• Title/Summary/Keyword: 융.복합 시대

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Research on the Effects of a Consultant's Nonverbal Communications on a Client's Evaluation (컨설턴트의 비언어커뮤니케이션이 고객 평가에 미치는 영향에 관한 연구)

  • Shin, Dong-Ju;Lee, Seok Kee;You, Yen-Yoo
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.167-178
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    • 2015
  • This research focused on the research on nonverbal communication among communication, an important trait of consultants, who provide knowledge for the clients. The aim was to investigate meaningful influence on the perceived evaluation of clients, as well as the influence on the consulting corporate trust. The research results can be summarized as follows. It was verified that consultants' nonverbal communication positively influenced perceived consultants' evaluation. Also, it was confirmed that clients' perceived consultant evaluation positively influenced service provision corporate trust and long-term relationships.

A Study on Ceramic Expression using Silhouette Technique and Decal Technique (실루엣기법과 전사기법을 활용한 융복합적 도자 표현 연구)

  • Kim, Won-Seok;Ro, Hea-Sin;Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.495-502
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    • 2017
  • Modern ceramics is exploring the expansion of the area with various expression techniques. The silhouette technique among various expressive decoration techniques is a representative expression technique of object form expression. This emphasizes the outline of the form and expresses it and omits the inner form. It gives simplicity and intensity, and awakens aesthetic sensibility and imagination. Therefore, the researcher designed the material related to the core image of the story by designing it as a silhouette technique by using the "Acorn Story" as a subject and then making the transfer paper by using the vector graphic. The transferred paper was expressed on a ceramic plate by transferring technique. Therefore, I hope that this research, beyond the merely decorative function of ceramic expression, will become a ceramic design that will awaken imagination and aesthetic sensibility in digital information age.

The Effects of Parenting Attitudes on Adolescents' Fandom Activities in the Times of Convergence: Focusing on the Mediating Effects of Psychological Factors and Life Satisfaction (융복합시대 부모양육태도가 청소년의 팬덤활동에 미치는 영향: 심리적 요인과 삶의 만족도의 매개효과를 중심으로)

  • Paik, Jina
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.453-461
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    • 2015
  • The purpose of the study is to examine the effect of parenting attitudes on adolescents' fandom activities, and to prove the meditating effect of psychological factors and life satisfaction on the relationship between parenting attitudes and adolescents' fandom activities. The results are as follows: First, while negative parenting attitude influenced negatively adolescents' fandom activities, positive parenting attitude had no effect on them. Second, positive parenting attitude had negative effect on adolescents' psychological factors, but negative parenting attitude influenced positively them. Third, adolescents' psychological factors influenced positively their fandom activities. Fourth, adolescents' psychological factors had perfect mediating effect between positive parenting attitude and their fandom activities, and they also played partial mediating role between negative parenting attitude and their fandom activities.

The Convergent effect of Resilience, and Organizational Culture on Well-being in General hospital Nurses (종합병원 간호사의 회복력과 조직문화가 웰빙에 미치는 융복합적 영향)

  • Lee, Jeong-sook
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.235-244
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    • 2019
  • The purpose of the study was to investigate the effect of resilience and organizational culture on well-being in general hospital nurses. The data were collected from 188 nurses working at a general hospital from $1^{st}-30^{th}$ September 2017. The research tools were the resilience, organizational culture, and well-being. The data were analyzed by descriptive statistics, t-test, ANOVA, Pearson's correlation coefficients, and stepwise multiple regression using SPSS/WIN 21.0 program. The result showed that the difference in well-being relating to general characteristics were significant age, marital status, position, and career. It was found that resilience, organizational culture, and well-being were all significantly correlated, and that the factors affecting well-being included resilience, task-oriented cultures, relation-oriented cultures, and marital status. There is a need for a strategy to enhance nurses' resilience and aid in the development of a sound organizational culture that could help them effectively adapt to changes. This will not only improve nurses' health but also have a positive impact on patients and nursing organizations.

A Design and Demonstration of Future Technology IT Humanities Convergence Education Model (미래기술 IT인문학 융복합 교육모델 설계 및 실증)

  • Eunsun Choi;Namje Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.159-166
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    • 2023
  • Humanities are as crucial as the technology itself in the intelligent information society. Human-centered convergence information technology (IT), which reflects emotional and human nature, can be considered a unique technology with an optimistic outlook in the unpredictable future. Based on this research background, this paper proposed an education model that can improve the IT humanities capabilities of various learners, including elementary and secondary students, prospective teachers, incumbent teachers, school managers, and the general public, through analysis of previous studies on convergence education models. Furthermore, the practical aspects of the proposed model were closely examined so that the proposed education model could be stably incorporated and utilized in the educational field. There are seven strategies for implementing the education model proposed in this paper, including research on textbooks, teaching and learning materials, activation of research results, maker space creation, global joint research, online education operation, developing living lab governance, and diversification of self-sustaining platforms for sustainable and practical education. In the future, validity verification through expert Delphi is required as a follow-up study.

A Study on Internet of Things in IT Convergence Period (융복합 시대의 사물인터넷에 관한 연구)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.267-272
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    • 2014
  • Many people have used a internet at various purposes. Internet have been used the optimal space to share informations by information producer or consumer. But, recently, through the development of networks and devices, The Internet is expanding beyond PCs and mobile devices into enterprise assets such as field equipment, and consumer items such as cars and televisions. The Internet of Things will enable forms of collaboration and communication between people and things, and between things themselves, hitherto unknown and unimagined. This paper presents various meanings of IoT, and describe the electronic and car domain of internet of things.

Audio Engineering Curriculums for the Higher Education : Case Studies on the USA's and the European Graduate Schools (고등 음향기술 교육체제 구축을 위한 미국과 유럽 대학원의 교과과정 사례 연구)

  • Oh, Wongeun;Rhee, Esther
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.77-83
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    • 2014
  • Currently, a lot of colleges and universities offer Acoustics and audio engineering courses. In this paper, we analyze and classify the current state of the graduate level curriculums of the area. For the purposes, we focus on graduate school courses of the U.S. and Europe where audio engineering is highly advanced. They were classified into three different types depending on the educational objectives. In addition, the representative cases of each type are presented to examine the characteristics of the subjects.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

Mechanization of humans, humanization of machines, and coexistence through dance works (무용작품을 통해 본 인간의 기계화, 기계의 인간화 그리고 공존)

  • Chang, So-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.145-150
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    • 2021
  • This thesis attempted to examine the mechanization of humans, humanization of machines, and coexistence through dance works. The dance works were reviewed by partial excerpts from Oscar Schlemer's <3 Chord Ballet>, Felindrome Dance Company's , and . Also, I looked at the dance work , which has an inherent form of coexistence. Through the above work, robot-like science and technology and fusion. It was found that various dance performances that coexist in complex forms provide continuous creativity to humans, and various forms of sensibility and creative movements based on data make it possible to produce rich performances for humans. This researcher expects numerous works that accept and reflect the changes of the times through the embodied interaction of dance performances with science and technology.

The Effect of Service Usefulness of Mobile Communication Services on Team Project Performance in the Convergence Era (융복합 시대 모바일 커뮤니케이션 서비스 유용성이 팀 과제 성과에 미치는 영향)

  • Hong, Se-il;Kim, Byoung-soo
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.183-193
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    • 2016
  • Recently, collaborations through MCS use in team projects are frequently conducted. This study developed a research model to examine the impact of collaboration through MCS on project performance. Team commitment and team trust regarded as the key drivers of enhancing project performance. Moreover, we also investigated the effect of usefulness of MCS on project performance. We posit ubiquity, polychronic use, and ease of use as the key antecedents of usefulness of MCS. The proposed theoretical framework was tested by using survey data collected from 116 university students who have rich experience with collaboration through MCS. PLS was employed for the analysis of the data. The analysis results showed that team trust significantly influences team commitment and project performance, respectively. However, usefulness of MCS is not significantly related to team commitment, while it play a prominent role in enhancing project performance. The results reveals that ease of use has a significant effect on usefulness of MCS, whereas ubiquity and polychronic use are not significantly related to it. From theoretical and practical perspective, this paper can provide in-depth knowledge of the effects of collaboration via MCS on project performance.