• Title/Summary/Keyword: 의미형성 이론

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A Critical Reinterpretation of Dervin's Sense-Making Theory as Communication Theory (소통 이론으로서 Dervin의 의미형성 이론의 비판적 재해석)

  • Park, Seongwoo;Hong, Soram
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.193-214
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    • 2022
  • Sense-Making Theory gives persuasive power to information seeking behavior while acknowledging the diversity of subjects. It is being used as a theory and methodology to explain the phenomenon of information seeking in various temporal and spatial contexts related to the communication of individuals' inner realms, face-to-face, organization, and mass communication. However, it is not to be a theory to explain the information seeking behavior of a group in that it explains the individual epistemological interpretation of the subjects. Also, the purpose of the theory was to establish a receiver-centered communication theory that constructs sense-making by itself, away from the receiver who unilaterally accepts the sender's information from the perspective of communication theory. However, Dervin accepted the existence of object information without explaining the relationship between the recipient's external information and the receiver. Owing to the establishing his concept of information following the Popper(1972)'s world concept, its object of observation is not World III(objective content of thought), but the process of sense making in which World II(psychological world) receives information generated in World III. In this context, Dervin's theory is not to explain the communication behavior at a group level.

The Anaphoric Theory of Reference and Objections Against It (지칭의 대용어 이론과 이에 대한 비판들)

  • Lee, Byeongdeok
    • Korean Journal of Logic
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    • v.18 no.2
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    • pp.217-241
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    • 2015
  • Brandom upholds the anaphoric theory of reference. On this theory, reference is a relation of anaphoric dependence between linguistic items rather than a substantial relation between linguistic items and non-linguistic objects. In addition, 'refers' is a pronoun-forming operator, which is used to form anaphorically indirect descriptions such as 'the one referred to as "Leibniz"'. Recently, Arbid $B{\aa}ve$ raises three objections against this theory. First, the anaphoric theory distinguishes between ordinary descriptions and anaphorically indirect descriptions in terms of iterability. But this condition is not an adequate ground for asserting that anaphorically indirect descriptions form a distinctive semantic category. Second, sentences containing a pronoun such as 'he' and sentences containing an anaphorically indirect description such as 'the one referred to as "Leibniz"' have different modal statuses. Consequently, indirect descriptions are semantically different from paradigmatic anaphors. Third, on the anaphoric theory, expressions of the form 'a' and the corresponding indirect descriptions of the form 'the one referred to as "a"' are intersubstitutable. But we can make an equivalent claim by using the more general semantic concepts such as equivalence and intersubstitutability, instead of using notions such as 'anaphor' and 'antecedent'. So the anaphoric theory is explanatorily idle. In this paper I argue that these objections do not pose a serious problem for the anaphoric theory of reference. I argue thereby that the anaphoric theory of reference is a promising theory which provides us with the right understanding of the expression 'refers'.

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Scientists' Information Behavior for Bridging the Gaps Encountered in the Process of the Scientific Research Lifecycle (과학기술분야 연구활동 단계별 문제상황 극복을 위한 정보행동 연구)

  • Lee, Jung-Yeoun;Chung, Eun-Kyung;Kwon, Na-Hyun
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.99-122
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    • 2012
  • This study analyzed scientists information behaviors when they engage in solving specific research problems in various situations throughout the entire scientific R&D lifecycle process. In-depth interviews with a total of 24 scientists were conducted in their research laboratories, the scientists' everyday workplace and the contexts of scientific research. The theoretical and methodological frameworks employed for this study were Dervin's Sense-making, Savolainen's Everyday Life Information Seeking, and Engestrom's Activity Theory. The findings of this study informed context-specific research and information behaviors of the scientists in the 14 sub stages of the five-stage of R&D lifecycle. Specifically, the study revealed the research objectives and related information behaviors (e.g., information needs, information seeking, information sources and channels, information barriers, etc.) to achieve the objectives at each sub-stage. The study results provided essential information to re-design the information services and strategies that accommodate the scientific R&D lifecycle.

Understanding about Novice Learner's Programming Conception by Prototype Theory

  • Kim, Dong-Man;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.251-260
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    • 2020
  • In this paper, we propose to understand the conceptual structure of programming elements that learners form during the prototyping theory. To do this, we reviewed previous studies on the meaning of conception and prototype theory and conducted a course of problem-solving programming for 33 university students who had no prior experience in programming, and collected transcription materials through conceptual metaphorical writing. The conclusions of this study are as follows: 1) Identifying the conceptual structure of learners as a conceptual metaphor can enhance the effectiveness of programming education. 2) Learners need to reinforce the experience of forming abstract attributes to form mature programming concepts. 3) The concept of programming differs in the structure of multi-level concepts that students, teachers, and professional programmers have in each group. 4) Programming elements should intentionally block misconception risks in the meaning of symbols. 5) Concept evaluation tools should be developed to check whether various attributes can be applied.

동굴 성인 구명을 위한 구조지형학적 접근

  • 김주환
    • Proceedings of the Speleological Society Conference
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    • 2001.06a
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    • pp.39-43
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    • 2001
  • 최근에는 국토관리의 차원이나 관광 등의 목적으로 동굴에 관한 관심이 많아졌다. 특히 동굴이 매장문화재로서의 의미를 갖기 시작하면서 더욱 그렇다. 따라서 지금은 어느 때보다도 동굴에 대한 이해가 필요할 뿐 아니라 동굴자체에 대한 체계적인 조사 연구가 필요한 때이다. 따라서 동굴형성에 관한 이론적인 뒷받침이 확실하게 정리된 다음에야 동굴자원을 효율적으로 활용할 수 있는 기반이 마련되리라고 생각한다.(중략)

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Experience of Nursing Students' Self-awareness in 'Counseling Theory and Practice' Online Class ('상담이론과 실제' 온라인 수업에서 간호대학생의 자기인식 경험)

  • Kim, Mi-Wha;Choi, Goya;Seo, Ji-Young
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.43-50
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    • 2021
  • The purpose of the study was to explore experience of self-awareness of nursing students in 'Counseling theory and practice' online class. Participants were 40 of nursing students learning of counseling theory subject in online, and Colaizzi's phenomenological method was used. The results were as follows. There were five theme clusters that 'find hidden my inner side', 'improve my healthy inner self', 'reflection of myself', 'recognize each others' different viewpoints' and 'create an aspiration and an impact'. Therefore, nursing students established self-awareness after learning of 'Counseling theory and practice' online class.

A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre (시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰)

  • Jeong, Ji-Yun;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.25-38
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    • 2021
  • This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.

The Semantic Structure and Argument Realization of Korean Passive Verbs (한국어 피동동사의 의미구조와 논항실현)

  • 김윤신;이정민;강범모;남승호
    • Korean Journal of Cognitive Science
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    • v.11 no.1
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    • pp.25-32
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    • 2000
  • Korean passive verbs are derived from their corresponding active verbs by suffixation or by adding endings and auxiliaries to their stems. Therefore. we assume p passive verbs share some lexical informations with their active counterparts. This paper extending the Generative Lexicon theory of Pustejovsky (995). aims to characterize the argument realization patterns of Korean passive verbs focusing on the case alternation a and to propose their lexical semantic structures which account for the syntactic behavior.

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A Study on the Architecture of an Electronic Governance System built on the USN Infrastructure (USN 인프라 기반의 전자거버넌스시스템 구조에 관한 연구)

  • Han, Jae-Il
    • 한국IT서비스학회:학술대회논문집
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    • 2006.05a
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    • pp.267-272
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    • 2006
  • 일반적으로 거버넌스는 사회가 스스로를 이끌어나가는 과정을 의미하며, 전자거버넌스시스템(electronic governance system)은 이러한 거버넌스 지원을 위한 차세대 전자정부시스템을 의미한다. 전자거버넌스시스템은 주로 정부기관의 기능 강화에 초점을 두고 있는 전자정부시스템과 달리 능동적인 시민참여에 중점을 두고 있으므로 이에 부수되는 정보공유, 보안, 프라이버시, 구성원 사이의 상호 신뢰형성 등의 문제를 해결하여야 한다. 현재 거버넌스 관점에서 행정에 대한 시민참여가 활발하게 논의되고 거버넌스에 대한 이론 및 실증적 연구는 활발히 연구되고 있으나, 전자거버넌스시스템의 개발에 대한 연구는 매우 미약한 실정이다. USN(Ubiquitous Sensor Network)은 유비쿼터스 컴퓨팅 환경의 중요한 한 축으로써 많은 응용 잠재성을 내포하고 있으며, IT839 전략에 따라 국내 USN 인프라스트럭쳐에 대한 활발한 연구${\cdot}$개발 및 시험사업이 진헹되고 있다. 본 논문은 이러한 USN 인프라스트럭쳐를 활용하여 구성원 사이의 신뢰형성을 도울 수 있는 전자거버넌스시스템의 구조에 대하여 논한다.

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A Concept Extraction Method for Image Based on Human's Natural Abilities (인간의 생득적 능력에 기반한 이미지의 의미정보 추출방법)

  • Park, Hyung-Kun;Lee, Yill-Byung
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.307-310
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    • 2011
  • 최근 멀티미디어 데이터의 급속한 증가는 그를 대상으로 하는 다양한 컴퓨팅 기술의 발전을 가져왔다. 이러한 기술이 인간과의 상호 작용에서 그 양적 범위와 질적 깊이를 더해감에 따라, 멀티미디어 데이터 특히 그 중 가장 대표적이라 할 수 있는 이미지 데이터를 의미적으로 이해할 수 있는 방법의 필요성이 대두되고 있다. 이미지의 의미를 이해하기 위해 저수준(low level)의 시각 정보만을 이용하는 경우 인간과의 상호 작용에서 의미 격차(conceptual gap) 문제가 발생할 수 있다. 이미지 객체의 시각 정보들을 가공해서 온톨로지(ontology)와 같은 형태의 지식 베이스(knowledge base)와 연동하여 보다 고수준의 의미를 부여하는 경우에는 해당 도메인을 벗어난 새로운 환경에 대해 적응력과 강인함이 떨어진다. 이러한 문제를 근본적으로 해결하기 위해서는 지식 베이스가 없는 상태에서 이미지 데이터의 형태로 주어진 대상 객체로부터 의미를 부여할 수 있는 정보들을 추출해, 구조적으로 지식 베이스를 형성해 나가고 이를 토대로 대상 이미지 객체의 의미를 이해할 수 있는 시스템이 필요하다. 본 논문에서는 발달 심리학 이론들을 바탕으로 시각과 관련된 인간의 생득적 능력을 찾고, 이를 기반으로 우선 주어진 이미지 객체로부터 의미 정보를 효과적으로 추출할 수 있는 방법을 제안한다.