• Title/Summary/Keyword: 참여적 차원

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Analysis of the CAMPUS Asia Pilot Project: Outcomes and Limitations of its Implementation Process (CAMPUS Asia 시범사업의 성과 및 집행과정 분석)

  • Byun, Kiyong;Jeon, Jae-Eun;Hong, Se-Yeong;Park, Ye-jin
    • (The)Korea Educational Review
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    • v.22 no.3
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    • pp.353-383
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    • 2016
  • The purpose of this study is to examine the outcomes and implementation process from various stakeholders' perspectives related to the CAMPUS Asia (Collective Action for Mobility Program of University Student in Asia) pilot project, and thereby provide practical suggestions for it. The pilot projet of the CAMPUS Asia lasted four years from 2012 to 2015. A hybrid approach was used to analyze its implementation process, and diverse sources of data such as documents, surveys, and interviews were employed for analysis. Findings showed the accomplishments of the CAMPUS Asia pilot project for promoting participants' development and building the foundation for international cooperation at the governmental and institutional levels, while various limitations were also identified. In addition, analysis was conducted to identify the contextual factors that influenced the outcomes and limitations of the CAMPUS Asia pilot project at the governmental, institutional, and student levels. Based on these findings, multiple suggestions to maximize the effect of the CAMPUS Asia pilot project were provided, for example, to set up the ultimate goals of the project clearly, for governments to coordinate different academic systems by country and address the issue of credit transfer, to establish the uniqueness of the project, to strengthen the curriculum of each consortium, to co-manage the extra-curricular activities, and to develop the specialized career paths.

The Study on the Process of Public discussion about the On-line civic Social Movement (온라인 시민 사회운동의 공론화 과정에 관한 탐색적 연구: 안티닉스 운동 게시판 분석을 중심으로)

  • Chung, Jae-Chorl
    • Korean journal of communication and information
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    • v.33
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    • pp.253-285
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    • 2006
  • This study focuses on the on-line civic social movement which is based on the individual dimension. This kind of on-line social movement is organized voluntarily by the citizens who have the common concerns about issues and problems raised in the net. In the context, this paper analyzes what is the characteristics of discourse formed in the process of public discussion concerned about the anti-Nix movement. And, this study also analyzed who was processed the anti-Nix movement through which steps and what kinds of way in the case of anti-nix movement. Based on the research results, the anti-Nix movement is led by the organizer of the movement and the active participants of it. This study also found out that the various movement strategies of the site organizer were the major reasons of the success of anti-Nix movement. This study also found out that the discussion board of anti-Nix movement is close to the function and role of traditional public sphere rather than those of the swearwords and libels.

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A Case Study on the Migration of the Local Talents from Region to Metropolitan Area : Focusing on Daegu Metropolitan City (지역인재의 수도권 유출 사례 연구 : 대구광역시를 중심으로)

  • Bae, Ji-Hye;Lee, Young-Min
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.141-142
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    • 2015
  • 저출산 고령화 시대에 지역인재의 균형적 육성은 지역경쟁력과 직결되는 시급한 사안이라는 점에 착안하여 대구광역시에서 서울의 K대학교로 진학한 20대~40대의 남성 10명을 대상으로 현 시점에서 기획 실행되고 있는 관련 정책의 체감도 및 효과성과 지역인재육성에 대한 인식을 고찰함으로써 지역인재의 유출을 방지하고 지역경쟁력 향상에 기여할 수 있는 교육정책을 지역인재 양성 차원과 활용 차원, 인프라 차원으로 구분하여 고등학교 진로지도 개선, 지역대학 육성, 지역인재 우선채용, 지역산업 맞춤형 학과개편, 지역인적자원개발센터(RHRD) 운영 개선 및 조례제정, 지역주민참여 등 정책을 정교화하기 위한 개선방안을 제시한다.

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Knowledge Ecological Approach to Emergence of Korean Online-game Industry (한국 온라인게임 산업 부상의 지식생태계적 접근)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.79-91
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    • 2011
  • This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.

Design of a Three Dimensional Audio System for Multicast Conferencing (멀티캐스트 화상회의를 위한 3-D 음향시스템 설계)

  • 김영오;고대식
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.1B
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    • pp.71-76
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    • 2000
  • On multimedia teleconferencing system existing a number of participants, face of the participants can beperceived by visual image. However, differentiation of each participant's voice and spaciousness sense are very hard since voice of all participants is processed with one dimensional data. In this paper, we implemented three dimensional audio rendering system using the HRTF(Head Related Transfer Function) and distance sense reproduction method and determined the optimal location of the participants for teleconferencing system. In the results of the listening test using elevation and azimuth angle, we showed that directional perception of the azimuth angles were better than that of the elevation angles. Specially, we showed that participant location using the HRTFS of the azimuth angle 10" , 90" , 270" and350" was efficient in teleconferencing system existing four participants. We also proposed that distance cue was used for enhancement of the reality and location of many participants more than five.ipants more than five.

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Impact of Digital Divide on Online Political Participation: With Focus on the Gap of Operational Skills of Digital Device Users (온라인 정치참여에서 디지털 정보격차의 영향: 디지털 기기 이용자의 기기 운용 기술 격차를 중심으로)

  • Jang, Changki;Sung, WookJoon
    • Informatization Policy
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    • v.27 no.1
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    • pp.36-54
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    • 2020
  • This study empirically analyzes the impact of digital divide between digital device usage motivation and operational skills on online political participation. The analysis was performed using the National Information Society Agency's 2018 digital divide survey data from September to December 2018 and applying the Heckman selection model to control the sample selection bias that may occur between internet users and non-users. The result shows the gap in motivation and device operational skills of individual citizens using digital devices has significant impact on online political participation. In socio-economic terms, it shows the age, education level and regional factors also have significant impact on online political participation, while gender and income levels do not. This study holds significance in that there are different patterns of digital divide between digital devices, identifying the motivation to use a digital device as an important factor for mobile device users, and the device operational skills, for personal computer users.

A theoretical review on the limitations of applying copyright law in the arts (예술창작에서 저작권법 적용의 한계에 대한 이론적 고찰)

  • Hong, Kiwon
    • Korean Association of Arts Management
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    • no.51
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    • pp.167-190
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    • 2019
  • Copyright law has functioned to certify the authorship and artistic identity of an artist as well as to remunerate the artist's labor in monetary terms. However, the legal stability of copyright law may be questioned and even challenged because it shares the ground with unfixed notions of the concept of art. This study is an attempt to find theoretical argument where such instability of copyright law stems from, by looking into the theories of Aesthetics and history of arts. The first argument builds up on the ambiguity of discriminating between the Aesthetic concept of expression and idea. The second argument illuminates how new conventions of creating art work and emerging ideals of making art prevents to accommodate copyright law in the fields of art. New art forms such as conceptual art and place specific art are such examples. Increasing role of public arts projects also questions the conventional adoptions of copyright law. Arts management is closely related with this phenomena since their job is to administer the complex situation of introducing artists to the knowledge of copyright law.

A Study on the Industry Platform of Electric Vehicles (전기자동차의 산업플랫폼에 대한 연구)

  • Chung, Sunyang;Cho, Hyeongrye;Choi, Jinho
    • Journal of Korea Technology Innovation Society
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    • v.16 no.2
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    • pp.530-558
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    • 2013
  • New strategies in the automobile industry have been required with the advent of new green car era. This study examines how to develop the electric automobile industry among green cars effectively. It's necessary to change fragmentary relationship-based analysis focusing on stakeholders in the existing automobile industry into platform-based analysis. The purpose of this study aims to define an analytical framework for adopting a more developed industry platform. To this end, the following major issues are analyzed. First, what is the definition of industrial platform, why is it needed? Second, who participate in industry platform, what are the working factors of the platform? Third, who are participants in industry platform applicable to electric vehicle market and what are the working factors for electric vehicle industry platform? Fourth, this researcher derives analytic framework of electric vehicle industry platform based on related cases and discusses applicable measures for the framework.

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Tele-Present Guitarist based on a Tangible Glove and a Smartphone (Tangible Glove 및 Smartphone 기반 Tele-Present Guitarist)

  • Kim, Hyung-Suk;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.23-25
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    • 2012
  • 본 논문에서는 smartphone과 Arduino, Max/Msp를 이용한 모바일 미디어 아트 시스템을 제안한다. 시스템의 입력장치로 flexible센서가 부착된 tangible glove와 smartphone의 app이 사용되었고 이들의 조작 데이터는유(무)선 시리얼통신 및 TCP/IP 통신을 통해 원격지 서버상의 Max/Msp 어플리케이션으로 전달된다. 서버는 전달된 데이터를 기반으로 서버와 연결되어 있는 로봇 기타리스트의 열손가락을 제어하고 사운드 및 제반 영상을 출력한다. 결과적으로 사용자는 연주자인 동시에 관객으로서 시각, 촉각, 청각의 다양한 감각을 동시에 만족하고, 시스템에 몰입할 수 있게 된다. 본 논문에서는 기존 미디어 아트 시스템들이 가지고 있었던 사용자의 단순 참여라는 1차원적인 논리에서 벗어나고자 다양한 시스템의 결합을 통해 작품참여를 유도하였고 이를 통해 사용자가 그들만의 고유한 작품을 생성함으로써 기존의 미디어 아트 시스템과의 차별성을 도모하였다.

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A Study on the Influence Factors in Data Quality of Public Organizations (공공기관의 데이터 품질에 영향을 미치는 요인에 관한 연구)

  • Jung, Seung Ho;Jeong, Duke Hoon
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.4
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    • pp.251-266
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    • 2013
  • By the progress of informatization, the data which is involved in the administration and public organizations are increased the requestion of the utilization. Nevertheless most of the agencies could not actively participate in sharing and opening the data to the public because of data quality problems. The purpose of this study is to verify the relationship for data quality, managerial and organizational factors which is to derive at the level of the organization's data quality management success factors suggested in previous studies, and the acceptance of the organization's quality management. The result identify that organizational factors, organization's data quality management encouragement and support, give effect data quality through the acceptance of data quality management. However, managerial factors was no effect the data quality management acceptance. This study than managerial approach when considering the quality control for the public organizations, in the early days of the current situation of a company-wide consensus was required, as well as directly to the level of quality factors affecting the quality of acceptance is presented to derive but has significance.