• Title/Summary/Keyword: 행위 인식

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Consideration over Appropriation Activity of Design (디자인의 전유 행위에 대한 고찰)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.993-997
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    • 2009
  • Designs in the modernism era were produced for the purpose of standardization of items and devices centered on efficiency and functions, and the will of design consumers in the industrial era, when consumption exceeded production, was limited to the objects of consumption. But, after the post-modernism era, design consumers have started to entail acts of exclusive possession such as participation in the design idolization, partipation, tuning, control and parody as design consumers in the digital environment do not passively accept what is given to them anymore, and aggressively intervene in the process of design production and management. It is expected that designs will change from the system in which only professionals can produce and manage its production to that of cooperating with consumers to produce designs, and various forms of consumers' exclusive possession will change all sort of design environments including production methods surrounding design products and distribution. Therefore, this study seeks to induce efficient design production by understanding changes of consumers' cultural environment resisting standardization and structuralization with smoothy perception between producers and consumers through classification of consumers' appropriation into de-construction, re-signification and self-identification.

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Examining Factors Affecting the Binge-Watching Behaviors of OTT Services (OTT(Over-the-Top) 서비스의 몰아보기 시청행위 영향 요인 탐색)

  • Hwang, Kyung-Ho;Kim, Kyung-Ae
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.181-186
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    • 2020
  • The purpose of this study is to empirically examine the factors affecting the binge-watching behaviors of OTT service users by using a multi-layer perceptron (MLP) artificial neural network. All samples (n=1,000) were collected from 'A survey on user awareness in OTT service' published by a Media Research Center of the Korea Press Foundation in 2018. Our research model includes one dependent variable which is binge-watching behaviors on OTT service and five independent variables such as gender, age, frequency of service usage, users' satisfaction with content recommendation algorithm, and content types mainly consumed. Our findings demonstrate that age, frequency of service usage, users' satisfaction with content recommendation algorithms, and certain types of contents (e.g., Korean dramas, Korean films, and foreign dramas) were found to be highly related to binge-watching behavior on OTT services.

The relationship between student-perceived teacher's calling and academic burnout: Need-supportive teaching and basic psychological need satisfaction as serial mediators (학생이 지각한 교사의 소명의식과 학업소진의 관계: 욕구지지적 교수행위와 기본심리욕구 만족의 순차적 매개효과)

  • Park, Sang Woo;Park, Heewoong;Lee, Suran
    • Korean Journal of School Psychology
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    • v.18 no.3
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    • pp.399-423
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    • 2021
  • We used structural equation modeling to analyze data from 298 high school students in South Korea to investigate the relationship between student-perceived teachers' calling and students' academic burnout and the mediating effects of student-perceived need-supportive teaching and students' basic psychological need satisfaction. The results showed that student-perceived teachers' calling was not directly related to students' academic burnout and that student-perceived need-supportive teaching mediated the indirect negative relationship between student-perceived teachers' calling and students' academic burnout. Furthermore, student-perceived need-supportive teaching and students' basic psychological need satisfaction sequentially mediated the indirect negative relationship between student-perceived teachers' calling and students' academic burnout. Implications and suggestions for future research are discussed based on these results.

Promoting research integrity in sport and leisure studies: From the perspectives of academia (체육학 연구에서의 연구부정행위 방지를 위한 근거이론적 접근)

  • Lee, Weon-il;Jin, Yeon-Kyung;Yi, Kyoung June
    • 한국체육학회지인문사회과학편
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    • v.55 no.4
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    • pp.227-240
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    • 2016
  • Research misconduct has been a strong societal concern in sport and leisure studies. However, little is known about the complex mechanisms and ways of promoting research integrity. This study aimed at exploring the ways in which research integrity in sport and leisure studies could be established from the perspectives of academia. Employing a grounded theory approach, 13 academics and graduate students were invited to the study. Data were collected primarily through focus group and one-on-one follow-up interviews. Perceived negative factors contributing to research misconduct within socio-political/socio-environmental, socio-cultural, and personal contexts were identified. Three approaches, (a) top-down approach, (b) bottom-up approach, and (c) continuous education, as well as subsequent practical strategies were also suggested for the enhancement of research integrity within the field. This paper provided empirical knowledge regarding barriers to and opportunities for improving research integrity in sport and leisure studies.

An Explorative Study on Theoretical Potential of Critical Realism as Social Welfare Paradigm (사회복지 패러다임(paradigm)으로서 비판적 실재론의 가능성에 대한 탐색적 연구)

  • Woo, Ah Young;Kim, Giduk
    • Korean Journal of Social Welfare Studies
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    • v.44 no.2
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    • pp.465-497
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    • 2013
  • This paper criticizes the ontological and epistemological dichotomy in social sciences including social welfare and probes into Critical Realism as an alternative paradigm. Many theories for social welfare have adhered to dichotomous ontological standpoint, 'agency' vs. 'social structure', and Eco-system approach have occupied dominant position to integrate this dichotomy. These theoretical standpoint have had great influence on social work practice. On the other hand, dichotomous epistemological standpoint which is constituted of different views of phenomena, 'positivism' and 'constructionism', have had great influence on social work research and practice. These dichotomous ontological and epistemological approach have a limit to reveal qualitative nature of the relationship between agency and social structure, to ponder the deeper reality, the mechanism of stratified reality, and the reality being independent of agency. Replacing these approaches, Critical Realism unfold the theoretical potential as an alternative paradigm for social welfare through the discussion on stratified realty(the empirical, the actual, and the real), intransitive/transitive dimension, double hermeneutics in these dimensions, and the conditions for conceptualization, duality of structure and practice, transformation model of agency and structure.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Relation of Self-Efficacy and Cognition of Irradiated Food among High School Students (고등학생의 방사선조사식품에 대한 인식과 자기효능감과의 관련성)

  • Han, Eun Ok;Choi, Yoon Seok
    • Journal of Radiation Protection and Research
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    • v.38 no.2
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    • pp.106-118
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    • 2013
  • In this paper, we analyzed the Cognition of irradiated food and its relation with self-efficacy. The most important variables described behaviors based on health choices compared with the choice to choose irradiated food items. According to the survey, 33.1% of respondents said that the reason why irradiated food is considered to be a health risk is because "radiation is dangerous". 27.9% of respondents answered that "eating irradiated food is like eating a radioactive substance", 21.1% said radiated food is comparable to a "genetic variation in food" while 10.1% said "food goes bad during the irradiation process". On this basis, it is reasonable to conclude that respondents have a misunderstanding of irradiated food without reference to the general theory of irradiated knowledge. In this respect, it would be helpful to provide education showing that irradiated food is not related to eating harmful or genetically modified food to help high school students create informed opinions of irradiated food. In terms of relevance with health-specific self-efficacy, experience of acquiring information about irradiated food was marked at r=0.148 (p<0.01), experience of purchasing irradiated food was marked at r=0.077 (p<0.05), experience of eating irradiated food was marked at r=0.113 (p<0.01) while knowledge of irradiated food, attitude towards irradiated food and behavior was marked at r=0.103 (p<0.01), r=0.076 (p<0.05) and r=0.105 (p<0.01) respectively. This shows that self-efficacy is high when one has experience of acquiring information about irradiated food, purchasing or eating irradiated food resulting in a high level of knowledge, attitude and behavior. Education which serves to improve the level of self-efficacy needs to be provided along with an educational program which will increase the public's understanding of irradiated food. It is expected that if this education which increases the level of self-efficacy is provided together with correct information of irradiated food, behavior to choose and eat irradiated food will also improve.

A study on analysis of difference in forest fire prevention system between agriculturist and public service personnel (영농소각으로 인한 산불에 대한 영농 종사자와 공무원간의 인식 차이 분석에 관한 연구)

  • Park, Houng-Sek;Lee, Si-Young;Lee, Byung-Doo;Koo, Kyo-Sang
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2010.04a
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    • pp.472-480
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    • 2010
  • 작은 국토 면적에 비해 잦은 산불피해가 발생하는 우리나라에서 영농활동을 위한 소각은 산불의 중요한 원인이므로, 이를 방지하기 위해서는 발화원인자인 영농인들의 의식조사와 관리주체인 산불관련 담당공무원의 의식조사가 필요하다. 이를 위해 영농으로 인한 소각행위가 빈번한 지방자치단체를 대상으로 영농소각으로 인한 산불 금지와 관련된 제도에 대한 설문조사를 실시하였다. 조사결과 소각 금지법에 대해 영농종사자들은 대체로 긍정적으로 인식하고 있었으며, 공무원들도 산불예방에 효과가 있다고 인식하는 것으로 보아 소각 금지법은 산불예방을 위해 지속되어야 할 것으로 판단된다. 영농종사자와 공무원 모두 공동소각이 산불예방에 효과가 있다고 답변하였으며, 이에 대한 활성화 방안이 필요할 것으로 판단된다. 소각 금지 거리 100m에 대한 적정성은 영농종사자와 공무원 집단 모두 긍정적으로 인식하는 것으로 나타났으며, 소각신청 허가서의 산불예방효과에 대해서도 양 집단 모두 긍정적인 인식을 가지는 것으로 나타났다. 영농폐기물 소각 근절을 위해 영농종사자들은 '기간 내의 신고에 의한 합법적인 소각'을 가장 필요한 대책이라고 인식하고 있었다.

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Robust Face Recognition Against Illumination Change Using Visible and Infrared Images (가시광선 영상과 적외선 영상의 융합을 이용한 조명변화에 강인한 얼굴 인식)

  • Kim, Sa-Mun;Lee, Dea-Jong;Song, Chang-Kyu;Chun, Myung-Geun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.4
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    • pp.343-348
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    • 2014
  • Face recognition system has advanctage to automatically recognize a person without causing repulsion at deteciton process. However, the face recognition system has a drawback to show lower perfomance according to illumination variation unlike the other biometric systems using fingerprint and iris. Therefore, this paper proposed a robust face recogntion method against illumination varition by slective fusion technique using both visible and infrared faces based on fuzzy linear disciment analysis(fuzzy-LDA). In the first step, both the visible image and infrared image are divided into four bands using wavelet transform. In the second step, Euclidean distance is calculated at each subband. In the third step, recognition rate is determined at each subband using the Euclidean distance calculated in the second step. And then, weights are determined by considering the recognition rate of each band. Finally, a fusion face recognition is performed and robust recognition results are obtained.

Generation of Finite Automata for Intrusion Detection (침입탐지를 위한 유한상태기계의 생성 기법)

  • Lim, Young-Hwan;Wee, Kyu-Bum
    • The KIPS Transactions:PartC
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    • v.10C no.2
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    • pp.119-124
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    • 2003
  • Although there have been many studies on using finite automata for intrusion detection, it has been a difficult problem to generate compact finite automata automatically. In a previous research an approach to profile normal behaviors using finite automata was proposed. They divided the system call sequence of each process into three parts prefix, main portion, and suffix, and then substituted macros for frequently occurring substrings. However, the procedure was not automatic. In this paper we present algorithms to automatically generate intrusion detection automata from the sequence of system calls resulting from the normal runs of the programs. We also show the effectiveness of the proposed method through experiments.