• Title/Summary/Keyword: Community Archives

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An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Study on University Student's Recognition Type for Student Records: Focused on Chonnam National University (학생기록물에 대한 대학생의 인식 유형 연구 - 전남대학교를 중심으로 -)

  • Kang, Hye-Ra;Chang, Woo-Kwon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.95-123
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    • 2017
  • This study brings up that further studies on the perceptions of university students should be conducted for efficient management of student records. Moreover, the Q methodology is used to identify subjective recognition (Q1) type related to the importance of student records and subjective perception (Q2) of student records type. For this purpose, I carried out questionnaires and interviews with eight students by each grade at Chonnam National University. As a result, Q1 type was derived from Collective Evidence type, Independent activity type, Democratic witness type, and achievement-oriented type. The type of Q2 is derived from Historical Value of Community Type, Personal Possession Type, Historical Expert Management Type, Value for Historical Practical Use Type, and Non-historical Preservation Type. Based on the research results, the following are suggested: First, the management of student records is needed in a way that encompasses various records of various records properties. Second, the management of student records should be established from the perspective of the Community Archives. Third, a strategic measure for the preservation of student records produced by students is necessary (e.g., a campaign for conservation of student records).

Trends of Breast Cancer and its Management in the Last Twenty Years in Aden and Adjacent Governorates, Yemen

  • Harhra, Nasser Aa;Basaleem, Huda O.
    • Asian Pacific Journal of Cancer Prevention
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    • v.13 no.9
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    • pp.4347-4351
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    • 2012
  • Background: Breast cancer is the most common cancer of women and the principal cause of death in middle aged women. The objective of this study was to describe the trend of breast cancer and its management in Aden and adjacent south-eastern governorates of Yemen during the last 20 years. Patients and Methods: This is a retrospective analysis of previous studies on patients with breast cancer in Aden and adjacent south-eastern governorates, Yemen (January 1989 through December 2007). The studied variables were: sex, age, time and type of presentation, disease stage, pathological types and the performed surgical treatment. The sources of information were the treatment registry of Aden health office, archives of Al-Gamhouria teaching hospital; major referral and other public and private hospitals in Aden and Aden Cancer Registry. Results: The total number of patients was 476, 99% being females. The age range was 19-88 years. The most affected age was 30-50 years (60.5%), 95% presenting after one month of having breast symptoms. Forty-five percent presented with signs of advanced local disease, while 59.2% had palpable axillary lymph nodes on presentation. Early breast cancer (stages I-II) occurred in 47%, and late breast cancer (stages III-IV) in 51.5%. Invasive ductal carcinoma was the commonest pathology (89.3%). The main surgical treatment was mastectomy (modified radical mastectomy (50%). Conclusion: Breast cancer is predominantly a disease of young with late presentation and advanced disease. Improving health awareness and earlier diagnosis of the disease by health education, encouraging breast self-examination, and providing the mammography equipment and mammary clinics in hospitals are recommended. Establishment of oncology and radiotherapy centers in Aden is a necessity.

Patho-epidemiological Features of Esophageal and Gastric Cancers in an Endemic Region: a 20-year Retrospective Study

  • Hajmanoochehri, Fatemeh;Mohammadi, Navid;Nasirian, Neda;Hosseinkhani, Mohsen
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.6
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    • pp.3491-3497
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    • 2013
  • Background: Gastric and esophageal cancers are among the most lethal human malignancies worldwide. Of all malignancies estimated in Iran (47,100), gastric and esophageal cancers were responsible for 7,800 and 3,500 deaths in 2008 respectively. The present study aimed to provide an image of patho-epidemiological characteristics with their trends during two past decades with emphasis on topographic, morphologic, and some demographic features. Materials and Methods: In a hospital-based retrospective study in 2009, all pathological reports from esophageal endoscopies and gastric biopsies through a 20 years period (1989-2008) were collected and analyzed in four interval periods(five years each). Also, all eligible samples in hospital archives were enrolled for further testing. Besides, demography, topography and morphology of all samples were determined and analyzed by statistical software. Results: No significant statistical difference was seen in frequency of espohageal and gastric tumors throughout the study. Esophageal cancer cases were older than gastric. Sex ratio was 2.33/1 and men had a higher rate of both esophageal and gastric tumors. Stomach cancer included 64.3% of all cases. Inferior third and end of esophagus were common locations for esophageal tumors whereas proximal stomach was common for gastric tumors. Squamous cell carcinoma and adenocarcinoma were common morphological types of tumors in esophagus and stomach respectively. Conclusions: Morphological trends showed an increase of esophageal adenocarcinoma and diffuse/intestinal ratio in stomach cancers. Trends in incidence from gastric cancer decreased based on topographic studies but we could not find a topographical trend toward cadia.

Faces of the Face

  • Choi, Jeongho
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.251-256
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    • 2017
  • The most important environment of human being is the human being itself. So we have been sensitive to the appearance of ours and others at the same time. This writing aims for locating origins of the face and discerning differences [1] between the face of humans and those of other animals [2]. The face assumes a substantial significance not merely as a body function, but, above all, a means of expressions and features being looked at. The face is an important means of communication to humans as social animals. Knowledges about the various faces of the face are useful to become a efficient specialist as an extensive generalist because the face is a regular patron to the plastic surgery. The face in Korean consists of two elements of eol (the soul or the mind) and gul a residing place). When Wittgenstein says "the face is the soul of the body," his semantics corresponds to the Korean meaning. The meaning of the face in Korean is summed up in five ways. (1) the head or the front of the face with the eye, the nose and the mouth, (2) reputation or honor, (3) the general description of the psychological state, such as "the face of sadness", (4) a figure person representing a particular area, such as "Sun Dong-yul is the face of the Korean baseball community," (5) the primary imagery of the things and the event, such as "He is the face of the 4.19 Revolution." As such, the word "face", referring to a body part, extends its usages in a wide variety of contexts. What image do you convoke when you think of a person? With rare exceptions, you are most likely to invoke the face of the person. The face has come to be a byword for one's reputation or honor, and a pronoun for an expression of the essence of the thing and the event. This is presumably true of other languages. That is because human beings are equipped with the universal rule of language. A comprehensive understanding of the face is a must for cosmetic surgeons whose main responsibility is to sculpt and repair the face (Fig. 1).

A Review of Graphical Interface Design Methods through Collaborative Teamwork (공동협력 관계를 통한 GUI디자인 방법적 고찰)

  • 황지연;서정운
    • Archives of design research
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    • v.11 no.2
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    • pp.191-200
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    • 1998
  • In the "digitalized" world of new media, visual designer are increasingly enlarging their roles in desighing interaction products. However, the concepts and their methods of the interaction design have not been well established in the design community yet. The reason is attributed to the fact that designing interaction products requires two way communication between the products and final users. whereas traditional graphic design counts only on one way communication. This study emphasizes GUI design should aim at improving the usability of products which helps users quickly learn about the products and easily use them. The usability of GUI design significantly improved by securing logical rationality helps designers communicate and collaborate with program engineers and other product developers. To explain how designers can effectively communicate with program engineers and other product participants in the design process, a model of design collaboration is provided in this study. Based on the model, the study deals with the principles and methods of visual interaction, the formulation of specification system, testing design usability, and design evaluation. The study concludes that GUI designers must ensure logical rationality and the cognitive approach of visual language. Because it improves the usability of products. It also becomes an objective tool for communicating and collaborationg with engineers and the other participants in the design process.

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The Formation of Workshop and characteristic of BAUHAUS (BAUHAUS 공방의 형성과 조형활동의 특성에 관한 연구)

  • 하상오
    • Archives of design research
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    • v.20
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    • pp.99-109
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    • 1997
  • The Bauhaus movement can be said to be the by-product of forming work pursued through the method of constituents even under endless discord between the so-called modern ages and anti-modern ages rather than to say that it was progressed consistently on the assumption of a design. Accordingly, all instruments of Bauhaus education which contributed to form the source of the modern ages realized educational value related to the actual problem at the point of time when the student evercomes all internal and production can be managed most effectively under one system was originated inevitably. The most exential point of the work of Bauhaus workshop is the fact that all products show homogeneity as time passes, which is appeared as the result of the spirit of consciously developed community based on cooperation between various characters and personalities. Also, the homogeneity does not exist in formative detailed aspect appeared externally but in the basis of effort having produced things simply and faithfully, and on the other hand, in accordance with essential rule. Therefore, the original form of Bauhaus products can be said not to be fashionable but the crystal of work process at the workshop through much thought and contemplation in view of endowed form following art, technology and economy.

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Developing Logo Icon Design Based on Brand Concept: An Exploratory Study with Conjoint Analysis (브랜드 컨셉에 기초한 로고아이콘 디자인의 개발 - 컨조인트 분석을 통한 탐색적 연구)

  • Kim, Hae-Ryong;Lee, Ki-Dong;Hwang, Yeon-Hee;Lee, Moon-Kyu
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.173-188
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    • 2005
  • Design has become a buzzword in the marketing community these days and has been considered as an important success factor for business. Unfortunately, however, little research to date has been conducted on consumer responses to brand logo designs, which visualize brand identities. This article reports the findings from an experimental study which examined consumer evaluations of logo designs through conjoint analysis. The study explored potential factors which would give rise to the differences of consumer preferences. The results indicate that in the case of cognitive brand concepts, search goods show high elaborateness and low symmetry, experience goods show high associativeness, and credence goods show low elaborateness and high symmetry in the logo design characteristics. Affective brand concepts reveal different results in the logo design characteristics: search goods indicate high elaborateness and low associativeness, experience goods show low naturalness, and credence goods show low elaborateness and high associativeness. Implications of the results are discussed from a theoretical and practical standpoint.

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A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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A proposition on digital maniac consumer market segmentation by consumer characteristics and behavior (매니아 소비자의 태도와 성향에 의한 디지털 매니아 세그멘테이션 제안)

  • Kim, You-Rie;Lee, Hye-Sun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.243-254
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    • 2006
  • Maniac consumers have a ripple effect on marketing because they are the main body of trends and consumer economy. So It is very important that we should first read needs and wants - in other words, psychological motives. And then we should find maniac consumer segments. This is an exploratory study that was done to obtain an insight for the new maniac consumer market segmentation. It examined the definition and characteristics of digital maniacs in Korea, and it carried out a literature study on consumers who have a similar consumption trend as the maniac users as a pre-study. Also, it looked into the trends and values of the maniac community in Korea, using the previous study's scale for innovative consumers. Next, the study interviewed maniac users using the first data and focused on discovering and grouping the new maniac segments based on the results. The study analyzed the purchase behaviors, decision-making, attitude for involvement and potential needs of the digital maniacs in Korea, and it discovered the segments for the segmentation of maniacs so it could find out the disposition and status of the digital maniacs. Such approach can be used as a strategical due for maniac target marketing and design(customer-oriented marketing and design) in the future.

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