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A Review of Southeast Asia-related Development Cooperation Studies in Korea: Exploring a Possible Contribution from the Critical Southeast Asian Studies (한국 동남아 국제개발협력 연구 동향 분석: 비판적 동남아 지역연구로서의 국제개발협력 연구 심화 가능성 고찰)

  • KIM, So-Yeun;KANG, Ha-Nee
    • The Southeast Asian review
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    • v.28 no.2
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    • pp.47-84
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    • 2018
  • Domestic debates on 'international development' has hitherto been rather more focused on the narrow topic of Official Development Assistance (ODA) - therefore, practical and practice-oriented enquiries for the former's effective implementation have dominated the field as a result. However, such lack of foundational debates on 'development' has rendered the field inept to respond to the rapidly changing development landscape since the new millennium both globally and in Southeast Asia. With this particular problematique in mind, the paper argues for the utility of critical Southeast Asian studies in enriching theoretical debates in Korea's international development studies. In doing so, we analysed the trend of academic research published since 2000, of which theme concern international development with a specific geographical focus on Southeast Asia. The result shows that such publication and the thematic issues have witnessed rapid quantitative growth since 2007 - while the nature of the publications still clearly remained practical and practice-oriented for effective execution of ODA. We therefore propose the critical Southeast Asian studies to overcome the problematique above by emphasising more inter-/multi-disciplinary approaches that challenge the hegemonic paradigm in the field.

Development and Application of MEA(Model-Eliciting Activities) Program Applying the Invention Technique(TRIZ): Focus on Students' Conceptual Change (발명기법(TRIZ)을 적용한 MEA(Model-Eliciting Activities) 프로그램 개발 및 적용 -학생들의 개념 변화를 중심으로-)

  • Kang, Eunju
    • Journal of The Korean Association For Science Education
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    • v.42 no.1
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    • pp.161-176
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    • 2022
  • This study developed an MEA program to which the invention technique was applied and analyzed the conceptual change of students. The MEA activity applying the invention technique (TRIZ) was composed of the topic of making a paper electric circuit in the section 'Using electricity' presented in the 6th grade textbook. As a way to materialize ideas for problem solving, among the TRIZ techniques, division, integration, multi-purpose, overlapping, subtraction, and converse techniques were extracted and applied. The devised program consists of examining invention techniques (1st session), problem-solving (2nd and 3rd sessions), and expressing the problem-solving process (4th session). As a result of applying to 6th grade elementary school students, it was confirmed that the scientific concept of the experimental group participating in the MEA class to which the invention technique was applied was improved compared to the control group participating in the general class. As a result of calculating the scientific concept improvement index, the control group showed a low educational effect of 0.15, and the experimental group showed an intermediate educational effect of 0.69. This study is meaningful in that it suggests a specific way to graft invention education into science subjects.

Cinematic Circulation of Meta-verse and Meta-physics (메타버스와 메타피직스의 영화적 순환)

  • Shim, Kwang-hyun
    • Trans-
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    • v.12
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    • pp.81-106
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    • 2022
  • The possibility of metaverse system to be a catalyst for hyper-connected society will be dependent on the speed of connected technological development and its social utilization in the same manner as AI technology. Putting these technical realization processes in brackets, this paper focus on some philosophical-political issues in connection with cognitive-ecological changes in the future cinema which will be influenced by the complexive techno-socio couples of accelerated development of metaverse system. Generally speaking, essence of metaverse system seems to be the degree of immersion by technical accuracy, but is not true. In perspective of cognitive-ecology, flow degree of a picture or photograph is relied not on 'accuracy of representation' but on its message's contextual link-up. In this aspect, real potentiality of metaverse system shall be understood in the context of cognitive-ecological changes of human brain's multi-intelligence networking abilities(intersection of augmentation-simulation and outside-inside) which will be activated in the new structure of natural-social-technological coupling of metaverse system. These cognitive-ecological potentialities have been partially actualized in the cinematic process of tripod mimesis for the longest time, [real contradiction/conflicts (Mimesis-1) -->fictional solutions of cinema (Mimesis-2) --> selective interpretation of spectator's wish fulfillment (Mimesis-3) --> real change (Mimesis-1')]. Therefore metaverse's real potentiality must be considered to be dependent on the possibility of deepening and extending of cinematic circulation between real seperation/problems and ideal connection/solutions. In this context, advanced metaverse system can be compared as a modern technical version of ideal circulation of physics and metaphysics

The Effects of the Asia Culture Center(ACC) on Activating Local Culture in Gwangju : Focusing on the In-depth Interview of Gwangju Citizens (국립아시아문화전당이 광주 지역문화 활성화에 끼치는 영향 : 광주시민 심층인터뷰를 중심으로)

  • An, Hyejin;Lee, Seungha
    • 지역과문화
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    • v.7 no.1
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    • pp.99-126
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    • 2020
  • This study aimed to investigate the effects of multicultural complexes on activating local culture. Prior studies that discuss activating local culture through multicultural complexes focus on literature reviews or quantitative research methods, which do not incorporate the detailed and practical opinions of the users of the location. Therefore, this study collected detailed information through in-depth interviews with users, and investigated the future development methods of multicultural complexes based on the obtained information. It focused on the Asia Culture Center (ACC) in Gwangju, which is considered a prime example of a multicultural complex, and conducted in-depth interviews with citizens who have lived in Gwangju for at least five years as well as visited the ACC to investigate the research question from a detailed perspective. The results revealed that although the citizens of Gwangju have a positive perception of the functions of ACC as a cultural space representing the city that activates the local culture, they perceive it as partially insufficient to be considered a multicultural complex. Major findings included the following: the contents of the ACC do not have a mass appeal, its inflexible hours of operation inconvenience visitors, and the contents available for visitors lack in quantity and quality. Therefore, in order for the ACC to appeal as a successful multicultural complex, it is necessary to cooperate with the members of the community to investigate their needs with respect to the contents and location, and prepare strategic plans to satisfy those needs.

Factors Affecting Consumers' Acceptance of e-Commerce Consumer Credit Service: Multiple Group Path Analysis by Naver Shopping and Coupang (이커머스 후불결제(BNPL) 수용에 영향을 미치는 요인: 네이버쇼핑과 쿠팡 간 다중집단 비교)

  • Kim, Su Jin;Mo, Jeonghoon
    • The Journal of Society for e-Business Studies
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    • v.27 no.2
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    • pp.105-135
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    • 2022
  • As COVID-19 has led to a surge in e-commerce Buy Now Pay Later(BNPL) has become preferred choice among millennials. In Korea Coupang followed by Naver Pay offers a deferred payment, aiming to create customer lock-in effect, save credit card processing fee and lay the groundwork for entering into new financial services. However the literature related to the influential factors of customers' usage intention toward a deferred payment is scarce. For the study, a multi-group analysis was carried out to find differences between Naver shopping and Coupang. The results revealed that the important factors that affect a deferred payment adoption were compatibility, impulsive buying tendency in Naver shopping, whereas compatibility, relative advantage, additional value in Coupang(listed in order of most important). In addition, impulsive buying tendency had a positive effect on adoption intention in Naver shopping and on perceived risk in Coupang. The results imply that Naver shopping need to focus on managing delinquency while Coupang should provide sufficient information on how late fees and credit rating downgrade work and try not to make a deferred payment option stand out. In order to increase adoption rate it is recommendable to narrow down target segment of a deferred payment and expand it to a specialized vertical such as travel.

Development and Research for the Professional Brand of TV Broadcasting Program -By focusing the actually proved study for news program brand- (TV 방송 프로그램의 전문 브랜드 개발 연구 -뉴스 프로그램 브랜드의 실증연구를 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.39-48
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    • 2005
  • In the age of digital culture, TV broadcasting is exercising more influence as a information and communication medium compared to past. With the appearance of satellite broadcasting service in 2002, the broadcasting environment became a diversified field of local TV, cable TV, satellite, internet, etc. and created the time of multi-media and multi-channel. This ongoing change of broadcasting environment made the passive audience of the past, active image makers and new accepters, participants and users of communications, who know how to choose and use media as the active centerpiece, The active acceptor as the centerpiece of channel selections has become the center of the broadcasting, whereby they pick up and enjoy their favorite TV programs and came to remember the list of their favorite channels and zap them finally. In this point of spotting their favorite channels and improving the degree of recognition for the channels, the development of the noticeable brand for a particular program has made a great contribution. The aim of this study, therefore, is to recognize the factors, which are important in the habits of watching TV and to develop professional brands for TV broadcasting programs. The range of the survey for this study was home news programs and broadcasting stations abroad, which were on air from March to May in 2004. The focus of the survey was universal and professional news programs. Through this study, it was ascertained that, in the case of news, developing a brand for an anchor as well as for a professional brand of TV program could be an important element.

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Development of Manual Multi-Leaf Collimator for Proton Therapy in National Cancer Center (국립암센터의 양성자 치료를 위한 수동형 다엽 콜리메이터 개발)

  • Lee, Nuri;Kim, Tae Yoon;Kang, Dong Yun;Choi, Jae Hyock;Jeong, Jong Hwi;Shin, Dongho;Lim, Young Kyung;Park, Jeonghoon;Kim, Tae Hyun;Lee, Se Byeong
    • Progress in Medical Physics
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    • v.26 no.4
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    • pp.250-257
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    • 2015
  • Multi-leaf collimator (MLC) systems are frequently used to deliver photon-based radiation, and allow conformal shaping of treatment beams. Many proton beam centers currently make use of aperture and snout systems, which involve use of a snout to shape and focus the proton beam, a brass aperture to modify field shape, and an acrylic compensator to modulate depth. However, it needs a lot of time and cost of preparing treatment, therefore, we developed the manual MLC for solving this problem. This study was carried out with the intent of designing an MLC system as an alternative to an aperture block system. Radio-activation and dose due to primary proton beam leakage and the presence of secondary neutrons were taken into account during these iterations. Analytical calculations were used to study the effects of leaf material on activation. We have fabricated tray model for adoption with a wobbling snout ($30{\times}40cm^2$) system which used uniform scanning beam. We designed the manual MLC and tray and can reduce the cost and time for treatment. After leakage test of new tray, we upgrade the tray with brass and made the safety tool. First, we have tested the radio-activation with usually brass and new brass for new manual MLC. It shows similar behavior and decay trend. In addition, we have measured the leakage test of a gantry with new tray and MLC tray, while we exposed the high energy with full modulation process on film dosimetry. The radiation leakage is less than 1%. From these results, we have developed the design of the tray and upgrade for safety. Through the radio-activation behavior, we figure out the proton beam leakage level of safety, where there detects the secondary particle, including neutron. After developing new design of the tray, it will be able to reduce the time and cost of proton treatment. Finally, we have applied in clinic test with original brass aperture and manual MLC and calculated the gamma index, 99.74% between them.

Analysis of Bone Mellow Density in Adults of Domestic Local Area Using Multi-Detector Computed Tomography: Focus on Corelation About Eating Habits, Lifestyle, Physical Features and Social Characteristics (다중 검출 전산화단층촬영을 이용한 국내 일부 지역 성인의 골밀도 현황 분석: 식습관, 생활습관, 신체적, 사회적 특성과의 상관관계를 중심으로)

  • Lee, Tae Hui;Kim, Tae-Hyung;So, Woon Young;Lim, Hei Gyeom;Lim, Cheong-Hwan;Park, Myeong Hwan;Cheoun, Myung-Ki
    • Journal of radiological science and technology
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    • v.39 no.4
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    • pp.517-526
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    • 2016
  • This study analyzed the correlation between BMD (bone mineral density) value calculated in the MDCT (multidetector computed tomography) and lifestyle, physical features and social characteristics. From July 15 2015 to June 6 2016, we converted from HU (hounsfield unit) value measured by using MDCT to T-score for BMD of 141 patients (male: 63, female: 78) in W medical center. We measured the 2nd, 3rd and 4th lumbar spine and analyzed the correlation between gender differences in BMD and lifestyle, physical features and social characteristics. Statistical significance was validated using independent sample T test with one way Anova. Gender BMD was confirmed that a statistically significant difference (p<0.05). BMD values decreased with increasing age but for the statistically men, there was no significant difference from 20s to 50s, it only showed a significant difference in 20s and 60s (p<0.001). For the statistically women, there was no significant difference from 20s to 40s. but since 50s BMD was decreased rapidly, which showed a significant difference (p<0.001). women showed significant differences for the menstruation and menopause, childbirth, alcohol, cereals and greasy food in bone mineral density (p<0.05) but there were no significant differences in men. The bone mineral density values calculated by the MDCT and lifestyle, physical features and social characteristics correlation analysis method is considered to be used as a basis for estimating the state in BMD and osteoporosis management.

A Study on Human Rights Behavior of Korean Care Workerin Long Term Care Facilities: The Interaction Effect of Human Rights Awareness and Service Orientations (장기요양기관 요양보호사의 노인인권옹호행동 영향요인: 개인의 인권의식과 조직의 서비스 지향성을 중심으로)

  • Kim, Min-Kyoung;Kim, Mee-Hye;Kim, Ju-Hyun;Chung, Soon-Dool
    • 한국노년학
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    • v.36 no.3
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    • pp.673-691
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    • 2016
  • As the provision of long-term care policy takes root and with a gradual increase in elderly population, the use of elderly care service has become a growing norm. More than ever, there exists an urgent need for a paradigm shift in the building of an institutional basis for the improvement of care service, from the prevalent practice of 'need based service' toward the concept of 'human rights based service'. A great focus is being shed on care-workers, at the 'front line' of advocating human rights, as their human rights advocacy behaviour is seen as a key variable in providing high quality care service for elders. This study aims to examine how care-workers' individual human rights awareness levels, and the influence of their respective organizations, as an environmental factor, affect their human rights advocacy behaviour. The study includes a comprehensive analysis of the interactions between the regulatory effect of environmental factors (service orientation?) on an organizational level, human rights awareness (individual level) and the service environment (organizational). The analysis sample consisted of 782 registered non-profit corporation of long-term care facilities all over the country in 2014. The findings of the thesis suggest that human rights awareness at individual levels has a significant influence on human rights advocacy behavior. The interaction of human resources management in service orientations was also found to influence human rights advocacy on a significant level. Both human rights awareness at individual level and service orientations at organizational level were thus determined as key variables for improving the human rights awareness of care worker in long-term care facilities in Korea.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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