• Title/Summary/Keyword: 참여자 역할

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A Qualitative Single Case Study on Change in Interactive Bibliotherapy Experience with A Middle-aged Widowed Spouse (배우자 사별 중년여성의 상호작용적 독서치료 경험에서 나타나는 변화에 대한 질적 단일 사례연구)

  • Park, Jung-Ae;Lee, Myng-Woo
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.299-324
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    • 2015
  • This paper is a qualitative single case study and it was conducted for the purpose to explore change in interactive bibliotherapy experience with a middle-aged widowed spouse. A Middle-aged Widowed Spouse was taken as a research partaker. Through this research, we explored partitively the partaker's experience changes by each session during the commencing of interactive bibliotherapy and the partaker's inner/external experience change after the end of session. The result, interactive bibliotherapy facilitated and expressed the reaction of a partaker by its writing skills and reading materials including partaker's own poems. Furthermore, facilitated emotion from material and self-awareness made a partaker understand and accept itself through therapeutical interaction. In addition, those kind of changes appeared inner/external experience in life, and lasted after the end of the session. In this regard, the inner/external change appeared from a partaker means the effect of bibliotherapy, and we can notice that it is a result that facilitated through truthful reaction of counselor and texts.

A Study on the Will of Self-reliance Project Participants: Centering on the Area of G-gu, Gwangju Metropolitan City, District (자활사업 참여자의 자활 의지에 관한 연구: 광주광역시 G구 지역을 중심으로)

  • Kim, Young-Chun
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.553-564
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    • 2021
  • This study was conducted to understand the effects of participation perception, self-efficacy, self-esteem, and empowerment on self-support intention of self-support work project participants. For this study, a survey was conducted on participants in the self-support work project within the G-gu area. As a result of the study, it was found that the participation perception, self-efficacy, and empowerment of participants in the self-support project had a positive (+) effect on the self-support will. Also, in the process where participants' perceptions of participation, self-efficacy, and self-esteem affect the will to self-support, it was found that empowerment partially mediated participation perception and self-efficacy and fully mediated self-esteem. Based on these results, the following are practical suggestions for improving self-support project participants' will to self-support as follows. First, systematic training courses are needed in the application and selection of recipients, establishment of self-support plans, and gateway training courses so that participants in self-support projects can correctly recognize self-support projects. Second, it is necessary to systematize the case management system provided by the self-help center and re-establish the role in order to strengthen the participants' hope for self-reliance. Third, it is necessary to identify the strengths of the participants in the self-support project, create results for self-support, and operate a program that strengthens the latent motivation to solve their own problems and change their behavior. Fourth, the empowerment of participants and professional ability of practitioners should be strengthened so that participants can solve the alienation and social exclusion experienced in the process of participating in the project.

A Joker's Image: Humor, Work Impressions, and Culture in Korean Workplaces (유머러스한 기업 구성원: 유머, 문화, 그리고 인상관리)

  • Kim, HeeSun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.397-413
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    • 2020
  • Humor is often considered as a positive phenomenon, and thus frequently employed as an impression management technique for individuals. However, humor may create unexpected outcomes in terms of impression management. This study investigates the relationship between humor and impression management of individuals within three South Korean organizations. A qualitative methodology is employed and data collected through participant observation and semi-structured interviews. Findings suggest that humor may be used more frequently by workers in superior positions, and it may be dangerous for individuals in subordinate positions to initiate humor, as negative impressions such as lack of professionalism and work competence may be crafter through humor. In particular, traditional Confucian values and expectations may lead to perceptions that humor is inappropriate and even rude when it is used by individuals in subordinate positions. However, humor may help to craft an independent identity, and help alter user's impressions as desired. This suggests that while perceptions towards humor as an impression management tool may embed significant risks, humor may help individuals to influence their impressions and diverge from a stereotypical expectations and impressions of workers(according to their hierarchical status), which may be interpreted in multiple ways. This implies that organizations should be careful in encouraging workers to use humor as an impression management tactic, as the relational outcomes may be complex, depending on the cultural understanding of hierarchy and relationships between communicators.

Kindergarten teachers' needs for educational practice supervisors :Focusing on field teachers who experienced supervision (교육실습 수퍼바이저에 대한 현장 교사들의 요구 :수퍼바이징을 경험한 현장 교사 중심으로)

  • Park, Ji-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5240-5249
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    • 2015
  • This study aimed to explore the supervisors' qualification and roles and to analyze the possible policy directions related to supervision for the efficient educational practice aid. 6 field teachers who experienced educational practice aid, participated in the in-depth interviews from April to May 2015. The participants reported that 5 field career and PhD qualification were needed for supervisors. Also, supervisors were expected to be 'relationship-oriented counselors' who were comfortable and tried to keep secrets. The participants felt the needs for a policy of educational practice aid, supervising and for this, financial matter and clear role description should be solved out.

Impacts of Intelligent Agents to Internet Business: Business Model Approach (지능형 에이전트가 인터넷 사업에 미치는 영향: 사업 모형 관점에서의 분석)

  • 이경전;진동수
    • Journal of Intelligence and Information Systems
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    • v.6 no.2
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    • pp.49-62
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    • 2000
  • 본 논문은 향후 인터넷 사용의 많은 두 부분이 현재의 인간 사용자에서 지능형 에이전트로 옮겨져 갈 때 현 인터넷 사업 모형에 영향(Impact)으로 작용할 수 있는 요소들을 분석하고, 이로 야기되는 새로운 사업 모형의 출현 및 현 사업 모형에 예상되는 변화에 대하여 살펴보고자 한다. 지능형 에이전트로 인하여 인터넷 사업에 있어서 예상 가능한 주요 변화를 사업 모형 관점에서 제품, 서비스, 정보 흐름(Flow)의 변화, 참여자의 역할(Role)의 변화, 수익원천(Revenue)의 변화, 참여자간의 혜택 (Benefit)의 변화, 비용분담(Cost Distribution)구조 변화라는 다섯 가지 측면에서 현재의 인터넷 사업에 있어서 배너광고 모델, 가격책정 모델, 중개자 모델, 브랜드 및 명성 효과, 디지털 카르텔 등의 주요 현상과 결부시켜 살펴본다. 이를 통하여 향후 지능형 에이전트 기반의 사업 모형에 대비한 전략적 시사점(Imp1ications)을 제공하고자 한다.

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KSF and Adoption Characteristics of Mobile Broadband for Activating Mobile 2.0 (모바일 2.0 촉진을 위한 핵심 성공요인과 모바일 브로드밴드 수용 특성에 관한 연구)

  • Kim, M.K.;Kweon, S.C.;Park, J.H.
    • Electronics and Telecommunications Trends
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    • v.23 no.6
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    • pp.112-123
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    • 2008
  • 기존 이동통신 환경은 통신사업자 중심의 서비스 제공에서 이용자의 적극적인 참여와 소통의 모바일 2.0 시대로 패러다임이 전환되고 있다. 모바일 2.0은 단지 기술적 진화만을 의미하지 않으며 이동통신 전반 에코시스템에서 이용자의 역할과 비즈니스 모델의 변화를 가져올 것으로 전망되고 있다. 이러한 의미를 지니는 모바일 2.0에 대한 국내외 담론이 크게 개진되고 있지만 모바일 2.0 촉진을 위한 에코시스템 핵심 성공요인을 체계적으로 분석하고 와이브로와 HSDPA를 중심으로 모바일 브로드밴드의 수용특성을 파악한 연구는 거의 없는 실정이다. 이에 본 논문에서는 모바일 2.0의 특징과 에코시스템을 살펴보고 에코시스템을 구성하는 참여자의 역할과 모바일 2.0의 핵심 성공 요인을 파악하고자 한다. 또한 시장조사 결과를 바탕으로 와이브로와 HSDPA의 국내 모바일 브로드밴드 수용자의 특성을 분석하고자 한다. 이를 종합하여 모바일 2.0을 촉진시키기 위한 시장활성화 방향을 제언하고자 한다.

Role Formation by Interaction Function and Pattern for Group Discussion Activity using the case of Environmental Education Camp for Undergraduate Student (대학생 환경교육캠프 사례에서의 집단 토의 활동에 있어서 상호작용 기능과 양상에 따른 역할 형성 양상)

  • Jung, Won-Young;Lee, Go-Eun;Shin, Hyeon-Jeong;Cha, Hyun-Jung;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.555-569
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    • 2012
  • Many science education research and practices are recently emphasizing the importance of collaborative learning. This study also understands learning in aspects of socio-cultural context, and regarded the creation of meaning in a same-age group as an important learning process. This is most especially true in the premise that the formation of roles in a collaborative learning is important for successful interactive learning. This study aims to find out how roles form in a group. For this purpose, university students participating in a group discussion activity about energy flow and circulation of material were selected as research participants. Discussions among the nine students in one group consisted of cognitive conversations on the topic and operational conversations for preparing a presentation. Video-clips of the discussions were made and transcribed. For the analysis, we developed a framework that includes four interaction functions (cognitive, organizational, meta-cognitive, operational), four action elements (question, simple answer, providing opinion, response to opinion), and two to four intention elements by each action elements. As a result, a total of nine roles were revealed through the interaction function and element; cognitive questioner, operational questioner, simple answerer, operational suggester, organizational commander, operational commander, cognitive explainer, terminator, reflective thinker. These roles are re-classified into seven utterance patterns by the utterance order and object, and they were categorized into three role groups (facilitating interaction, sustaining interaction, finishing interaction). The result means that role formation and function can have influence on learning and interaction. This study is meaningful to the suggestion to collaborative learning including project-based learning, investigation, club activity, and for the re-illumination of the role in an aspect of the interaction.

A Case Study of The Participant Network of Community Media in Seoul: Mapo FM Community Media (공동체 미디어의 참여자 네트워크 특성과 의미 분석: 마포FM 사례를 중심으로)

  • Jang, Si-Yeon;Chae, Young-Gil
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.720-731
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    • 2016
  • This study aims to understand characteristics and roles of community media in Seoul to discuss the meanings of the media. Community media is constructed based upon the networks of relations of community participants, whose characteristic relations of participants within the network determines the roles and meanings of the media for the community. Research have shown that community media's unique open, participatory, and horizontal communicative structures enable to realize such objects. For this study, we chose Mapo FM to conduct case study based upon network analysis of 'participant network' of the media. In particular, we tried to measure the density and centrality of the network, which can explain the relational characteristics of the networks of the media. In addition, we also conducted in-depth interviews of participants to better understand the problems and meanings of the community media. The findings suggest that unlike the conceptual and theoretical assumptions, the community media under the study lacks of open, participatory, and horizontal ways of participation in the media.

Measuring of the Performance of a Construction Management Project from Viewpoints of Project Participants -Focusing on Owner, Construction Manager, Designer and Constructor- (건설사업 참여주체(발주자, CMr, 설계자, 시공자) 관점에서 건설사업관리 성과측정에 관한 연구)

  • Ahn, Eun-Jin;Yoo, Byeong-Gi;Lee, Yoon-Sun;Kim, Jae-Jun
    • Korean Journal of Construction Engineering and Management
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    • v.9 no.3
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    • pp.194-205
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    • 2008
  • The production process of construction industry is different from thing of the general manufacturing, likewise various participants make temporary teamwork for success of the project through sharing of information. But, the each role of participants is Individually changed to step in construction process stage and moreover it has complicated, entangled interests. The CM(so it called Construction Management as an abbreviation word) system was inducted for the effective management and operation of construction project. The key of the CM success depends on the cooperative relationship relation to major participants. There are lots of studies and efforts for the performance measures of the CM, however existing performance index is only measured as the viewpoint of project owner. Therefore it needs to make up for balanced view through combination of the four-way view of participants. In this study, we should search for cooperative relationship of project participants, and then we should suggest to define the difference of project in their viewpoints.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.