• Title/Summary/Keyword: 콘텐츠 개발지침

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The Experience of Reorganization of the Everyday Lives among Middle-aged Women with Hwabyung (화병을 가진 중년여성의 일상생활 재편성 경험)

  • Park, Yeong-Sook;Chae, Sun-Ok;Yang, Jinhyang
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.239-249
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    • 2017
  • This ethnography was done to understand the daily lives and life values of the experience of middle-aged women with Hwabyung. It also focused on how they reorganized their lives to escape their crisis and how they continued living going forward. The participants were 5 middle-aged women with Hwabyung and 2 family members in K city. Data were collected from iterative fieldwork through in-depth interviews and participant observations. Data were analyzed using text analysis and taxonomic method. The reorganization of the everyday lives of participants with Hwabyung started from the perception of family values and the crisis of those values failing. The participants' everyday lives were reconstructed by changing their perspectives on life, and renewing their family relationships. In addition, middle-aged women with Hwabyung managed to cope with their own roles, fill in for the role of husband, and reinforce their capacities. Their children' attitudes and behaviors were also reshaped due to the rearrangement of family roles. These results may help nurses understand and provide culture specific care for the middle-age women with Hwabyung.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

Current Status and Improvement Plans for Local Governments' Public Mobile Applications (지방자치단체 공공애플리케이션의 실태와 개선방안)

  • Kim, Dea-Wook;Yoon, Young-Geun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.68-81
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    • 2016
  • This study suggests, based on analysis of current status, improvement plans for the local government's public mobile applications. Fist of all, this study selected analysis elements and established an analysis framework for public mobile applications. Then the study analyzed the applications developed by all local government and application management practices in Seoul-City. The status of public applications shows that there are no institutional guidelines and the practical use of the public application is low in relation to the invested costs. Additional problems are the imprudent development, non-reflection of demand, absence of systemic management. For the improvement plans, the study suggests understanding of exact demand, detailed examination of validity, offering of effective information and the utilization of double-way interaction application. The management side of the improvement plans addresses the preparing for public application ordinance, building proper management system, regular check, education and active promotion.

Recognition of Skin Infection and Infection Management Practice on Caregivers in Geriatric Hospital (노인요양병원 요양보호사의 피부감염에 대한 인식 및 감염관리 수행)

  • Yang, Seo-Hui;Kweon, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.808-817
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    • 2014
  • Purpose: This study was to investigate the recognition of skin infection (RSI) and management practice (MP) on caregivers in geriatric hospital. Methods: The subjects were 209 caregivers who work at geriatric hospital in G city and J do. Data were analyzed with ${\chi}^2$-test, t-test. and ANOVA using SPSS 18.0 program. Results: Prevalence rate of caregivers' skin diseases was 76.6%. Diagnosis of Skin disease was contact dermatitis 42.5%, scabies 26.9%, and skin xerosis 25.0%. The Mean RSI score was 3.81 and MP was 4.12. In addition, MP was significantly different by number of bed hospitals (F=4.63, p=.011) and number of caring patients (F=2.67, p=.049). Conclusion: This study will be a useful on continuing education for caregivers and basis for the guidance of medical infection control standards development.

Comparison of Consumer Media Use Gratification for the Effective Delivery of Fine Dust Information: Applying the Niche Theory (효과적인 미세먼지 정보전달을 위한 소비자의 미디어 이용충족 비교 -적소이론을 적용하여 -)

  • Song, Eugene;Kwon, Seol A;Ryu, Sang Il
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.1-18
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    • 2020
  • Fine dust is one of the top ten causes of deaths globally. More than 95% of the world's population are endangered by it. However, as the fine dust problem is difficult to address immediately, people should be informed of its risk and prepared to deal with it. This study explores the methods used to define, efficiently provide, and manage the complementary relationships between various types of media providing risk information utilizing the competitive characteristics of media in niche theory. A survey consisting of 348 Korean university students was conducted over 12 days, to analyze three factors: consumer perception of fine dust, media usage, and media use gratification. The response value for media gratification was substituted in the equation to derive the niche breadth, niche overlap, and competitive superiority. It was found that 1) for providing fine dust forecast and fine dust response guidance information, a smartphone application was the most effective; 2) smartphone applications were limited in providing additional information such as the severity and origin of fine dust, and hence, it is necessary to establish the functionality of the Internet and TV to complement smartphone applications. Thus, a system considering the above should be developed.

A Case Study on Character Package Design of Japan (일본의 캐릭터패키지디자인 사례분석)

  • You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.47-54
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    • 2017
  • In this research, I analyze cases of character packages in Japane, extract the concept of design that was loved by consumers and inmates and succeeded in marketing, and aim to establish the logic and principle. In addition, in the future, when introducing and utilizing the character package design in Korea, this research intends to make a guideline for the development of objective validity and empathic package design. After identifying the design concept and finding the principle by targeting package design of five character of Tohato which mixed various media and expanded sales, I want to find out the cause of success. Therefore, I have studied the theory and principles of enterprise and creative in product strategy through case analysis of character design concept and character package design. As a result, a design that leaving the functional side, having a story, making memories, and inducing a sense of closeness was as a successful case of renewal. In the package design, in some cases, package design execution is more important under the theoretical system according to consumer behavior analysis and Promotion of bold design concept of the design for the success of that concept, deviated from the existing principle.

Evaluation of Internet Information on Childhood Fever Management (아동발열관리에 대한 인터넷 정보의 평가)

  • Jeong, Yong-Sun;Kim, Jin Sun
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.702-713
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    • 2012
  • The purpose of this study was to evaluate the quality of internet information about childhood fever and fever management. A total of 48 web sites with information about childhood fever and fever management in Korea were analyzed. Each web site was evaluated in terms of degree of the latest, creator, source, disclosure, and the accuracy of information. Accuracy of information was checked by comparison with published childhood fever management guidelines and current best evidences. The quality of internet information about fever and fever management was generally poor and not consistent. Moreover, it did not reflected current scientific evidences. It is important that parents should aware of these deficiencies and internet information can not substitute for consultation with health care professionals. Moreover, there was an urgent need to improve evidence-based fever management information on the internet.

A Study on the Simulation and Analysis of the Emergency Response Training for Highly Pathogenic Avian Influenza (조류인플루엔자 재난대응훈련 시뮬레이션 기술연구)

  • Kang, Min-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.1
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    • pp.19-26
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    • 2019
  • Simulation using the virtual reality has been applied in various fields such as exercise, education, disaster simulation training, but there is a little research on disease caused by virus transmission. In this study, we conducted simulation studies and analysis of avian influenza disaster response training. The annual avian influenza virus is recurring every year in Korea, but there are still few solutions and preventive measures for the preventing the avian influenza. The avian influenza can cause a great deal of societal harm and enormous economic damage. Prophylaxis is important because livestock epidemics, such as avian influenza and foot-and-mouth disease, have a large impact on farm households. Therefore, we proposed and analyzed contents that can be avoided through simulation of avian influenza disaster response presented in this study.

Social Distancing by Socioeconomic Characteristics during the Early Phase of COVID-19 Pandemic (코로나19 확산 초기의 사회경제적 특성별 사회적 거리두기 준수)

  • Kang, Eunjeong;Kim, Sun Jung;Shon, Changwoo;Koh, Kwangwook
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.581-590
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    • 2022
  • The purpose of this study was to ascertain the differences in social distancing practices by socioeconomic characteristics according to the national campaign on strong social distancing from March 22 through April 19. The data were obtained from the online survey performed by Embrain from May 13 through May 19. The sample consisted of 1,117 adults aged between 19 and 69. The campaign included six rules: to postpone or cancel unnecessary meeting, to refrain from going out, to keep personal hygiene, to stay home when sick, to ventilate frequently. Social distancing scores were defined as the proportion of items observed on a scale of 10. The multivariate regression analysis showed that type of housing and type of working were significantly related to social distancing scores. Study results imply that customized campaigns are needed for those from lower socioeconomic status.

A Learning Method of Stack and Queue through Solving Maze Exploration Problems with Robots (로봇의 미로 탐색 문제해결을 통한 스택과 큐 학습 방안)

  • Hong, Ki-Cheon
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.613-618
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    • 2012
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. And Ministry of Education emphasizes STEAM education. Most important is that "How instruct them". This means necessity of contents. So this paper suggests learning method of Stack and Queue using LEGO MINDSTORMS NXT. The main purpose is that how stack and queue are used, when robot explore realistic maze. Teaching and learning strategies are algorithm, flowchart, and NXT-G programming. Simple maze has path in left or right, but complex maze has three-way intersection. These are developed by authors. Master robot explores maze and push stack, and then return to entrance using stack. Master robot explores maze and transmits path to slave's queue. And then slave robot drives without exploration. Students can naturally learn principles and applications of them. Through these studies, it can improves ability of logical and creative thinking. Furthermore it can apply to ICT and STEAM education.