• Title/Summary/Keyword: 온라인 활동

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Analysis on the Influence of Player's Social Factors on Game Play (개인의 사회적 요소들이 게임 수행에 미치는 영향 분석)

  • Choi, Seong-Rak;Park, Junhwi
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.613-621
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    • 2018
  • This study analyzes the influence of player's social factors on their game play. By conducting a survey of 1,000 general public in Korea, this study aims to understand how game player's social factors influence on their game play behavior: whether they play a game or not, how long they play, and how frequent they play. The survey result suggests that there are some relations between player's social factors and their game play behaviour. The personal factors such as sex, age, monthly income level are seen to have influence on the length and frequency of their game play. Players' the social factors such as social status, social activity participation level and confidence level also have influence over their game play behaviours as well. And the influences are seen to be different depending on whether it's on online game or mobile game.

A Study on the Relative Importance of Games in Leisure Activities of University Students -Emphasized in DaeGu, KyungBook- (대학생의 여가활동에서 게임이 차지하는 비중에 관한 연구 -대구.경북지역을 중심으로-)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Youn, Hyeok-Jun
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.39-48
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    • 2007
  • Leisure is a very essential factor to reduce our stresses in our daily life. As work pattern is changed to a five-day week, personal desire that wants to enjoy leisure has been getting increased. In such a context, game has been put down a root as a new leisure activity to undergraduate students. Desire for game to undergraduate students has been getting more various than it was in the past and they seek for something new. But game companies do not reflect the students' desires greatly more than expected and make only what the companies seek for. In this study, we have focused on the assessment about what types and patterns the students represent for game application during their leisure activities. And we propose marketing strategies based on our study results.

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On the Study of Foundation and Activity in the Early Scientific Societies (초창기 과학학회의 설립 및 활동에 관한 연구)

  • Yoon, Ill-He
    • Journal of Science Education
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    • v.41 no.2
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    • pp.267-280
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    • 2017
  • The purpose of this study is to review the foundation of the representative early scientific societies and their major activities. The documents, books, and literature related to this study were collected through internet websites (e.g., google scholar, wikipedia) and analyzed by the qualitative content analysis method. The result of this study shows that requirement for the necessary resources to acquire or to prepare the instruments for the experiment is significantly increased with the rising importance of the experiments to conduct the scientific methods. As a consequence, scientists faced urgent necessities to conduct scientific experiments with cooperation and exchange of the newest information by establishing a community beyond the independent and individual research activity. Establishment of the scientific societies is the result of these necessities. At the beginning of the scientific societies, the resources are provided by either wealthy patron or member contribution or public through foundation of government organization. This study provides the implications for future scientific societies.

연세대 천문우주학과 학생들의 천문우주학 대중화 활동 WouldYouLike[우주:라이크]

  • Kim, Jeong-Hwan;Ji, Ung-Bae;Yu, Tae-Hwa;Lee, Eun-Ji;Kim, Dong-Hyeon;Choe, Su-Hyeon;Bang, Jeong-Hun;Gang, Hyeok-Mo;Jang, Jang-Gun;Hong, Seung-Su;Jeong, Seo-Yeong;Lee, Ju-Heon;Gang, Hyeon-Jin;Yu, Da-In
    • The Bulletin of The Korean Astronomical Society
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    • v.38 no.1
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    • pp.77.1-77.1
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    • 2013
  • WouldYouLike[우주:라이크]는 연세대학교 천문우주학과와 생활디자인과 학생들을 중심으로 천문우주학 대중화를 위해 활동하는 단체이다. 비영리 학생 단체인 만큼 학생들 스스로가 학습한 내용을 직접 요약하고 이를 바탕으로 일반 대중들이 쉽게 접하고 읽을 수 있는 천문우주학 콘텐츠를 제작하는 것을 목표로 하고 있다. 지난 해 봄 약 500여명의 연세대와 이화여대 학생들에게 시행한 관련 설문조사를 시작으로 6월과 12월에 약 30여 페이지 분량의 천문우주관련 소식을 담은 잡지를 발간하였다. 창간호 1300여부와 2호 550부는 연세대를 중심으로 주변 대학교에 배부되었으며 SNS를 이용한 온라인 버전도 약 1900여명의 사람들에게 공개되었다. 천문우주과학의 최신 소식을 전하고 천체사진을 찍는 방법을 소개하는 등 대중의 관심을 끌 내용부터 명왕성의 행성 직위 박탁, 천문대 탐방, IAU 탐방 등 다양한 관련 내용을 담았다. 현재는 3호를 제작중이며 4월말 발간을 목표로 하고 있다. 여기서는 지금까지의 활동 및 앞으로의 계획을 소개하고 천문우주학 전공자들의 의견을 받아 추후의 활동에 반영할 수 있도록 한다.

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The connective method for efficient e-marketplace of cyber shipping trade (사이버 해운 거래의 효율화를 위한 e-Marketplace의 연계 방안)

  • 한계섭;최형림;박남규;김현수;박민선
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.05a
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    • pp.149-166
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    • 2002
  • 국내·외 사회 전 분야의 급속한 전자상거래 발전에 따라 해운·항만 분야에도 인터넷 사업의 진출기회가 확대되고 전략적 활동이 증가하고 있다. 그 중에서도 인터넷을 기반으로 세계가 하나의 시장으로 통합되는 경향을 보이고 있어 기업의 활동 범위가 광역화되고 있으며, 시간과 장소의 통합이 기업간 거래에서 중요시 되고 있다. 지금 세계 각 국은 해상연계 물류, 무역 등 물품의 중개 관련 사이트 및 선박 운송에 따른 각종 해운관련 서비스를 가상 공간에서 제공하는 사이버 해운 시장의 선점 및 구축에 모든 힘을 쏟고 있다. 해상 운송에 따른 각종 수송서비스를 생산, 공급하는 경제활동을 해운 활동이라 한다. 해운 시장의 불확실성, 다변성, 국제성, 개방성을 특성으로 하는 해운 거래는 전자상거래를 통해 효율적으로 처리될 수 있다. 즉, 해운 거래의 비용 감소와 양질의 서비스로 선주, 화주 등 거래 당사자들의 만족도를 높일 수가 있다. 이에 따라 국내에서도 오프라인상의 해운 거래소가 사이버 해운거래소로 옮겨질 예정이다. 가상 공간을 통한 해운 거래의 구체적인 장점은 다음과 같다. 구매업체는 기존 공급업체에 대한 접근 및 새로운 공급업체의 확보가 용이하며, 경쟁 입찰 등을 통해 저렴한 비용으로 물품을 구입할 수 있다. 판매 업체의 경우 채널 확장이 가능하며 판매비를 절감할 수 있다. 또한 e-Marketplace의 입장에서 보면 해운 산업 전체를 위한 새로운 시장을 형성할 수 있으며, 이를 통해 지속적인 수익 창출도 가능하다. 이러한 해운 거래의 B2B e-Marketplace의 출현은 향후 해운 거래의 새로운 패러다임으로 자리 잡을 것이다. 사이버 해운 거래소는 선박 매매와 용선, 화물 거래를 위한 선·화주의 연결, 표준화된 카탈로그 구축, 각종 전자문서 생성, 전자 결제, 온라인 보험 가입, 해운 선용품 판매 및 관련 정보 제공 등 해운 거래를 위한 종합적인 서비스가 제공되어야 한다. 이를 위해, 본문에서는 e-Marketplace의 효율적인 연계 방안에 대해 해운 관련 업종별로 제시하고 있다. 리스트 제공형, 중개형, 협력형, 보완형, 정보 연계형 등이 있는데, 이는 해운 분야에서 사이버 해운 거래가 가지는 문제점들을 보완하고 업종간 협업체제를 이루어 원활한 거래를 유도할 것이다. 그리하여 우리나라가 동북아 지역뿐만 아니라 세계적인 해운 국가 및 물류 ·정보 중심지로 성장할 수 있는 여건을 구축하는데 기여할 것이다.

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Enhancement of Library Internship Reflecting Participants' Opinions based on Activity Theory (활동이론을 적용한 사서인턴십 개선 방안 연구 - 인턴십 참여자의 관점에서 -)

  • Park, Zi-young;Park, Sung-jae
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.1
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    • pp.307-332
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    • 2017
  • The purpose of this study is to identify contradictions in library internship, and address them. As a case study, students who were enrolled in the internship class opened in the 2016 fall semester in a university in Seoul were interviewed. Through applying Activity Theory, the process of internship and contradictions presented in its process were analyzed. The findings indicate that students were satisfied with their internship experience. The internship experience also makes positive impacts on students in terms of understanding the library and information science and deciding their future career as a librarian. Such contradictions as internship duration, operation of the internship process, level of participation or practice, and overlap of part-time experience in a library were identified. This study suggests to make the internship systematic in order to address the contradictions through that all parties in internship are actively participated in internship and that they share information related with the internship.

A Case Study on the Features of General Citizen's Scientific Participation and Action: Focus on the Case of Responding to Fine Dust Issue (일반 시민의 과학적 참여와 실천 사례 연구: 미세먼지 문제 대응 활동을 중심으로)

  • Chang, Jina;Lim, Insook;Park, Joonhyeong
    • Journal of Science Education
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    • v.45 no.2
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    • pp.201-218
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    • 2021
  • The purpose of this study is to investigate qualitatively two cases of general citizens' scientific participation and activities responding to fine dust problem. The processes of their scientific actions were investigated and categorized inductively based on three stages: problem recognition stage, information collection and analysis stage, and sharing and spreading stage. As a result, in the 'problem recognition' stage, two participants recognized the seriousness of the fine dust problem as they felt a threat to their health and began to act practically by questioning the accuracy of public data. In the 'information collection and analysis' stage, a participant collected as much information as possible and compared them in order to obtain more accurate information for her situation. On the other hand, another participant conducted various experiments in person to get the information which is appropriate to his situation. Finally, in the 'Sharing and Spreading' stage, both participants created and shared various materials based on online environment, and continued their activities with a sense of contribution through others assistance. Educational implications are discussed in terms of civic science education and scientific literacy.

Development of Flipped Learning-based Educational Model for Vocational Education and Training (직업교육훈련을 위한 플립러닝 기반 교육모델 개발)

  • Wee, Young-eun;Jung, Hyojung;Lim, Jung-Yeon
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.37-46
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    • 2019
  • The purpose of this study is to develop a flipped-learning based education model for vocational education and training. Based on previous studies, we have developed a training model that includes definitions of flipped-learning, major learning activities, and operational strategies in each occupation. In addition, delphi surveys were carried out to confirm the validity of the educational model for HRD and vocational education and training specialists. Finally, the flipped-learning model for vocational education and training consists of three stages: Pre-learning, Main-learning, and Post-learning. Pre-learning stage include Online lectures, Simple tasks, Main-learning stage include Active learning and Coaching-Debriefing lecture, Post-learning stage includes Individual reflection-Additional task performance activities. The educational model developed through this study was developed with the focus on improving the linkage and the performance of the goal of vocational education and training.

Exploring the Content Direction of Children's Emotional Intelligence Education Using Augmented Reality Technology (증강현실 기술을 활용한 어린이 감성지능교육의 콘텐츠 방향성 탐색)

  • Huang, Bai-Min;Jung, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.78-91
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    • 2022
  • The importance of emotional intelligence education in the development of children's augmented reality education content is overlooked. Therefore, in-depth research is needed to develop children's emotional intelligence. This study was conducted through theoretical consideration and case analysis. The proposal of this paper is that the augmented reality type for children aged 2 to 7 is suitable for indoor activities with marking recognition technology. To promote an understanding of emotions, a large screen is selected, and emoticon dolls or emoticon books are recommended for learning content. Children aged 7 to 11 are suitable for indoor activities of non-marker recognition technology, and can induce emotional control and emotional recognition through active manipulation. For the learning content, "3D art teaching content" and "Online Classic Musical" are recommended. Children after the age of 11 are suitable for non-marker recognition technology outdoor activities and improve each element of emotional intelligence through interaction with nature and society. For the learning content, 'Forest Play Activity through Art' and 'EQ Theater Play' are recommended. Through this paper, we intend to promote the development of children's augmented reality emotional intelligence education.

The Models for the Dynamic Brand Value of Content Producers in the Online Platform (온라인 컨텐츠 제작자의 동태적 브랜드 가치 분석 모형)

  • Son, Jungmin;Lee, Junseop
    • Journal of Convergence for Information Technology
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    • v.12 no.5
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    • pp.92-99
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    • 2022
  • This study show the empirical results and the models that explain the content creator's personal brand value in the user-generated content platform. Producer's brand value performance could have enhancement and dilution by their activities for the long-term and repetitive change. Therefore, for the measure and analysis, the models have to catch the effect from producer's the diverse activities. This study would find the guideline by competitive analysis between (1) the impact of in-group user's self-motivated participation and (2) the impact of the social links from the outside platform. Based on the analysis results, producer's creation activity as focused on the specific and professional category increase their brand value for the long-term. However, producers would have to upload diverse category, after users are bored to their similar videos' as before. These empirical results would be a guidelines to the content management strategies for producers and the platform.