• Title/Summary/Keyword: Participatory Design

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A Monitoring for Citizen Participation in Artificial Nest Boxes Using Mobile Applications (모바일 애플리케이션을 활용한 시민참여 인공새집 모니터링 방안 연구)

  • Kyeong-Tae Kim;Hyun-Jung Lee;Chae-Young Kim;Whee-Moon Kim;Won-Kyong Song
    • Korean Journal of Environment and Ecology
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    • v.37 no.3
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    • pp.221-231
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    • 2023
  • Great tit (Parus major) is a bioindicator species that can measure environmental changes in urban ecosystems and plays an important role in maintaining health as a representative insectivorous bird. Researchers have utilized artificial nest box surveys to understand the reproductive ecology of the Paridae family of birds, including the Great tits, but it is difficult to conduct a macroscopic study due to spatial and temporal limitations. This study designed and applied a citizen-participatory monitoring of artificial nest boxes project to transcend the limitations of expert-centered monitoring methods. The Suwon Front Yard Bird Monitoring Team installed artificial nest boxes in green spaces in Suwon, Gyeonggi Province and observed the reproductive ecology of the Paridae family through the participation of voluntary citizen surveyors. Participants were recruited through an online survey from February 9 to February 22, 2021, and they directly performed from installation to observation of artificial next boxes from February 23 to August 31, 2021. Online education was provided to the volunteers for the entire monitoring process to lower the entry barrier for non-expert citizen surveyors and collect consistent data, and observation records were collected through a mobile app. A total of 98 citizen surveyors participated in the citizen-participatory monitoring of artificial nest boxes project, and 175 (84.95%) of the 256 distributed artificial nest boxes were installed in green spaces in Suwon City. Among the installed artificial nest boxes, the results of the citizen science project were confirmed for 173 (83.98%), excluding two boxes with position coordinate generation errors. A total of 987 artificial nest box observation records were collected from citizen surveyors, with a minimum of one time, a maximum of 26 times, and an average of 5.71±4.37 times. The number of observations of artificial birdhouses per month was 70 times (7.09%) in February, 444 times (44.98%) in March, 284 times (28.77%) in April, 133 times (13.48%) in May, 46 times (4.66%) in June, 6 times (0.61%) in July, and 4 times (0.41%) in August. Birds using the artificial nest boxes were observed in 57 (32.95%) of the 173 installed artificial nest boxes, and they included Great tit (Parus major) using 12 boxes (21.05%), Varied Tit (Parus varius) using 7 boxes (12.28%), and unidentified birds using 38 boxes (66.67%). This study is the first to consider citizen participation in the monitoring of artificial nest boxes, a survey method for the reproductive ecology of the Paridae family, including Great tits, and it can be utilized as basic data for the design of ecological monitoring combined with citizen science in the future.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Student Satisfaction and Achievement after Role-playing in a Pediatric Dentistry Class (소아치과 역할극 수업에 대한 학생들의 만족도와 성취도)

  • Kim, Min Jin;Song, Ji-Soo;Shin, Teo Jeon;Kim, Young-Jae;Kim, Jung-Wook;Jang, Ki-Taeg;Lee, Sang-Hoon;Hyun, Hong-Keun
    • Journal of the korean academy of Pediatric Dentistry
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    • v.45 no.3
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    • pp.280-289
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    • 2018
  • This study aimed to investigate the effects of learning with role-playing on student satisfaction and achievement regarding behavior management teaching in pediatric dentistry. 93 students were divided into 19 groups and randomly assigned to role-play as a doctor, patient, parent, assistant, or narrator. Their performances were evaluated by the instructor and the satisfaction survey was conducted. All participants took the written test and were asked to compare lecture and role-playing with regard to the effectiveness of learning. Statistical analysis was performed with Mann-Whitney U test, Independent T-test, and Kruskal-Wallis test. 68 students (73.1%) who believed that the role-playing was more helpful than lecture showed higher level of satisfaction than students who believed lecture was more helpful. But there were no differences in the tutor evaluation score and the written test scores. Participants in the patient management scenario showed higher level of descriptive question scores of the written test and tutor evaluation score than those who participate in the parent management scenario. There were no differences between the role groups. Role-playing may help students to become more interested and participatory in learning behavior management. The level of satisfaction may differ by the design and content of the scenario.

User Innovation Empowerment in Open Market Systems: A Case Study on Participatory Game Communities (오픈마켓 시스템에서의 사용자 혁신 위임: 참여적 게임 커뮤니티에 대한 사례연구)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • Information Systems Review
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    • v.12 no.3
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    • pp.75-88
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    • 2010
  • Business models in open market systems targeting smart phone users are determined by several important factors. First, by providing developers efficient technical platforms, it contains a setting for developers to learn, apply and improve the skills relating to the product category easily while they stay beyond a corporate boundary. Second, by the first condition, a huge population of talented developers becomes to join a specific open market where will invite more customers to use their applications. Hence it will attract more and more developer participants who will finally give a rise to a persistent market growth. Third, the evaluation system between platform providers and application producers, and one between application producers and application users may underlie the trust relationships between them. The research conducted a multiple embedded case study to test the success factors of open market based business models. It focused on smart phone game communities that have installed user evaluation, and feedback systems. The user innovation empowerment model within the social game networks has highlighted the theories on the roles and characteristics of lead users, and lead user network behaviors for future NPD participations.

Analysis of Child-Friendly Environment in a Neighborhood Park in Child-Friendly City - Focused on the Moraetmal Neighborhood Park of Seongbuk-gu - (아동친화도시 근린공원의 아동친화환경 분석 - 성북구 모랫말 근린공원을 중심으로 -)

  • Choi, Jin-Ho;Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.6
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    • pp.87-102
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    • 2019
  • Since the Child Friendly Cities Initiative(CFCI), a UNICEF-led initiative, was first introduced to Seongbuk-gu in 2013, more than half of the districts of Seoul are making efforts to achieve the accreditation of the Child Friendly City(CFC). At this point, when an initiative is transformed from a special policy of a few districts into a general policy of many local governments, we need to examine and check on how friendly urban parks are to children. This study focused on neighborhood parks that tend to be less friendly to children as compared to children's parks and looked into the current status, because neighborhood parks are also well used by users of all ages including children. The evaluation criteria was developed based on the review of domestic and international guidelines of child friendly parks and neighborhood parks. Futhermore, field studies, user questionnaire, and a participatory design workshop were introduced to analyze the status of child-friendly environment of neighborhood parks. Findings are as follows. First, vague definitions of child cause the inconsistency of child-related policies. Second, Neighborhood parks are not conceived as a public space for children. Third, the consideration of youth is relatively low. Fourth, adjacent area of a park turns out not to be child friendly as well.

A Study on Youth Career Education through Analysis of Social Economic Perception of Young People: Using Photovoice Methodology (청년들의 사회적 경제 인식 분석을 통한 청년 진로교육에 관한 연구: 포토보이스 (Photovoice) 방법론 활용)

  • Park, Jae-Whan;Lee, II-Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.83-98
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    • 2018
  • The purpose of this study was to investigate how college students perceive social economics as a young age, This study was conducted three times at intervals of two weeks with five college students who are engaged in SEN club activities in Seoul, Korea. To achieve the purpose of the study, a participatory practice research technique called Photovoice qualitative research method was used. Participants in the main topic of social economy were selected by the participants as 'Social economy is', 'SEN for me' and 'My future career'. Respectively. The results of the study are as follows. First, the research students of the study group have taken pictures of the social economy in terms of 'diversity', 'consideration', 'cooperation', 'cooperation', 'help' and 'conflict of interest'. Second, the students participating in the research semantics mean the pictures taken with 'enjoyment', 'happiness', 'hope', 'community', 'sense of belonging' and 'affection'. Third, the college students who participated in the study have taken the meaning of the pictures taken in the future, such as 'clumsiness', 'what they want to do', 'career towards the public'. Finally, in-depth interviews on the career paths of graduates reveal that it is not easy to advance into a social economic organization. The results of this study provide the practical guidelines where the curriculums needed for the entrepreneurship education at graduate schools by suggesting consistency for the systematic and comprehensive curriculum design. It was reflected the survey result from the graduate students taking the entrepreneurship subjects. Therefore, it will contribute the foundation of the present curriculum of Entrepreneurial Graduate School.

The Effects of Havruta Class on High School Students' Geographical Attitude and Academic Achievement (하브루타 수업이 고등학생의 지리학습에 미치는 영향)

  • Kang, Eung Jung;Cho, Chul Ki
    • Journal of the Korean association of regional geographers
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    • v.23 no.2
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    • pp.420-436
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    • 2017
  • This study is to design and apply the Havruta class in the geography class and to investigate the effects of the students' attitude on the geography class and the change of the academic achievement through the Havruta class. As a result, it was found to be effective. The students who experienced the lessons in the class were more interested in the geography class, so they were more active in the class activity and they were useful as the class strategy to turn into the self - leading learner participation class. Through the help of Havruta class, students have been helped to understand the concept of geography, and it can be seen that their interaction with their mates has changed into an active attitude to improve their problem-solving ability and creative thinking ability. But, the students who experienced Havruta class did not get a meaningful difference in the evaluation of academic achievement after the class application. We can expect a positive effect on the application of short-term teaching, but it is necessary to give appropriate grace period to the evaluation of the cognitive domain and to develop a proper evaluation method rather than the existing selective evaluation I knew.

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The Effect of Congruency between User Participation and Producer Response on User Generated Content (컨텐츠 유통 플랫폼에서 이용자 참여와 생산자 반응의 적합성 효과에 관한 연구)

  • Son, Jung-Min;Lee, Jun-Seop
    • Journal of Distribution Science
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    • v.13 no.8
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    • pp.73-80
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    • 2015
  • Purpose - This study's objective is to analyze the content of the communications between users and producers based on the construal level theory. User generated content refers to content created in an online-based service where users and producers communicate interactively with each other. In a user generated content platform, the messages sent and received between the many players, the users and producers who use the content, may be analyzed at the psychological level based on construal level theory. Research design, data, and methodology - This study gathered user and producer participation through a snow-bowling sampling method. The data analyzed includes 125 video clips and 2,912 comments. The period of the data collection was from September 2014 to December 2014. The collected data was analyzed using a t-test and two-way ANOVA. Results - This study obtained the following research results. First, users who were a short social distance from producers responded to user participatory activities stated in concrete language rather than abstract language. In contrast, users who were at a longer social distance from producers tended to respond to the content requesting user participation through abstract language. Second, if users and producers were at a short social distance from each other, user preference increased more when a producer response to user participation was expressed concretely rather than when it was expressed abstractly. In contrast, if the users were at a longer social distance, users' preferences increased more when producer response was expressed abstractly rather than when it was expressed concretely. Conclusion - This study found that the effect of suitability, in which the social distance and the content were in congruence at the construal level, could be observed. Therefore, based on this, academic and practical implications were drawn. The three main insights of the study are as follows. First, firms can use psychological factors to analyze the message content of users in their distribution platforms. This study reveals managerial implications for marketing managers who want to take make use of this analysis of user and producer communications. This study indicates that the main factors include the concrete and abstract scores and social distance between users and producers. Second, we also provide the strategic guidelines to maximizing user preferences and other outcomes. The main dependent variable in this study is the user preference shift; the variable increases through the congruence effect; and the construal level is determined by the social distance between the users and producers and the type of producer response. The outcomes here from users can be utilized to develop several systemic strategies. One process to use the outcomes could be: (1) firms could measure the users and producers social distance; (2) calculate the concreteness or abstractness of the messages; and, (3) predict the user preference outcomes by the congruence between user and producer social distance and the abstractness or concreteness of the message content.

The Effects of an Aquatic Exercise Program with Obesity Management Education on Physical Function of Obese Women in Community (비만관리 교육을 포함한 수중운동 프로그램이 지역사회 비만여성의 신체기능에 미치는 효과)

  • Kim, Jong Im;Park, Ju Ah;Kim, Ji Young;Lee, Li Na;Jeon, Hye Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.267-274
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    • 2019
  • The purpose of this study is to investigate the effect of a practiced aquatic exercise program on the body function of obese women in the community, with knowledge of obesity preceded by obesity management education. The subjects were 20 obese women aged 51 to 79 who participated in the program for 8 weeks among the participants of health program in S healthcare center in D city. The aquatic exercise program, which includes obesity management training, consists of a total of 110 minutes, including twice a week, 20 minutes of obesity management training, and 60 minutes of aquatic exercise program. Obesity management education focuses on physical activity practice and dietary training. The results of this study showed that the aquatic exercise program including the 8 - week obesity management training decreased abdominal circumference, body weight and body mass index (p <.001, p <.001, p <.001),increased grip strength(P <.05), which is an effective program for reducing obesity and improving muscle power. In the follow-up study, it is necessary to increase the number of subjects and to develop the experimental design study with the control group and the participatory obesity management underwater exercise program that the participant directly participates and leads. It also suggests that additional strategies for continuous lifestyle improvement are needed.

The Effects of Mental Health Guardian Program on Awareness of Rights, Empowerment, and Resilience of People with Mental Disabilities (정신건강지킴이 프로그램이 정신장애인의 권리인식, 임파워먼트, 회복력에 미치는 효과)

  • Kang, Gwang-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.203-211
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    • 2020
  • This study is a similar experimental study using parallax design before and after the non-equality control group conducted to investigate the effects of the Mental health guardian program for mentally disabled people on the awareness of rights, empowerment, and resilience of mentally disabled people. The mentally handicapped persons who participated in the mental health guardian program were significantly higher in the awareness of the rights of the handicapped compared to the mentally handicapped persons who did not participate. In terms of empowerment, there was no significant difference between the two groups. In terms of resilience, the experimental group significantly increased compared to the control group. Among the sub-areas of resilience, excluding spirituality, difficulty overcoming, self-competence, learning and self-financing, basic functions, overall life satisfaction, new potential, advocacy and fullness all significantly increased. It has been shown to be effective in increasing the resilience of the disabled. In this study, the reason why mental health guardian program is effective for awareness of rights and resilience is not a one-way education, but a participatory curriculum in which a person with mental disabilities who participated in the education finds and corrects the wrong news and creates a card news again. It seems to be because it did. As a result of this study, it seems that the mental health guardian program has contributed to enhancing the recognition of the rights of the mentally impaired and enhancing resilience.