• Title/Summary/Keyword: Empathizing

Search Result 28, Processing Time 0.024 seconds

A Design and Effect of Maker Education Using Educational Artificial Intelligence Tools in Elementary Online Environment (초등 온라인 환경에서 교육용 인공지능 도구를 활용한 메이커 수업 설계 및 효과)

  • Kim, Keun-Jae;Han, Hyeong-Jong
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.61-71
    • /
    • 2021
  • In a situation where the online learning is expanding due to COVID-19, the current maker education has limitations in applying it to classes. This study is to design the class of online maker education using artificial intelligence tools in elementary school. Also, it is to identify the responses to it and to confirm whether it helps improve the learner's computational thinking and creative problem solving ability. The class was designed by the literature review and redesign of the curriculum. Using interveiw, the responses of instructor and learners were identified. Pre- and post-test using corresponding sample t-test was conducted. As a result, the class consisted of ten steps including empathizing, defining making problems, identifying the characteristics of material and tool, designing algorithms and coding using remixes, etc. For computing thinking and creative problem solving ability, statistically significant difference was found. This study has the significance that practical maker activities using educational artificial intelligence tools in the context of elementary education can be practically applied even in the online environment.

A Study on the Identity and Activities of the Anti-US and Pro-Joseon Comfort group - New China's Culture Politics through the Korean War ('항미원조'(抗美援朝) 위문단의 실체와 활동 양상 -한국전쟁을 통한 신중국의 문화정치)

  • LI, FU-SHI
    • (The) Research of the performance art and culture
    • /
    • no.43
    • /
    • pp.173-202
    • /
    • 2021
  • During the Korean War, China dispatched 'the Anti-US and Pro-Joseon Comfort' group to North Korea 3 times. The purpose of the comfort group was to comfort the Chinese People's Supporting Soldiers and Joseon People's Army fighting the US imperial forces and at the same time, inform them of China's situation to booster their morale. Another purpose was to promote the socialism construction projects in the new China. Namely, China wanted to propagate various heroic achievements of the Chinese soldiers and accuse the US imperialist soldiers and thereby, inspire Chinese people's international sense and patriotism for the new China to mobilize the people for the war and promote the construction of the new China effectively. The comfort group consisted of diverse classes (laborers, farmers, intellectuals, women, students, soldiers, etc.) in various areas such as politics, military, ethnic, society, culture, education, etc. Their activities were conducted in various forms such as consolation, legwork, meeting and performances. Their activities were full of anger and compassion, sacrifice and emotion, battle and romance, impression and comfort. Such emotion was delivered intact to the Chinese people through the comfort group's propaganda activities back home in China. The Anti-US and Pro-Joseon Comfort' group revealed their identity of socialists New China in terms of their organization and their specific performances. Their identity claimed for democracy and equality, internationalism empathizing world peace and solidarity of the proletariats, and patriotism supporting the communists regime. The comfort group played a role in propagating such identity of new China effectively by crossing the border. It was a political and cultural performance that stipulated the political meaning of the Anti-US and Pro-Joseon Chosun Comfort' group

A Case Study on the Christian Worldview Education Program through Maker Education Based Design Thinking at Christian University (기독 대학의 디자인사고 기반 메이커교육을 통한 기독교 세계관 교육 프로그램 운영 사례 연구)

  • Seongah Lee;Hyeajin Yoon
    • Journal of Christian Education in Korea
    • /
    • v.73
    • /
    • pp.117-137
    • /
    • 2023
  • This is a case study of an extra-curricular program that designed and implemented maker education based on design thinking to foster a Christian worldview. The program was designed at K university in the course of 10 sessions as following stages; tinkering, providing a special lecture for motivation, finding issues, empathizing, making, sharing and reflecting. A total of 15 students in 5 teams participated in the program, progressed through each stage in the process of solving the problems they found around them so that their neighbors and the creative world could become better. As a result of operating this program, the participants became concerned about their neighbors and community and reflected on the change of perspective of the world from a Christian worldview. As a suggestion for follow-up research and projects, to develop a model of maker education based on design thinking for cultivating a Christian view of the world is proposed in order to support to easy design and management of the program even if there is a lack of professional related knowledge and experience. In addition, it is needed to develop a manual and guide book including a facilitator's role and an assessment tool like a rubric that can give feedback on the performance of the program and make improvement.

Compliance to Feedback on Uncivil Comments in a Virtual Online News Portal: The Role of Avatar Presence (가상 온라인 기사 포털에서 아바타의 존재와 반시민적 댓글 피드백에 대한 행동 순응)

  • YounJung Park;HeeJo Keum;SeYoung Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.1
    • /
    • pp.419-425
    • /
    • 2024
  • As digital communication gains prominence, there is an increasing trend in uncivil behaviors like rude or hateful comments and the empathetic actions towards them, highlighting the need for social efforts to address these issues. As part of these endeavors, we investigated how avatar feedback in a virtual news portal affects users' empathy towards uncivil comments. We defined both posting and empathizing with uncivil comments as antisocial actions. To this end, we posted socially controversial news in a virtual space and provided feedback in two forms when participants selected uncivil comments: text-only feedback and feedback accompanied by an avatar. We then assessed the impact of this feedback on behavioral conformity, guilt, and self-image concern through surveys. Our results showed that avatar-provided feedback significantly influenced participants' social responses more than text-based feedback. Interaction with avatars notably increased participants' behavioral conformity, guilt, and self-image concern. We concluded that avatar-based interactions can positively influence users' social behaviors and attitudes, suggesting their potential in fostering a more civil and responsible digital communication culture.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.25 no.4
    • /
    • pp.67-88
    • /
    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.

A Study on the Aesthetic Art Marketing Communication of Luxury Brand Using Storytelling (스토리텔링을 이용한 명품 브랜드의 미학적 아트마케팅 커뮤니케이션에 관한 연구)

  • Cho, Hye-Duk;Hwang, Jae-Kwang;Lee, Sang-Youn
    • Journal of Distribution Science
    • /
    • v.9 no.3
    • /
    • pp.73-82
    • /
    • 2011
  • This study presents an effective and distinctive marketing strategy through the implementation of the aesthetic art marketing communication technique of storytelling. The reason applying art to marketing is effective is that it gives "class" and aesthetic beauty to the brand's image, which will lead to an increase in revenue and loyalty of consumers. The story stands in for the brand's subject of "desire." Luxury brand customers not only consume high-quality products, require the utmost in service, and value of the brand, they also appreciate the story the brand is telling. The story, combined with art, is called art marketing communication; it makes the brand more unique through its enhanced visual elements. The study discusses art collaboration, art exhibition, a transforming architecture project, art advertisement, a flagship store, and a human resource training center. Based on the "desire," I adopted the element and principle of storytelling. By visualizing the brand with a symbol, the company is able to relate to consumers' sentimentality. Through storytelling art marketing communication, and the strategy using relevance of brand and artist's popularity, the research shows efficient art marketing influences to the brand's image. The results of the research indicate that by using adequate art marketing communication that best reflects the identity and story of the luxury brand, it produces great results; the research also demonstrated, in various ways, that art marketing will succeed. The case showed the following outcomes. First, consumers have a tendency to choose a brand that is associated with an empathizing story. World renowned brands see through the market's "desires" for unique stories, and they also provide the ability to amuse consumers. The story in a product will become an important competitive element in future markets. Second, the art marketing communication applying a story rendered a brand with distinction. The most effective art marketing communications are art collaboration, art exhibition, locomotive architecture project, and others that are adopted as various means. Third, the brand's products were considered as an art piece, which led to not only strengthening the loyalty of consumers but also an increase in sales. In addition, the company could sustain a premium price for the goods sold. By adapting art to a brand's tradition, an innovative and creative new product provides consumer satisfaction, and producing goods in limited editions creates enthusiastic collectors. Fourth, this study suggests an abridged report, implication, limitation of the study, and directions for further research. Referring to the case for the adaptation of luxury brands, efficient art marketing strategies considering Korean company brand and efficiently study preceding Korean company brand art marketing strategy could be proposed.

  • PDF

A Study on Contents Activism Analysis using Social Media - Focusing on Cases Related to Tom Moore's 100 Laps Challenge and the Exhibition of the Statue of Peace - (소셜미디어를 활용한 콘텐츠 액티비즘 분석 연구 - 톰 무어의 '100바퀴 챌린지'와 '평화의 소녀상' 전시를 중심으로-)

  • Shin, Jung-Ah
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.8
    • /
    • pp.91-106
    • /
    • 2021
  • The purpose of this study is to define the process of leading to self-realization and social solidarity through the process of contents planning, production, and distribution as Contents Activism, and to categorize specific execution steps. Based on this, we try to analyze concrete cases to find out the social meaning and effect of the practice of Contents Activism. As for the research method, after examining the differences between traditional activism and Contents Activism through a review of previous studies, the implementation process of Contents Activism was categorized into 7 steps. By applying this model, this study analyzed two cases of Contents Activism. The first case is the 100 laps challenge in the backyard planned by an elderly man ahead of his 100th birthday in early 2020, when the fear of COVID-19 spread. Sir Tom Moore, who lives in the UK, challenged to walk 100 laps in the backyard to help medical staff from the National Health Service as COVID-19 infections and deaths increased due to a lack of protective equipment. His challenge, which is difficult to walk without assistive devices due to cancer surgery and fall aftereffects, drew sympathy and participation from many people, leading to global solidarity. The second case analyzes the case of 'The Unfreedom of Expression, Afterwards' by Kim Seo-kyung and Kim Woon-seong, who were invited to the 2019 Aichi Triennale special exhibition in Japan. The 'Unfreedom of Expression, After' exhibition was a project to display the Statue of Peace and the lives of comfort women in the Japanese military, but it was withdrawn after three days of war due to threats and attacks from the far-right forces. Overseas artists who heard this news resisted the Triennale's decision, took and shared photos in the same pose as the Statue of Peace on social media such as Twitter and Instagram, empathizing with the historical significance of the Statue of Peace. Activism, which began with artists, has expanded through social media to the homes, workplaces, and streets of ordinary citizens living in various regions. The two cases can be said to be Contents Activism that led to social practice while solidifying and communicating with someone through contents.

Characteristics and Changes in Scientific Empathy during Students' Productive Disciplinary Engagement in Science (학생들의 생산적 과학 참여에서 발현되는 과학공감의 특성과 변화 분석)

  • Heesun, Yang;Seong-Joo, Kang
    • Journal of The Korean Association For Science Education
    • /
    • v.44 no.1
    • /
    • pp.11-27
    • /
    • 2024
  • This study aimed to investigate the role of scientific empathy in influencing students' productive disciplinary engagement in scientific activities and analyze the key factors of scientific empathy that manifest during this process. Twelve fifth-grade students were divided into three subgroups based on their general empathic abilities. Lessons promoting productive disciplinary engagement, integrating design thinking processes, were conducted. Subgroup discourse analysis during idea generation and prototype stages, two of five problem-solving steps, enabled observation of scientific empathy and practice aspects. The results showed that applying scientific empathy effectively through design thinking facilitated students' productive disciplinary engagement in science. In the idea generation stage, we observed an initial increase followed by a decrease in scientific empathy and practice utterances, while during the prototyping stage, utterance frequency increased, particularly in the later part. However, subgroups with lower empathic abilities displayed decreased discourse frequency in scientific empathy and practice during the prototype stage due to a lack of collaborative communication. Across all empathic ability levels, the students articulated all five key factors of scientific empathy through their utterances in situations involving productive science engagement. In the high empathic ability subgroup, empathic understanding and concern were emphasized, whereas in the low empathic ability subgroup, sensitivity, scientific imagination, and situational interest, factors of empathizing with the research object, were prominent. These results indicate that experiences of scientific empathy with research objects, beyond general empathetic abilities, serve as a distinct and crucial factor in stimulating diverse participation and sustaining students' productive engagement in scientific activities during science classes. By suggesting the potential multidimensional impact of scientific empathy on productive disciplinary engagement, this study contributes to discussions on the theoretical structure and stability of scientific empathy in science education.