-100
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    • 2014
  • While every nation in the world is emphasizing economic growth, we are confronting a side effect called environmental pollution. The main cause of environmental pollution is abuse of fossil fuels which emit carbon dioxide and are causing various problems including global worming. Green IT becomes popular as a method to reduce environmental pollution as well as a method to develop IT industry. The purpose of this paper is to develop education contents of green IT for elementary school students. For this purpose, extensive literature review works have been searched and analysed. In this paper, education contents of green IT are developed for three categories, knowledge, application, and ethics. In order to verify the validity of practical guidelines in application category, 55 elementary school teachers are randomly selected and their responses are gathered and analyzed through thorough statistical work. We expect that the proposed education contents will be guidelines for future green IT education.

Analysis on Political Distrust of Governmental Agencies (정부기관의 정치 불신에 관한 실태분석)

  • Kim, Yong-Chul
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.21-28
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    • 2015
  • This study shows what the political distrust of three nations was preserved among US, Japan, and South Korea in 2008. According to the World Value Survey research, the political distrust of three nations was reached over 70% when on the basis of national people's consciousness in 2008. Especially in the case of South Korea, the percentage of extreme distrust was the highest compared to the other countries. The reason why South Korea could not manage the nation people's political voice to the government and National Assembly. So consequently political complaining behavior channel should be erected more in the political mechanism. And Korean political parties could not manage the social development and national consolidation. Moreover, attacted the negative effects to society. Political distrust is the worst obstacle in democracy that it will be needed the national consensus to amend it.

A Study on the Ethical Function about the Animation Films and Educational Methods of the Brigham Young University (브리그험 영 대학교의 교육방법과 애니메이션 작품에 대한 윤리적 기능에 대한 탐구)

  • Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.40
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    • pp.55-81
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    • 2015
  • Animation as a public visuals media have been expanding increasingly its social and cultural influences beyond the ages and nations on the basis of global consumption. However, animation increases the negative impact in modern popular culture, and in regard to this, 'the recovery of ethics' should be considered in a reflexive and educational perspectives for the social role of animation. Thus, the research addresses the animation films of Brigham Young University students which contain a ethical values and receive attention by New York Times, etc. as a successful educational model. To do this, firstly, literature has reviewed by focusing on the negative impact of animation, 1) violence, 2) excessive sensationalism, 3) confusion of cultural identity, 4) gender discrimination, and 5) distorted view of history. Secondly, the education system of animation course at Brigham Young University will be analysed. Thirdly, based on this, the case study will be conducted by focusing on the 13 animation films of students to reveal the characteristics of the way of film direction. Through this research, firstly, most of animation films are comic genre, consisting of children and animal characters, family-friendly and lyrical story style and deployment of coincidental and allegoric incident. Thirdly, the religious spirit and multidisciplinary methods of education in Brigham Young University has influenced to the ethical expression and technical perfection in animation filmmaking. In the light of this, the research and suggests the new paradigm is for the practical disciplines of animation in the restoration of the ethical perspective and explores how the animation production adopts the moral significance.

Forecasting Study for the Future Automotive Design Trend (자동차디자인의 미래 트렌드 예측에 관한 여구)

  • 이명기
    • Archives of design research
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    • v.15 no.1
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    • pp.101-112
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    • 2002
  • technologies have now placed high hopes and expectations on the significance of design more than in any other time. This is because under current trends where technically and functionally advanced technologies are equalized, our success in the international markets depends on how we can differentiate designs to meet consumers'needs. In this research, we sought to forecast modern and future trends in automotive design, and thus secure competitiveness in automotive design. We first analyzed the movement of design value in respective times following changes in design trends (one aspect of social change in the 21st century), and consequent changes in consumers' value\ulcorner We further compared and researched design trends for automobiles and products by time and region, through surveys, analysis and collation of automotive design phenomena from various aspects recently occurring in advanced countries such as the U.S.A., European national and Japan.

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East Asian American Character's Characteristics in Children's Fictional Literature (아동문학도서에 나타난 주인공의 민족적 특성에 관한 연구)

  • Han Yoon-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.2
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    • pp.59-77
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    • 1997
  • Multicultural literature serves as a device for mutual understanding of different cultural. racial, and ethnic groups. This sort of literature is like a window through which a reader can see what other value systems are. It also helps minority children discover their own cultural past and develop a sense of belonging. The purpose of this study is to investigate the general characteristics of East Asian American characters in English language children's fiction and to highlight the differences among three groups : Chinese Americans, Japanese Americans, and Korean Americans.

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Development of Collaborative Filtering based User Recommender Systems for Water Leisure Boat Model Design (수상레저용 보트 설계를 위한 협력적 필터링 기반 사용자 추천시스템 개발)

  • Oh, Joong-Duk;Park, Chan-Hong;Kim, Chong-Soo;Seong, Hyeon-Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.413-416
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    • 2014
  • Recently, demand for various leisure sports gradually increases, as people's sense of values changes into leisure-centered one according to the change of given social circumstance and the change of customer needs all over the world. The actual condition is that an interest and participation rate especially in water leports during the summer increases. And needs for various hull design of standardized boat for water leisure increase. Therefore, this paper is intended to develop a recommendation system to design a boat for water leisure by using the collaborative filtering technique in order to make it possible to actively cope with the change of various customer needs for hull design. To this end, emotion relating to kayak design was selected through consumer survey, and emotion was derived by factor analysis and assessment, and then a kayak design layout in the aspect of customer's emotional preference was presented. Besides, an analysis was made according to the elements such as hull, body, and propulsion system of kayak in order to select emotional words according to the kayak design reflecting user's preference, and then a boat model for water leisure in conformance with user's preference was presented.

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