• 제목/요약/키워드: Cyber Home Study

검색결과 169건 처리시간 0.027초

아파트 단지 내 사이버 공동체 활성화 방안 연구II -사이버 공동체 콘텐츠에 대한 거주자 요구도- (The Revitalization Schemes for Virtual Communities in Apartment Complex II -Residents' Needs of the Virtual Community Contents in Apartment Complex-)

  • 이영애;강순주
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2008년도 춘계학술발표대회 논문집
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    • pp.349-353
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    • 2008
  • With the development of the internet and the spread of 'digital home', the communities in cyber space have been especially revitalized since the information-oriented society. Apartment houses provided networks that are well equipped with internet websites, which build up the houses as a virtual space unit. This study attempted to conducted the questionnaire research for apartment occupants in order to investigate their recognition of and participation in the virtual community and demand for the classified contents The results are as follows. 1) First of all, some easy-access programs are necessary to be groped while aggressive promotional strategies for virtual community that create interests of residents are required to make progress to increase the participation for virtual community 2) 'Gender', 'the form of ownership' and 'level of using the Internet' show significant differences in the case of 'needs in the like-minded people's association', the participation of residents that is induced by both online and offline can cause positive effects on community activity 3) Needs in community enrichment are generally high so that various contents development related to those are necessary. 4) Effects of virtual community on the residential community are on the whole affirmative.

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패션 정보 분석 교과목의 원격교육을 위한 이러닝 콘텐츠 개발 (The Development of the Multimedia Contents for the Fashion Information Analysis)

  • 손미영
    • 복식문화연구
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    • 제18권1호
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    • pp.161-176
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    • 2010
  • This study attempts to develop e-learning contents for the "fashion information analysis," which should be performed in combination of theory and practice in fashion education, in a recent Web-based education environment. The e-learning contents are developed by using the three steps of analysis, design and development. In order to analyze the requirements of curricula, the status and content of fashion information related curricular provided by general universities and cyber universities are analyzed, and then on the basis of this analysis the education objectives and detailed contents of e-learning contents are determined. Design and development of e-learning contents consist of the types, education menus and education form. The types of e-learning contents are developed into an education form combined with tutorial and practice/activity types. The education menus are comprised of syllabic, the profiles of professors and students, announcements, questions and answers regarding respect subjects, materials, and notes. Meanwhile, the education form consists of the following sections: "Before the Learning", "Learning", "Review Questions", "Final Review", "References", and "Practice", "Before the Learning" consists of two parts of a theory lecture that is composed of video clips and Power-Point presentations, and practice that consists of an audio(or video) lecture and illustration or Photoshop software execution window.

EC시대(時代) 전자화폐(電子貨幣)의 현황(現況)과 향후(向後) 개발방향(開發方向)에 관한 소고(小考) (A Study on the Electronic Money's present situation & after development direction at Electronic Commerce's times)

  • 박영태
    • 통상정보연구
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    • 제1권1호
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    • pp.227-251
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    • 1999
  • The realization of the Internet and Electronic Commerce through the progress development of the information & communication has changed the transition of the financial settlement system all of the world. And Electronic Commerce has becoming the most important tools to decide the value from the real money, existing bills, coins to the Electronic Money. Electronic Money is very useful materials with Electronic Wallet at cyber times in the future. So that reason, I studied Electronic Money's present situation & after development direction in Korea. And the purpose of this paper is to introduce Electronic Money's modem definition and to analysis the common use situation, operation at home and abroad at Electronic Commerce times. In add to investigated advanced countries Electronic Money utilization and drawed out current events point. So I suggest to this like point, in honour of Electronic Money's common use in Korea. First to establish universality. Second, to make various terminals and the powerful networking structure. Third, to establish stability. Fourth, renovating the system goes side by side. Futhermore, to develop Electronic Money's, it is necessary to make skilled labour and to learn foreign advanced technology.

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아동의 문제행동 유형에 따른 또래 놀이행동 (Differences of Interactive Peer Play According to the Problem Behaviors Types)

  • 신혜영;최혜영
    • 가정과삶의질연구
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    • 제29권4호
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    • pp.175-186
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    • 2011
  • The purpose of this study was to explore the differences in interactive peer play according to the type of problem behavior. The subjects were 112(67 boys, 45 girls) S-year-old children at 25 daycare centers in Seoul, Gyeonggi, and Gyeongsang areas. Instruments included the Preschool Behavior Questionnaire(PBQ; Behar & Stringfield, 1974) and the Penn Interactive Peer Play Scale(PIPPS) in both the teacher version(Choi & Shin, 2008) and the parent version(Fantuzzo, Mendez, & Tighe, 1998). The data were analyzed with descriptive statistics, cluster analysis, t-test, and one-way ANOVA using the SPSS 18.0 software program. The results showed that the clusters of problem behaviors on the PBQ could be grouped into four categories; 'hostility-aggressiveness', 'hyperactivity- distractibility', 'anxiety-fear', and 'combined'. In addition, group differences among the problem behaviors were significantly found in 'play disruption' and 'play disconnection' but not in 'play interaction' of the PIPPS on teachers' and parents' ratings. Specifically, group differences were not found in the parental reports, while significant group differences were noted in the 'play disconnection on PIPPS component of the teachers' reports.

노인요양시설 거주노인의 입소초기 경험 (The Experiences of the Newly Admitted Elderly Residents in Nursing Home)

  • 고진경;황인옥;오희영
    • 한국노년학
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    • 제29권2호
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    • pp.477-488
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    • 2009
  • 본 연구는 노인요양시설에 거주하는 노인의 시설 입소초기(3개월)의 생생한 경험을 토대로 입소노인들이 겪는 어려움을 파악하여, 시설운영자들이 입소노인들의 입소초기 삶의 질과 연관된 요인들을 이해하는 근거자료로 이용될 수 있도록 하고, 입소초기에 입소노인들이 겪는 심리사회적 문제에 효과적으로 개입, 중재할 수 있는 프로그램 개발의 기초자료로 활용될 수 있도록 하기 위해 수행되었다. Patton에 의한 주제분석 방법을 적용한 질적 연구방법을 적용하였고 6명의 입소초기 노인들과의 다면적 심층 면담을 통하여 수집된 자료를 분석한 결과 입소과정 및 입소초기의 경험으로 자발적인 입소결정, 가족의 강권에 따른 입소결정, 자율성의 제한, 개별성의 결여, 입소 전 후의 생활 연계성의 단절, 관계형성의 제한, 미래자아상에 대한 부정적 예견 등의 중심주제가 도출되었다. 시설입소에 대한 노인들의 초기반응에 영향을 주는 근본적인 조건은 독립성과 자율성이었으며 이러한 것들은 입소와 관련된 의사결정 과정 뿐 만 아니라 입소 이후의 적응에도 많은 영향을 주는 것으로 나타났다. 이로부터 노인들에게 입소 후의 생활에서의 자율성을 비롯하여 일상 활동에 대한 선택의 기회를 부여하고, 입소노인의 안전을 위협하지 않는 한 스스로 할 수 있는 일은 직접 수행하게 함으로써 자신의 삶이 독립적이라 생각할 수 있도록 환경을 조성해주는 것이 입소시설에 대한 적응도를 향상시킬 것으로 생각된다. 또한 신체적, 인지적 기능이 비슷한 노인들 간의 활발한 사회적 교류를 통해 새로운 대인관계를 형성하여, 삶의 재편성(reorganization)과 안정화(stabilization)가 일어날 수 있도록 돕는 것이 필요하다고 본다.

현대패션에 나타난 누디즘 스타일에 관한 연구 (A Study on the Nudism Style Expressed in Modern Fashion)

  • 박태용
    • 복식
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    • 제56권9호
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    • pp.157-175
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    • 2006
  • The purposes of this study are to establish a theoretical concept of nudism from sociocultural context, to examine its formative characteristics, to analyze the cultural meaning of nudism style showing in the 2000's fashion world, and to analyze and examine its aesthetic qualities. The way of a study was based on analysis and review on philosophy, aesthetics, sociology, popular culture and various documents at home and abroad and previous study and research materials about art and clothes for theoretical study. Also, we carried out a case study by analyzing photo data from fashion books, magazines and internet websites, considering the body and dress as visual objects. The summary and conclusions of this study are as follows: 1. Nudism of the sociocultural context was divided into change of understanding of the body and liberation of the body; naturalism; resistant culture; psychoanalysis context. 2. The formative characteristics of nudism style in fashion are classified in Exposure, Transparency and Body Conscious. 3. The cultural meaning of nudism style expressed in the 2000's fashion are sexual opening, surfeit of mass media, pursuit of naturalism, lookism, and individualism. 4. Nudism style expressed in 2000's fashion is drawn as three aesthetic qualities: Eroticism, Primitivism and Futurism. First, Eroticism of nudism style fashion which seeks for sexual stimulus is classified in Sensualism, Provocation and Innocence. Second, Primitivism of nudism style fashion which tends towards naturalism objecting to mechanic and digital civilization and hoping for return to the origin is classified in Primitivism, Naturalism and Sensualism as per aesthetics qualities. Futurism which is the nudism style presenting futuristic expression through using a new material is analyzed as High Technology, Cyber Sexism and functional Future.

노인의 자아존중감과 내세관에 관한 연구: 긍정적 만족감 및 죽음준비도의 매개효과를 중심으로 (The Elderly's Self-Esteem and View of the Afterlife: Mediating Effects of Positive Satisfaction and the Level of Death Preparation)

  • 하춘광;김효순
    • Human Ecology Research
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    • 제52권4호
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    • pp.325-336
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    • 2014
  • The purpose of this study is to investigate the relationship between self-esteem and the view of the afterlife of the elderly by focusing on mediating effects of positive satisfaction and death preparation. Therefore, this study emphasizes the importance of the rest of life and contributes as exploratory research toward strengthening the psychological and emotional well-being of the elderly. After using a structural equation model, we found that self-esteem influenced their view of the afterlife through mediating effects such as positive satisfaction and the level of death preparation. The results of this study will present not only in recovering from death anxiety through an understanding of the level of death preparation and, the view of the afterlife but also in the development of practical intervention materials, which can be useful in social work for the elderly. The elderly's view of the afterlife should be strengthened according to the educational programs on death preparation that deal with the existence of the afterlife and life after death. However, this study has the limitation that only people living in Seoul and Gyeonggi Province and not in the other areas of the country were considered in this research. Nevertheless, within its limitation, this study's findings are promising, as they contribute to our understanding of the view of life and death of the elderly; further, the study has academic meaning with respect to helping the elderly successfully carry out their life development tasks and significantly prepare for the rest of their life.

디지털 게임의 자율규제 방안에 관한 비교분석적 접근 (An Comparative Study on the Self-regulation of the Digital Game)

  • 강신규;김광재
    • 한국게임학회 논문지
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    • 제12권6호
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    • pp.107-120
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    • 2012
  • 본 연구는 디지털 게임 규제의 현주소를 짚어보고, 디지털 게임의 자율규제에 대한 실천적인 방안을 마련하기 위한 목적을 갖고 시작되었다. 이를 위해 문헌검토를 통한 사례연구 및 비교연구의 통합적 방식을 시도하였다. 그 결과 실천적 규제방안에 대한 시사점과 효율적인 정책지원에 대한 제언을 도출할 수 있었다. 먼저 실천적 규제방안에 대해, 협의체 형태의 시장 친화적 규제가 이루어져야 한다는 점, 자율기구의 결정에 공적 규제 버금가는 권한이 이양되어야 한다는 점, 자율규제가 보다 포괄적인 기능을 가질 필요가 있다는 점을 들었다. 다음으로 효율적인 정책지원으로는 자율기구의 독립성과 재정적 안정이 확보되어야 한다는 점, 사회적 합의 조정 및 정책 설계-집행-감독이 이루어져야 한다는 점, 실질적이고 구체적인 방식으로 지원이 이루어져야 한다는 점을 논의하였다. 이러한 논의를 통해 본 연구는 디지털 게임의 질적 성장 도모를 꾀하는 데 기여하고자 하였다.

The Effect of Bakery Customers Product and Service Quality Factors on Value Perception, Customer Satisfaction and Behavioral Intentions: Focused on Famous Bakery Customers

  • HONG, Pil-Tae
    • 한국프랜차이즈경영연구
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    • 제11권3호
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    • pp.7-18
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    • 2020
  • Purpose: Recently, information on 'Delicious Restaurants (Mat-zip)' and 'Famous Bakeries' can be obtained through various media such as TV, Internet search, and SNS, and the culture of finding and sharing them has become a trend. Since PZB's SERVQUAL, there have been many studies measuring service quality, leading to hotels, restaurants and coffee shops. These studies of service quality include product quality in the service quality dimension. Hotels, restaurants, and coffee shops are provided with intangible services while customers visit and stay, but 'Delicious Restaurants (Mat-zip)' and 'Famous Bakeries' often stop by to buy products and return home. Therefore, the study on the effect of quality on customer behavior on 'Delicious Restaurants (Mat-zip)' should consider product quality separately. In this study, we want to study how each quality element affects the perceived value and response of customers by separating product quality and service quality. Research design, data, and methodology: This study tested the structural model of how the quality of products and services of famous bakeries affect customers' perceived value and response. As the quality factors, products, tangible services, and employee services were adopted, and perceived values adopted utilitarian and hedonic values, and customer responses adopted customer satisfaction and behavior intention. For this study, 203 survey data with experience using famous bakeries were analyzed using SPSS 22.0 and AMOS 22.0. Result: The research results are as follows. First, product quality positively influenced utilitarian value, hedonic value, and customer satisfaction, tangible service quality positively influenced utilitarian value, and employee service quality positively influenced hedonic value. Second, utilitarian value had a positive effect on behavioral intention, and hedonic value had a positive effect on customer satisfaction. Conclusions: In a famous bakery, it is basic that product quality should be given priority, and for customer satisfaction, employee service quality is half as important. In addition, for Behavior Intension (revisit by the customer), in addition to product quality, the quality of tangible services and employee services should be maintained at a quarter level.

성별에 따른 아동소비자의 자아개념이 비합리적 소비성향에 미치는 영향 - 온라인 아이템 구매를 중심으로 - (Effects of Self Concept of Children Consumers on Irrational Consumption Propensity according to gender - Focused on Purchase of Online Items -)

  • 남수정;박상미;이은희
    • 한국생활과학회지
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    • 제18권2호
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    • pp.381-395
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    • 2009
  • This study was conducted to investigate effects of self concept of children consumers on consumption propensity of online items according to gender by considering that self, which means a thought on ownself, is expressed as online items in cyber space. Totally, 760 copies of the questionnaire were distributed and 716 ones were finally used as data for analysis in this study. The data were analyzed by using SPSS 14.0 and factorial analysis, Cronbach' ${\alpha}$, t-test, cross tabulation analysis and multiple regression were conducted. The results of this study could be summarized as follows. First, the factorial analysis performed to examine types of self concept found four factorial structures - justness, social, academic and family self. In addition, the factorial analysis done to determine compositional factors of irrational consumption propensity of children consumers showed three factorial structures - impulse buying, conspicuous consumption and imitative consumption. When the effects of personal variables, item-transaction variables and self concept on irrational consumption propensity of children consumers were investigated according to gender, significant factors affecting consumption propensity of both of the males and females were a monthly pocket money, time using the Internet and major transaction items. In addition, parents' permission for purchasing items, justness self and family self were found to be variables affecting consumption propensity in the male children. On the contrary, self concept of female children did not affect irrational consumption propensity.