• Title/Summary/Keyword: 지식의 융합

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A Study on the User Perception for the Operational Plan Following the Establishment of the Okcheon-gun Daily Life Culture and Sports Center Library (옥천군 생활문화체육센터 도서관 건립 후 운영 방안을 위한 이용자 인식조사 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Kang, Bong-Suk;Ko, Jae Min;Kim, Jeong-Taek;Kwak, Woojung
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.87-110
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    • 2022
  • This study was conducted based on the need to establish an operational plan following the establishment of the Okcheon-gun Daily Life Culture and Sports Center Library, and for the users of public libraries in Okcheon-gun, the functions and roles of the Okcheon-gun Library, collection related to operational direction, user service related activation, library usage related status survey, preference for the future use and perception of desired services were surveyed. Based on the results of the perception survey, the direction required by the Okcheon-gun residents for the Library was identified, and the research results are as follows. As a result of the study, first, when establishing a collection plan, the data types ought to be based on the printed materials and the multi-media materials to reflect the needs of the users, and it may also be necessary to collect them in consideration of the subject areas including literature, art, history, and technical sciences. Second, to provide various information services, it would be necessary to establish an overall information service plan, and it was identified that it would be necessary to develop various information services according to the user preferences and provide cooperative services. Third, it was determined that the programs appropriate for the various subjects and age groups should be continuously expanded moving forward in consideration of the larges demand for programs by the residents of Okcheon-gun. Fourth, new constructions and spatial improvements are needed, and the overall preference for open spaces was significant. In the case of cultural space, the preference for youth cultural facilities, convenience facilities for residents, infinite loss of imagination, and the (experiential) exhibition halls turned out to be large.

A Study on Fool Characters in a Culture of Laughter (웃음문화의 '바보' 캐릭터에 대하여)

  • Kim, Kyung-Seop;Han, Seung-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.243-249
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    • 2021
  • In the postmodern world, it is widely believed that being a fool or looking foolish can be more profound and unique than being smart and serious. Comic characters, or fool characters in comedy, have been used as basic tools to make people laugh in various cultures around the world. As such, this study will summarize the types of fool characters that have been depicted in plays and organize how they can be categorized in a culture of laughter as well as revealing their characteristics in performing arts. The ridiculous actions and words of fool characters fall outside the common dichotomy of wisdom and foolishness. This is significant and it is because the ways in which they act overturn the values that we consider to be truthful in the world of experience and contain wit and ridicule beyond the general knowledge. Also, it's worth pointing out that many comic characters that appear on TV shows are not all the same. To put it simply, each and every funny character has unique traits and these characters predictably change according to the times. In performing arts, a fool character's personality is displayed through his or her interactions with the audience. That is, on one hand, the character may or may not recognize himself as a fool, while on the other hand, the audience may regard the character as a fool or otherwise. Based on this background, the comic characters that appear in performing arts are categorized into four types and their features are discussed.

Information Literacy Instructions in the Context of IB Extended Essay: Focusing on the application of I-LEARN Model (IB 확장 에세이 맥락에서의 정보활용교육 - I-LEARN 모형 적용을 중심으로 -)

  • Chung, Jin Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.1
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    • pp.201-220
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    • 2022
  • This study suggests a theoretical model of information literacy instructions in the context of the Extended Essay included in IB(International Baccalaureate) Diploma Program Core. The study particularly analyzed I-LEARN model as a model to teach and learn with information for inquiry-based learning since the model was developed for the purpose of learning with information. Some school districts in Korea adapted IB programs to address the need for better education. Findings indicate the followings. First, students can achieve deep understanding by applying a model of information literacy instructions that provides scaffolding. Second, the expected roles of school librarians in information literacy instructions for Extended Essay are process specialists, teachers, and instructional partners. Third, I-LEARN model is appropriate as a framework to teach information literacy skills for inquiry needed for Extended Essay. Fourth, I-LEARN assessment rubric is useful in assessing the process and outcomes of students' information seeking and use. Implications include that school librarians should develop themselves as experts in information literacy instructions for inquiry-based learning such as Extended Essay, and that Korean schools recognize the crucial role of school librarians in teaching information literacy skills for inquiry-based learinng.

Occupational Evaluation Criteria and Dental Hygienists of Some College Students Occupational Perception Analysis Study (일부대학생들의 직업평가기준과 치과위생사 직업에 대한 인식 분석 연구)

  • Sung-Uk Yoon
    • Journal of Industrial Convergence
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    • v.21 no.1
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    • pp.1-8
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    • 2023
  • Study surveyed perception of dental hygienist occupation was surveyed by examining the qualifications, occupational evaluation Criteria, professional intuition of some college students for the dental hygienist occupation analyzed by the SPSS WIN18.0 program. Among the necessary qualities of dental hygienist, 'professional knowledge of dental hygiene', 'dental hygiene skills' were the highest. Average of Job evaluation Criteria was 4.06, which was higher than the average of 3.80 Job evaluation factors of dental hygienists. As for the Job evaluation criteria, 'stable job', 'job with good work atmosphere and interpersonal relationship' was the highest, 'job with contact with people', 'independent job' was the most. Job evaluation Criteria for dental hygienists, 'jobs with contact with people', 'jobs that can help others' were high, and 'high wages', 'high probability of promotion' were low. As a result of regression analysis of general characteristics and dental hygiene professionalism, it was analyzed that the professionalism of dental hygienists increased when the major was non-health. Overall, In order to improve the qualifications of dental hygienists and raise awareness of vocational evaluation, efforts should be made systematically to identify the strengths and weaknesses of vocational evaluation and dental hygienists and to seek improvements.

Applying the Theory of Planned Behavior to Digital Gaming: Focusing on the Balance Relationship with Significant Others (디지털 게임에 대한 계획행동이론의 적용: 중요한 타인과 균형관계를 중심으로)

  • Gyu Hyun Ho;Eun Yeong Na
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.275-304
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    • 2023
  • This study aimed to examine the mechanisms underlying digital game usage behavior by applying the Theory of Planned Behavior and the Balance Theory. It investigated the influences of attitude, subjective norms, and perceived behavioral control on the intention to use digital games, as well as the differences in the application of the Theory of Planned Behavior model based on the balance state among individuals, significant others, and digital games. A total of 315 responses from adult PC game users were collected through an online survey conducted from October 21 to 25, 2021, and were analyzed using multiple regression analysis. The results revealed that attitude and perceived behavioral control had a significant positive impact on the intention to continue using digital games, while subjective norms did not exert a significant influence. By categorizing groups into balanced, unbalanced, and imbalance states based on the balance relationship, the application of the Theory of Planned Behavior model showed that in the unbalanced and imbalance groups, both perceived behavioral control and attitude had a positive impact on the intention to continue using digital games. However, in the balanced group, attitude only had a positive impact on the intention to continue game usage. This study contributes to understanding digital game users by examining both individual psychological factors and the influence of others on digital game usage behavior.

A Study on the Tangibility and Intangibility Value Contents Influence Factor of Jongmyo Shrine Using Text Mining Analysis (텍스트 마이닝 분석을 활용한 종묘의 유·무형 콘텐츠 영향요인 연구)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • v.22
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    • pp.169-183
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    • 2015
  • As time is rapidly changing, the culture to represent an era is getting more subdivided and complex. Due to cultural diversity, the influence, cause, characteristics which could be understood in individual field centered by space in the past cannot be understood now only by the viewpoint of one field, and it has become difficult to predict and correspond to the change of the future. With the development of information and knowledge delivery system, various cultural contents to form a space are being created and lapsed, but there are a lot of parts which cannot be explained or understood by only one point of view. To inspect these situation, this study is aimed to draw the Tangibility and Intangibility Value causes that became the influence with Jongmyo Shrine, designated from UNESCO at February 1995, a traditional space with historical superiority, analyze the key factors that became the main factor to form the space, and consider the importance of the related factors. The unconstructured data technique which is applied as the method of analysis in this study can be said to be a new value judgement and viewpoint in interpreting the space. Therefore, this study is a new trial to provide a frame for multilaterally interpreting the various traditional space and culture of Korea from the past to the present.

Study on the Development of Environmental Design Checklist at Exhibition Facility Based on Physical Characteristics of the Elderly (고령자의 신체특성을 반영한 전시시설 환경디자인 체크리스트 개발에 관한 연구)

  • Oh, Ji young;Park, Hey kyung
    • Korea Science and Art Forum
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    • v.20
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    • pp.267-277
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    • 2015
  • The whole world enters the ageing era and 'lifelong education' is issued where the elderly can learn knowledge and techniques caused by era-change. Museum is a cultural public-facility and taking roles to provide education with spatial composition of contents and articles at exhibition. Therefore, museum can be a learning space for the elderly, performance of learning, environmental support to museum is required considering their physical characteristics. This study aims to develop a environmental design checklist at museum and to provide a frame for environmental plans to support the elderly for smooth watching of exhibition and education at museum. The environmental design checklist at museum was drawn for the spaces for entry, exhibition, public-service, educational activity and movement at museum, based on physical characteristics of the elderly or the criteria of 'sense (eye-sight, hearing and feeling by tough)' / 'exercise (skeleton, movement, physical strength and muscular strength). The environmental design checklist at museum for the elderly was composed newly by combining existing related acts, manuals, and preceded studies. For future studies, actual survey items at site and questionnaires for the elderly watchers were drawn.

A Study on the Design of Metadata Elements in Textbooks (교과서 메타데이터 요소 설계에 관한 연구)

  • Euikyung Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.401-408
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    • 2023
  • The purpose of this study is to design textbook metadata as a basic task for building a textbook database. To this end, reading textbooks were defined as a category of textbooks, and a metadata development methodology was established through previous research. In order to ensure that bibliographically essential elements are not omitted, the catalog description elements of institutions that collect, accumulate, and service textbooks such as the National Library of Korea were investigated. The elements of Dublin Core, MODS, and KEM were mapped to derive elements suitable for describing textbooks. Finally, a set of textbook metadata elements consisting of 14 elements in three categories - bibliography, context, and textbook characteristics were presented by adding publication type, genre, and curriculum period elements. The 14 elements are titles, authors, publications, formats, identification sign, languages, locations, subject names, annotation, genres, table of contents, subjects, curriculum period, and curriculum information. In this study, we contributed to this field by discussing how to organize textbook resources with national knowledge resources, and in future studies, we proposed to evaluate usability by applying metadata elements to actual textbooks and revise and supplement them according to the evaluation results.

A Case Study on the Establishment of a Strategy System through the BSC of SMEs (중소기업의 BSC를 통한 전략체계 구축 사례연구)

  • Lim HeonWook;Kim WooSu
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.303-308
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    • 2023
  • The purpose of this study is to provide a practical guide for establishing BSC that can be practically applied by SMEs. To this end, a case study was conducted to establish a performance evaluation system through a field-required Balanced Scorecard (BSC) for company J, a tent pole manufacturer, and to provide a management strategy system map. As a survey method, the requirements of the ordering organization were organized through a comparison of the BSC-related proposal requests in the first stage. The BSC establishment method was organized through the arrangement of the second stage result report. The 3rd stage BSC derived KPI indicators for SMEs for each of the 4 perspectives. A corporate vision was derived through a 4-step SWOT analysis. A strategy map was developed through 5-step field-required KPI, weight setting, and BSC. The 6-step final strategy system was also drawn up. As a result of the study, the four perspectives of the BSC were reconstructed by department. That is, the financial (financial) perspective is from the executives' perspective, the customer's perspective is from the sales department's perspective, the internal process perspective is from the design department/production quality department's perspective, and the learning/innovation perspective is from the management department's perspective. In addition, a total of 11 CSFs and a total of 49 KPIs of J company were derived. The limitation of the study is that the final strategy system through the company's BSC has only been carried out, and it needs to be linked with the company's compensation system in the future.

A Study on Webtoon Background Image Generation Using CartoonGAN Algorithm (CartoonGAN 알고리즘을 이용한 웹툰(Webtoon) 배경 이미지 생성에 관한 연구)

  • Saekyu Oh;Juyoung Kang
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.173-185
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    • 2022
  • Nowadays, Korean webtoons are leading the global digital comic market. Webtoons are being serviced in various languages around the world, and dramas or movies produced with Webtoons' IP (Intellectual Property Rights) have become a big hit, and more and more webtoons are being visualized. However, with the success of these webtoons, the working environment of webtoon creators is emerging as an important issue. According to the 2021 Cartoon User Survey, webtoon creators spend 10.5 hours a day on creative activities on average. Creators have to draw large amount of pictures every week, and competition among webtoons is getting fiercer, and the amount of paintings that creators have to draw per episode is increasing. Therefore, this study proposes to generate webtoon background images using deep learning algorithms and use them for webtoon production. The main character in webtoon is an area that needs much of the originality of the creator, but the background picture is relatively repetitive and does not require originality, so it can be useful for webtoon production if it can create a background picture similar to the creator's drawing style. Background generation uses CycleGAN, which shows good performance in image-to-image translation, and CartoonGAN, which is specialized in the Cartoon style image generation. This deep learning-based image generation is expected to shorten the working hours of creators in an excessive work environment and contribute to the convergence of webtoons and technologies.