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The Problem of Individuality and Intrinsic Norms in Canguilhem's Philosophy of Life (캉길렘의 생명철학에서 개체성과 내재적 규범의 문제)

  • Hwang, Su-young
    • Philosophy of Medicine
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    • v.15
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    • pp.3-37
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    • 2013
  • George Canguilhem(1904-1995) is one of the rare French philosophers of the 20th century to develop an approach that was shaped by a medical education. For him, medicine is considered as "a technique or an art at the junction of many different sciences, rather than a proper science." The thesis that medicine is a technique is presented not at a practical level, but on an axiological horizon which reflects the totality of humanity. This character of medicine became a motive that concretized Canguilhem's philosophical thinking. Medical knowledge is not an application of physiology, but is derived from clinical observations which are based on the personal experiences of each patient. If medicine were based on scientific knowledge and its practice the very application of this pure knowledge, the patient might be a passive object. However, the patient doesn't remain passive, but reacts to the menace of disease according to attitude that the patient developed over the course of his or her life. Canguilhem characterizes this point as 'normativity', the core of individual life, which eludes positivist medicine. Here appear the essential contents of his vitalism. Although they emphasized the activity of individual living being, other modern French vitalists didn't consider this dimension of norms. Since the normativity in Canguilhem concerns the subjectivity of the first person, it avoids a mechanical form of explanation. Thus Canguilhem's originality is found in his derivation of the essence of medicine from individuality, values and norms.

The Effects of Robot Programming Learning using Pico Cricket on Problem Solving Ability and Interest (피코 크리켓을 활용한 로봇 프로그래밍 학습이 문제해결책과 흥미에 미치는 효과)

  • Lee, Jin-Young;Song, Jeong-Beom;Kim, Kwang-Yeol;Paik, Seoung-Hey;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.17-26
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    • 2009
  • This paper is experimental study to inspect effects of problem solving ability and programming interest using Pico Cricket of the educational robot. The programming learning which is regarded as the very core of information subject improves problem solving ability. But the programming teaming does not display the effects properly, because the programming learning studies a grammar manual. The educational robot has the advantage to approach the programming learning easily for containing entertainment. The Pico Cricket of the educational robot has the advantage not to induce competition but to compose a cooperative learning environment. Also, the Pico Cricket is able to be had interest of programming learning to girl students, because the Pico Cricket is able to suggest life-centered and cooperative contents which girl students like. Accordingly, This paper is study which the programming learning using Pico Cricket affects the problem solving ability and programming interest and men and women's comparison study.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

A study on DVB-SI based additional information transmission method of data service linked with movie information TV program (영화정보 프로그램 연동형 데이터서비스의 DVB-SI 기반 부가정보 전송 방법에 관한 연구)

  • Kwangilm KO
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.91-98
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    • 2022
  • Because the movie has the characteristics of a cultural product where experience is important, a promotional strategy is used to convert viewers into movie audiences by providing indirect experiences of movies through professional movie information programs. Considering that the movie information program is a strategic publicity medium that raises the audience's intention to watch a movie, a study on the data service that provides useful additional information to the viewer in conjunction with the movie information program is meaningful. Against this background, this study contains the core research contents in the development of data service linked with movie information program. Specifically, additional information of the movie information program was defined. And to provide the additional information to the data service, the digital broadcasting international standard DVB-SI-based additional information transmission method was devised.

A Study of Information Literacy Curriculum Using Topic Modeling (토픽모델링을 활용한 정보활용교육 연구주제 분석 및 교육내용 제안)

  • Jihye, Yun;Yoo Kyung, Jeong
    • Journal of the Korean Society for information Management
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    • v.39 no.4
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    • pp.1-21
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    • 2022
  • The aim of this study is to identify the research topics and suggest an information literacy curriculum by analyzing research articles on information literacy. For this purpose, we applied the topic modeling technique to 97 scientific articles and identified the core contents of information literacy education, such as media literacy, information literacy instruction, and the use of information resources. Based on the analysis results, we suggested an information literacy curriculum by considering the Big 6 model, information literacy standards of American Association of School Library, and Association of College and Research Libraries's information literacy competencies. This study is significant in that it considered 'use of information resources' and 'information ethics' to suggest information literacy education.

Design of educational platform for strategic job plannning (직업준비를 위한 전략적 학습지원 교육플랫폼의 설계)

  • Jung, Myungee;Jung, Myungsun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.272-275
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    • 2022
  • Large-scale online platforms such as MOOCs-Massive Open Online Courses, which provide a variety of educational contents, have provided a learning environment that allows students to freely access and learn anytime and anywhere. Currently, the proportion of online lectures and home-based learning is increasing, and portfolio or experience-based learning such as bootcamp, field activities, and team project-based group learning are also being actively carried out for educational outcomes. At present, interest in nano or microdegree focused on core technology in units of hours or credits is increasing significantly because such strategic intensive education enables effective learning in terms of continuity and efficiency of education. In an era of large changes in job market due to the reorganization of the industrial structure by new technologies, intensive education in specialized new technology fields such as smart mobility, big data, and artificial intelligence is much more conducive to finding a job. With this reason it is attracting attention as an alternative to lifelong learning are receiving In this paper we propose an educational platform that can efficiently and effectively support the purpose learning for the personalized microdegree education in the online learning era.

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Innovation and Knowledge Creation in Commissioned-service-type quasi-governmental Institutions (위탁집행형 준정부기관의 혁신과 지식창출에 관한 연구)

  • Yoonseock Lee
    • Knowledge Management Research
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    • v.24 no.3
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    • pp.35-52
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    • 2023
  • The purpose of this study is to review the theoretical discussion on innovation and explore the direction of innovation based on the characteristics of Commissioned-service-type quasi-governmental institutions. In addition, by exploring the main contents and directions of innovation for knowledge creation, this study aims to derive directions for innovation in Commissioned-service-type quasi-governmental institutions. Since an innovation project is both a business and a public service, I conducted a theoretical review to categorize innovation projects using the discussion of service innovation. According to the theoretical framework, innovation in the public sector begins with exploring changes in environmental and social values. This process leads to the establishment of innovation goals and directions, as well as innovation tasks linked to the core competencies of each institution. It is important to note that the institutional conditions and characteristics of the contracting organization should be taken into account. In conclusion, considering these characteristics, Commissioned-service-type quasi-governmental institutions should check their efforts to achieve their innovation tasks and diagnose the conditions for innovation to which type of organization they belong.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

Development process and limitations of science and technology manpower policy, and suggestions for future direction (과학기술인력정책의 발전과정과 한계, 미래 방향에 대한 제언)

  • Seongmin Hong;Eunhye Hwang
    • Journal of Technology Innovation
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    • v.31 no.3
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    • pp.111-138
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    • 2023
  • The purpose of this paper is to summarize the development process of major science and technology manpower policies and to derive desirable future policy directions in the policy environment of a paradigm shift in supply and demand. To this end, first, the development process of the science and technology manpower policy, which was promoted in earnest from the 2000s, with the topic of resolving the phenomenon of avoidance of science and engineering majors, was examined, focusing on the basic plan for supporting science and engineering majors. Next, we summarized the main contents and implications of the change in demand for science and technology personnel caused by digital transformation and the supply shock of demographic decline, that is, the paradigm shift in the supply and demand of science and technology talents. Based on this, the core direction of the future science and technology manpower policy was suggested to create a human-centered science and technology research ecosystem that promotes the continued growth and inflow of human resources, so that can be the foundation for the training and utilization of excellent science and technology talents.

Sediment Oxygen Consumption Rate and Hydrogen Sulfide Release by Dissolved Oxygen Depletion in Hypoxic Area of the Gamak Bay, Korea (가막만 빈산소 해역의 퇴적물 산소소모율과 용존산소 고갈에 의한 황화수소 용출)

  • Lee, Taehee
    • Journal of Wetlands Research
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    • v.17 no.3
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    • pp.293-302
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    • 2015
  • This study investigated sediment oxygen consumption rates and geochemical characteristics of sediment in hypoxic area of the Gamak Bay based on the chamber experiments and geochemical analyses. The organic carbon contents of surface sediment in the Gamak Bay showed that the inner bay area has higher organic carbon content than those of the outer bay. They toward the outer bay, contents dropped off. The vertical profiles of calcium carbonate ($CaCO_3$) content at piston core sediment assumed that the hypoxia have been frequently occurred during past century in the northern inner bay. The benthic chamber experiments were conducted in February, May, August and November 2010, 2011 in the hypoxic area of the Gamak Bay. In the sediment incubation experiment with chamber at site C3 in the northern inner bay and site C17 in the southern outer bay, the sediment oxygen consumption rate ranged from $3.98mmol\;m^{-2}d^{-1}$ to $12.43mmol\;m^{-2}d^{-1}$ and $3.28mmol\;m^{-2}d^{-1}$ to $8.18mmol\;m^{-2}d^{-1}$, respectively. When the oxygen was completely depleted, the toxic hydrogen sulfide was released with $1.38mmol\;m^{-2}d^{-1}$ and $1.3mmol\;m^{-2}d^{-1}$, respectively.