• Title/Summary/Keyword: 인식 커뮤니티

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The Arms Race on the Road: Exploring Factors of SUVs' Popularity by LDA Topic Model (도로 위의 군비경쟁: LDA 토픽모델을 활용한 SUV의 인기 요인 탐구)

  • Jeon, Seung-Bong;Goh, Taekyeong
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.239-252
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    • 2020
  • By using text mining, we explore the factors responsible for an increase in SUV preference. We collected 32,679 posts related to SUVs from "Bobaedream," the largest online automobile community in South Korea, and applied the LDA topic model. While previous studies have explained the SUV boom as an individual's risk aversion strategy from crime, the result shows that the topic of 'Safety' appears to be an important factor in the SUV discourse in the context of a car accident and high-speed driving situation. To conclude, the consumption of SUVs in Korean society serves as a mean to prevent anxiety and danger to individuals when driving. We insist that decreasing social trust, caused by an increase in inequality, underlies the perception of risk on the road.

Perception and Practice of Elementary Teachers about Using Visual-Thinking in Science Classes - Focus on the Teacher's Online Community Materials - (과학 수업에서 비주얼씽킹 도입에 대한 초등교사의 인식과 실행 - 교사 온라인 커뮤니티 자료를 중심으로 -)

  • Park, Jiwon;Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.39 no.1
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    • pp.54-68
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    • 2020
  • The purpose of this study is to investigate how elementary teachers perceive and practice using Visual Thinking (VT) in science classes. For this, we collected 161 VT teaching materials for science that uploaded on the elementary teacher's online communities, and analyzed the characteristics. Also we interviewed four elementary teachers who have used VT in science class. The results are as follows. First, VT teaching materials shared in teacher's online communities were most often used to review the science concepts that students learned. Most of the materials required 'remember' among the Cognitive Process, and most of them provided layouts for VT activities. Second, the participants were using VT materials to review the science concepts they learned, so that students remember them. Third, the participants were satisfied because of the beliefs of effects as follows: facilitating learning and reviewing what students had learned; increasing students' positive reactions and confidence; learning through the interation among learners; the formation of habits thinking visually; indirect experiences of science class; possibility of class corresponding to learner characteristics. Fourth, the participants had difficulties in preparing for the VT science class, such as the burden of making VT materials, the long preparation time, concerns over overlapping contents, consideration of learners' VT skills, and the themselves' drawing ability. Furthermore, they also had difficulties in proceeding for the class, like different preference among learners about Visualization and loss of objectives in science class using VT. Fifth, the participants needed support as follows: platform to share students' VT results; VT case books and teachers' guidebooks; physical environment.

A Study on Communication Competency Analysis and Development Plan of Educational Content for Engineering Undergraduates (이공계 대학생의 커뮤니케이션 역량 분석 및 교육콘텐츠 개발 방안 연구)

  • Kim, Kyung-Hwa
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.529-539
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    • 2017
  • The purpose of this study is to categorize and analyze the communication competency of engineering undergraduates and to develop educational content in order to improve that. In this study, communication competency of engineering undergraduates was categorized into three areas: critical thinking, scientific communication, and media literacy. As a means to improve communication competency, the experience with and perception of writing were investigated. The communication competency of undergraduates needs to be improved overall. There is a high need for writing programs that enhance critical thinking oriented around practice. It suggests flipped learning based on smart education, E-community, problem-solving programs based on action learning, cooperative learning programs, reflection journals & portfolio, and collaborative writing programs as educational content. The results of this study can be used as basic data to design competency-based communication curriculum and practical applications for engineering undergraduates.

Alternatives to Promote the Sport Cooperatives of Korea (한국 스포츠 협동조합의 활성화 방안)

  • Kim, Jung-Dong;Lee, Jong-Kil;Lee, Moon-Sook
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.469-478
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    • 2019
  • This study tried to analyse the factors to promote sport cooperatives as the solutions to overcome those problems of present sports industry. The results of this study By Using the priorities of AHP on promoting factors of sport cooperative in Korea, could be suggested as follows. In advance, the basic directions were suggested in order of economical, social, cultural, and institutional factors. And next, the promoting strategies were suggested as follows: 1st, setting directions on the essentials of cooperative. 2nd, securement of the finance by business management development and organization ability improvement. 3rd, acquaintance with the basic laws of cooperative and securement of administrative support. 4th, social contribution through cooperation and interaction among cooperatives. 5th, making local communities through constructing networks among cooperatives. 6th, development of business models with membership systematizing and efficiency pursuit.

A Study of the Effectiveness of Digital Signage: Importance of Customized Content (디지털 사이니지의 효과에 관한 연구: 맞춤식 콘텐츠의 중요성)

  • Cho, Jae-Yung
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.211-217
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    • 2019
  • This study suggested the alternatives for improving consumers' engagement with digital signage (DS) by analyzing the researches of the effectiveness of DS in marketing and public areas, which is recognized as an essential communication tool for commercial or public matters. According to the results, affective DS ad content of DS resulted in positive shoppers' buying behaviors and perceiving buying environment; DS was also effective for public affairs, which how proper channel and message for the target public resulted in solving community problems. However, it was rare to measure precisely the level of consumers' engagement with DS content and what DS content aroused higher engagement in both areas. Thus, DS content should be more customized based on multiple converged contents for consumers' engagement and the research efforts of DS should be focused on the development of not only its device technology, but also creative content.

A Study on the Role and Improvement Direction of Empty Homes Policy in Korea (빈집제도의 역할과 개선 방향에 관한 연구)

  • Hong, Ji-Wan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.387-394
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    • 2020
  • The aim of this study is to improve the "empty house problem" in Korea. The direction of improvement of systems in Korea was considered and compared with empty house systems in the United Kingdom, France, Germany, the United States, and Japan. Korea's system is based on comprehensive regulations centered on the demolition of empty houses. To actively solve the problem of unoccupied houses, detailed guidelines are needed, which must consider the current status and surrounding environment of empty houses. There should be institutional grounds for local governments to actively intervene in the issue of empty houses, and there should be a system that enables tax and cost support for the reuse of such houses. An information sharing system is also needed for sharing empty house information among local governments. To utilize empty houses as resources for the housing market, it is necessary to establish a consultative system consisting of residents, urban and architectural experts, and private businesses.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Usability Evaluation of a Mobile App for Sexual Violence Survivors (성폭력 피해 경험자를 위한 모바일 앱 사용성 평가)

  • Lee, Jieha;Park, Young;Jung, Jai E.;Kim, Kihyun;Park, Jooyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.700-711
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    • 2022
  • The purpose of this study is to evaluate the usability of the mobile app 'Allive' to improve accessibility to resources and mental health services among sexual violence survivors. Participants include survivors of sexual violence as well as service providers at sexual violence crisis intervention centers. The usability test was conducted as a quantitative and qualitative evaluation after study participants used the app in a real-life environment. The results of usability testing highlighted the positive and beneficial impact on mental health function as well as accessibility to essential resources for those who have experienced sexual violence.

A Study on Social Sharing of Scholarly Information Resources: Focusing on Laypeople's Information Needs and Behaviors (학술정보자원의 사회적 공유에 관한 연구 - 일반인의 정보요구와 행위를 중심으로 -)

  • Kim, Chohae;Park, Ji-Hong
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.2
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    • pp.57-82
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    • 2022
  • Today, despite the increase in professional knowledge-related information needs of citizens, the expansion of citizen participatory research in academia, and the provision of information services for the professional knowledge, there are still difficulties in access to scholarly information resources by laypeople. Focusing on this problem, this study investigates laypeople's scholarly information needs and behaviors through a questionnaire survey. By examining the search and use behaviors of scholarly information resources, and the perception of the need to support the utilization of them, this study analyzes the degree and pattern of social sharing of scholarly information resources beyond the scholarly community. This study is significant in that it expands the range of users in traditional scholarly communication and emphasizes the need to support them to access and use scholarly information resources.

A Library Service Model Toward Ubiquitous City (U-City 구현을 위한 도서관서비스 모델)

  • Chung, Jun-Min
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.3
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    • pp.163-169
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    • 2009
  • The concept of library is newly interpreted and designed under the environment of U-City. The basic notion of the library should not changed its kernel nevertheless, the new technologies like ubiquitous computing services are applied to the library, which functions in terms of information services, continuous learning programs and communities of practice(CoP). The library is fit for any technologies or environments as organism. Actually the library has been shown in terms of new information technologies with the changes of the times. It leads to comprehend the library as its appearance not as it is. The libraries including even cities have evolved toward ubiquitous(computing) environment. On the other words, the libraries have sought ubiquitous at the past, now they are still chasing it.