• Title/Summary/Keyword: Media program

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Condition and Effect of Sex Education Program for Korean Middle School Students (중학생의 성교육 실태 및 프로그램 효과분석)

  • Moon, In-Ok;Youn, Young-Ok;Kim, Ro-Eul
    • The Journal of Korean Society for School & Community Health Education
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    • v.8 no.1
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    • pp.1-11
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    • 2007
  • Objectives: School must provide the proper sex education to students, thereby, the students for have right standards of sexuality and preventing from sexual crimes. This study conducted to identify the effectiveness and students' satisfaction level on Sex education program for middle school students prepared by the Ministry of Education and Human Resources. Methods: The sample size of the study was 644 students(458 female students and 186 male students) in middle school. A self reporting type of questionnaire survey was conducted from May 2 through May 27, 2005. Collected data were processed using SPSSwin 12.0; The data were analysed through t-test, stepwise multiple regression analysis. Results: Lectures and audiovisual materials were mostly used for sex education for students. Many students were satisfied with the program of physical and sexual organ development, pregnancy, contraceptive methods and sexual abuse. Many students wanted to study more on courtship, love, and marriage. The programs which the students did not understand well were sexually transmitted diseases, pregnancy and mass media and sex. Forty six percentage of the students reported that they were satisfied with the education program. Thirty three percentage of the students said that they were not satisfied with the program. The students who had earlier menstruation experience and the students whose academic achievement were higher were more satisfied with sex education program (P<.05). The students who were satisfied with the sex education CD prepared by the ministry of education were more satisfied with sex education program. (P<.001). When the CDs were appropriately used, the students were more satisfied with the education program (P<.05). The sound and pictures in the CD did not much affect the students. Audiovisual programs were more effective than lectures.

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Radio and Senior Generation: Focused on Radio Program for Senior (라디오와 노인: 라디오 노인 대상 프로그램을 중심으로)

  • Hong, Myungshin
    • 한국노년학
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    • v.30 no.4
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    • pp.1329-1344
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    • 2010
  • This study is intended to find out how production people have been creating senior radio program. For this purpose, the study set up the three research questions and employed in-depth interviews with ten production people: First, production people find out senior radio listeners who have been very royal attendance of the program for a long time. And they examined senior listeners prefer to listen about health care, information about elderly life and singing contest. They have been made para-social interaction with master of ceremonies (MC). Second, unlike other radio program, the senior radio program has concentrated on the radio station's image and public interest rather than financial profit and viewing rate. Normally, it was known that radio program for senior used carried on break of the day. But some program has been broadcasted on prime time in the afternoon. Target audience of senior radio program has been expanded over the forties and the fifties from sixties. Thirdly, in general the role of producer is critically important to produce program. However, MC and scriptwriter are far more experienced and specialized on the field than producer in radio program for senior.

Analysis of Information about Food and Nutrition Presented throughout Various Television Programs (텔레비전 프로그램을 통해 관찰한 식품영양정보의 사례분석)

  • Ryu, Hye-Sook;Kim, Ok-Sun;Choi, Hae-Yeon
    • The Korean Journal of Food And Nutrition
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    • v.24 no.4
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    • pp.680-686
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    • 2011
  • The purpose of this study was to analyze information about food and nutrition topics presented throughout the television broadcast media, thereby find out the optimal communication method to give desirable information to the general public. To perform this study were recruited and trained by monitoring education before and during the study. 3 domestic TV channels were selected to be monitored, for 3 months. Results of this study were as follows: First, the total reporting cases of information about foods and nutrition were 154, When each monitored contents was seen from the domain of programs, 128 cases(83.1%) were from current affairs and information program, and 26(16.9%) were from entertainment program. Second, according to survey by channel cases are 26(16.9%) from KBS, 54 cases(35.1%) from MBC, 74 cases(48.1%) from SBS, which means SBS reported the most about nutritional foods. Third, the frequency of reporting information on the overall diet and food & ingredient, cuisine & cookey, health & diet therapy and obesity & diet in order. Forth, among the 26 cases of positive or negative implications made by each cannel of KBS, 18 cases were delivered in positive ways, 7 cases had positive and negative point of views mix together, and 1 cases was negatively delivered. Finally, the most important thing is to organiae the advisory team by connecting mass media and specialist, and the educational program of nutrition should be developed for the communication of right information about foods and nutrition.

Tangible Game Console: Physical Entertainment Media Using I/O Coupling Units (텐저블 게임 콘솔: 입출력 일체화 개체를 이용한 물리적 엔터테인먼트 미디어에 대한 연구)

  • Han, Kyung-Hoon;Lee, Woo-Hun;Yun, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.818-823
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    • 2006
  • 본 연구에서는 디지털 콘텐츠와 물리적 미디어가 유기적으로 결합할 수 있는 가능성을 모색하고자, 입출력 일체화 개체인 'I/O 셀(Cell)'과 그 집합체인 '텐저블 게임 콘솔(Tangible Game Console)'을 개발하였다. I/O 셀은 여러 종류의 센서와 액츄에이터가 하나의 물리적 노드 내에 통합되어 있는 개체로, 이 I/O 셀 다수를 집적하면 다양한 크기와 용도의 엔터테인먼트 미디어를 구성하는 것이 가능하다. 그 중 하나로 개발된 텐저블 게임 콘솔은 일종의 센서-액츄에이터 집합체로 셀들 사이의 연계를 통해 다양한 물리적 정보를 인식하고 표현할 수 있다. 텐저블 게임 콘솔은 기존 게임 콘텐츠의 주요한 표현 수단이었던 이미지와 텍스트 정보 대신에 물리적 정보를 통해 게임 콘텐츠를 구성하며, 조작대상과 조작수단이 일체화되어 있고, 또한 음악, 퍼즐, 액션 등 다양한 장르의 게임 콘텐츠가 적용 가능하다는 특징을 가지고 있다. 텐저블 게임 콘솔에서는 불, 바람, 물, 생명체 등의 물리적 현상을 형상/움직임/소리/빛 등을 통해 재현하며, 사용자는 이를 때리기/바람불기/흔들기/기울이기 등의 직접적인 조작을 통해 체험할 수 있다. 또한 물리적인 상호작용 과정이 일정한 게임 규칙을 가지고 구성되어 있어 지속성 있는 놀이 경험을 제공한다. 본 연구에서는 텐저블 게임 콘솔의 콘텐츠로 음악, 액션, 대전게임 등을 개발하였으며, 이 콘텐츠들의 놀이경험을 평가함으로써, 텐저블 게임 콘솔의 발전 가능성을 확인하였다.

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Makeup Design and the Application of 3D Facial Avatar Makeup Simulation

  • Barng, Keejung
    • Journal of Fashion Business
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    • v.18 no.6
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    • pp.57-66
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    • 2014
  • The purpose of this study is to design appropriate digital tools for the production of makeup designs. In this study, we used a three-dimensional facial avatar simulation program developed by the Electronics and Telecommunications Research. This study is based on the creation of three-dimensional CG digital art of facial avatar makeup, produced by using simulation technology. First, the actual application and the tools for digital-optimization and media features were created, leading to the research and cleanup. Second, the theoretical background was applied to the formative elements of oriental colors in the designing process. Makeup design elements include point, line, surface, color, and texture. In this study, effective makeup design was interpreted to be based on the representation of particular elements, notably the design principles of balance, proportion, rhythm, repetition, emphasis, contrast, harmony, and unity. In Asia, design is based on the visibility of red, blue, black, yellow, and white-the colors of the five elements-and the use of points, lines, and shapes. This study was recently under scrutiny in relations to digital simulation and various three-dimensional designs, in terms of how to take advantage of a wide range of applications, and how to apply the findings through media and the dissemination of basic research. This study applies the characteristics of the limited existing stereoscopic three-dimensional and digital simulation programs in order to take advantage of the empirical research, providing a basis to implement this research in a meaningful way. A follow-up study is needed to extend these findings and theoretical foundation through continuous observation and in-depth technical development and research.

A Case Study on Industry-Academic Capstone Design Program (기업연계형 캡스톤디자인 프로그램 사례연구)

  • Huh, Won-Whoi
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.119-125
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    • 2020
  • In the 21st century, the 4th Industrial Revolution is in need of talented people who are equipped with experience and knowledge of various industries. Each university operates a capstone design to nurture the talent needed for practical work and attaches importance to the industry. However, since students in a single major plan as team members, there are limitations in current market situation and environmental awareness, marketing and design. In order to improve the shortcomings of the capstone design, which is carried out at the center level, engineering and design need to collaborate with each other without focusing only on the technical part. In this study, the researcher introduces the engineering and design linkage cases of the Capstone Design Program operated by the Department of Media Software and seeks to improve them. First, the educational purpose and operation plan of capstone design in the engineering field was reviewed and the improvement plan was suggested based on the result of the program case operated by the researcher.

Automatic C Source Code Generation Technique for DirectShow Programming (DirectShow 프로그래밍을 위한 C 소스 코드 자동 생성 기법)

  • 동지연;박선화;엄성용
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.1
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    • pp.114-124
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    • 2004
  • In this paper, we present an automatic C source code generation system for DirectShow based multimedia application programming. In this system, C source code is automatically synthesized from the filter connection graph edited with GraphEdit, a utility tool provided with DirectShow SDK package from Microsoft. In traditional DirectShow programming environments, program design and brief testing steps are usually done with GraphEdit tool just by inserting filters and connecting them properly, while actual implementation of the program should be done separately. The filter connection graph information from GraphEdit is used just as a reference in such the implementation step. Therefore, our system which automatically generates C source code directly from the filter connection graph of GraphEdit seems very useful and many programmers can develop DirectShow based multimedia application programs more effectively and quickly using our system. In addition, our system supports more various media stream control functions for the generated application programs than the existing system such as Wizard which supports limited and fixed number of media control functions only. This feature allows more flexibility in the user interface of the generated source program and makes our system more practical for DirectShow based programming.

Cognition of Students Gifted in Science on Pseudo Science (사이비과학에 대한 과학영재들의 인식)

  • Jhun, Young-Seok;Shin, Young-Joon
    • Journal of The Korean Association For Science Education
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    • v.25 no.3
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    • pp.353-363
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    • 2005
  • In this thesis, the cognition of students gifted in science on pseudo science was studied in order to acquire basic data to develop a learning program. As a first step, the difference of cognition on pseudo science between science-gifted students and general students in elementary, middle and high schools was studied. Findings revealed that science-gifted students had more negative thought on pseudo science than general students. In addition, there was no progress in their cognition on pseudo science as entered higher grades. Secondly, the cognition of students in a science high school, three times over a 6-month period, was studied. Through this study, it was found that student concepts of pseudo science was not firm, and it is quite possible to induce students to think logically and rationally with the help of a well-organized learning program. Lastly, the factors that might affect student ideas on pseudo science were researched. Students were affected by media such as television and books and also by personal experience. Therefore, students should be trained to correctly judge information presented in the media as authentic or false. Moreover, they should also be provided chances to look back on positive astrological experiences.

Development of Health Information Program for the Middle Aged Women (중년여성을 위한 건강정보 프로그램 개발과 건강교육 활용에 관한 연구)

  • Park, Hyeoun-Ae;Park, Young-Sook;Oh, Hyo-Sook;Kim, Hoo-Jung
    • Women's Health Nursing
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    • v.8 no.2
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    • pp.165-176
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    • 2002
  • The purpose of the study was to develop a Web site for the middle-aged women and test the usability of the site. Users' need for information were identified via online survey of 189 middle-aged women. It was found that they had various health problems but very few did any health prevention or health promotion activities. A web site for the middle-aged women was developed based on the result of needs assessment. The site includes content on exercise, diet including weight control, osteoporosis, climacteric, aging, breast and cervical cancer. Besides this health information, FAQ on women's health, my health knowledge test, statistics, link to related institutes and web sites, newspaper articles/mass media clips, journal articles, conferences, papers and other educational information were added. The site was developed as a subsystem of the Healthguide(http://healthguide.kihasa.re.kr). As a way of utilizing the homepage, twenty two women aged 40-50 were recruited at a community-based gathering and health promotion education program was conducted. To test the effectiveness of the education, knowledge, attitude and behavior changes of before and after education were compared. There were significant differences of knowledge and behavior in breast cancer, cervical cancer, osteoporosis, menopause and sexual life. It is expected that Web-based women's health information will contribute to women's health promotion and provide an effective learning media for health education.

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A Survey on the Experience of Accident of Infant, Toddler and Preschooler, and the Education about Emergency Care for Parents (영 유아 및 학령전 아동의 안전사고 및 어머니의 응급처치 정보 접촉 경험에 관한 조사 연구)

  • Kim Il-Ok;Shin Sun-Hwa
    • Child Health Nursing Research
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    • v.8 no.2
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    • pp.174-182
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    • 2002
  • The purpose of this study was to investigate the experiences of accident and visiting emergency center, and the experiences of education about emergency care for parents. The subjects of this study were 117 mothers whose children are attending 9 different nursery schools or kindergartens. The instrument used in this study was developed by researchers and validated by nursing professor, first aid doctor and the president of nursery school, and consisted of 'most important thing in child rearing' ,'experiences of accident and visiting emergency center', 'type of trauma' and 'need for parent education program' the result of this study were as followed ; 1.There were 70.09% of the experience of visiting emergency center among the subjects. The cause of visiting emergency center were high fever and convulsion(42.86%), and trauma by accident(28.04%) 2. The most common type of the indoor accident were fall down and slipping(76.92%), the common type of trauma were contusion (76.92%), abrasion(47.01%), laceration(29.06%), dislocation or fracture(12.82%), burn(10.26%), piercing(8.55%). 3.47.01% of subjects had the experience of education about emergency care for parents. They were educated by child rearing journals (32.72%), small books which were published by hospitals or community health center (25.45%), mass media(21.8%), parent seminar (12.72%), nursery school or kindergarten (5.45%). In conclusion, the need of emergency care for children was strongly found. Therefore, on the basis of above results, the parent education program which fits their cognitive level and their health care needs So, it must be directed on the further study of parents' knowledge about emergency care for children. To enhance the effectiveness of program and accomplish the children's health promotion, advanced instructional media and demonstration must be included.

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