• 제목/요약/키워드: Participatory communication

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A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • 패션비즈니스
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    • 제19권6호
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    • pp.42-57
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    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.

From Information to Knowledge: The Information Literacy Conundrum

  • Todd, Ross J.
    • 한국문헌정보학회지
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    • 제44권4호
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    • pp.131-153
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    • 2010
  • The fusion of learning, information, and technology presents dynamic challenges for all librarians, educators and students in 21st century libraries and schools. At the heart of this fusion is the growth of a pervasive, integrated information environment characterized by vast quantities of digital content, open choice, collaborative and participatory digital spaces, and the transition of the web environments from consumption of information to creation of information. This environment heralds important opportunities for librarians and teachers to rethink, re-imagine and recreate a dynamic approaches to information literacy instruction. Drawing on an extensive body of research undertaken through the Center for International Scholarship in School Libraries (CISSL), and published research on both information literacy and constructivist learning, this paper provides a critical examination of the current status of information literacy: its multiple conceptualizations, competing models, viewpoints, and its operationalizations in educational and library environments. The paper will challenge information literacy practices which center on simplistic, reductionist approaches to information literacy development, and the separation of information process and knowledge content. In particular it will address apparent contradictions in espoused conceptions of information literacy which revolve around "knowledge": knowledge construction, critical thinking, problem solving and the development of knowledgeable people; and information literacy practices which revolve around "information": a predominant focus on skills of access and evaluation of resources and with less attention given to engaging with found information to develop deep knowledge and understanding. The paper will present a series of challenges for moving forward with information literacy agendas in libraries and schools.

Developing a University-Community Partnership Model Integrating Research and Intervention to Improve Food Decisions in Families and Communities

  • Gillespie, Ardyth H.
    • 대한지역사회영양학회지
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    • 제3권1호
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    • pp.120-132
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    • 1998
  • A major goal of the Community Plant Food Project is to develop partnerships between the Cornell Community Nutrition Program and Community-based organizations, including Cooperative Extension. A core principle behind this work is integrating research and intervention. Based on our work in Rochester, New York, we have developed a process and principles for effective partnerships. This new paradigm what we call the University-Community Partnership Model is a team effort that builds on the experiential literature in the fields of communication, leadership, community and team development, sociology, and participatory research and action. We have applied this model both to increase our understanding of Family Food Decision-making and to develop programs for families. In this project, we have used a variety of qualitative methods to understand food decisions from the perspectives of families and community stakeholders, including a group method for analyzing our qualitative interview data. For our survey of families, we developed the Enhanced Response Method, an approach for improving the validity and reliability of community surveys with families and, at the same time, building relationships with families and other stakeholders in the community for integrated and sustainable interventions. Because the knowledge we develop through the partnership and the interventions we seek to implement are products of the process, we are constantly seeking to refine this knowledge and to adapt emerging interventions through an ongoing evaluation process we call the Continuous Improvement Method.

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인터미디어 특성이 나타난 현대 패션쇼 연출 특성 (Characteristics of contemporary fashion shows affected by intermedia)

  • 이슬아;이윤미;이연희
    • 복식문화연구
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    • 제27권6호
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    • pp.582-598
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    • 2019
  • Intermedia is a term that refers to the convergence of different media. It has not only enabled the delivery of brand message but also developed interactive communication in a contemporary fashion show context. This study investigates the presentation methods of contemporary fashion shows affected by intermedia. We examined the research and theory related to intermedia and fashion shows by accessing articles since the 2000s concerning 252 shows by 30 designers that tended to demonstrate the use of intermedia. Our analysis highlighted four particular characteristics: "medium scalability" (the unity of art and fashion and the unity of life and fashion); "synesthetic flow" (the audience's emotional immersion, represented by the actual performance and performances of the models); "participatory accessibility" (performance participation through action and instrumental support); and "immaterial symbolization" (an intuitive symbol that emphasizes both the direct outward appearance and the metaphorical symbolism so that the object is expressed in a figurative sense). From these results, we identified considerable synergy between the characteristics of intermedia and contemporary fashion shows. Therefore, it might be useful to conduct an experimental study on this area of research.

The Information Behavior of Indonesian Faculty Members on Social Media

  • Kurniasih, Nuning
    • Journal of Information Science Theory and Practice
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    • 제7권4호
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    • pp.45-55
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    • 2019
  • Currently there are many groups of Indonesian faculty members on social media. This research aims to find out the information behavior of Indonesian faculty members on social media, especially on Facebook, Telegram, and WhatsApp. The focus of this research is in-depth understanding of the needs, search, organization, and use of information by Indonesian faculty members on social media. This research is qualitative research using a virtual ethnographic approach. The research data was obtained through participatory observation, in-depth interviews, and a literature review. The selection of informants was done by purposive sampling, while triangulation was done by data sources and theories triangulation. The results showed that the information behavior of Indonesian faculty members on social media began with the need for information, choosing social media, choosing and entering into one or several groups, sharing information, and discussing in a group. Some faculty members keep the information, and some choose to ask when they need the information, even though the information has been discussed. The information obtained is used when they need it, and they usually share their experiences with other group members.

가상현실 기반 사용자 참여형 타공패널 파사드 설계 방법론 (User-Participated Design Method for Perforated Metal Facades using Virtual Reality)

  • 장도진;김성준;김성아
    • 대한건축학회논문집:계획계
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    • 제36권4호
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    • pp.103-111
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    • 2020
  • Perforated metal sheets are used as panels of facades for controlling environmental factors while ensuring user's visibility. Despite their functional potentials, only a specific direction of facades or an orientation of a building was considered in the relevant studies. This study proposed a design methodology for the perforated panel facades that reflects the location on the facades and the user's requirements. The optimization of quantitative and qualitative performance is achieved through communication between designers and users in a VR system. In optimizing quantitative performances, designers use machine learning techniques such as clustering and genetic algorithm to allocate optimal panels on the facades. In optimizing qualitative performances, through the VR system, users intervene in evaluating performances whose preferences are depending on them. The experiment using the office project showed that designers were able to make decisions based on clustering using GMM to optimize multiple quantitative performances. The gap between the target and final performance could be narrowed by limiting the types of perforated panels considering mass customization. In assessing visibility as a qualitative performance, users were able to participate in the design process using the VR system.

국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로 (A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology)

  • 이숙정
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.125-134
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    • 2021
  • 본 연구는 국내 게임 연구가 어떤 방향으로 진행되고 있는지를 파악하기 위해, 언론학, 심리학, 청소년학 분야 학술지에 게재된 게임 관련 논문 총 89편을 분석했다. 언론학(미디어학) 분야 연구들은 게임 이용과 경험, 효과, 중독, 규제, 제작 기술, 공간, 담론, 통치성, 노동 등 다양한 주제로 게임을 탐구하고 있었다. 반면 청소년학과 심리학 분야 연구는 게임 중독과 게임 이용의 부정적 효과에 편중되어 있었다. 연구 방법 측면에서 언론학 분야 연구는 설문조사, 실험연구, 심층인터뷰, 참여관찰, 데이터 크롤링 등을, 청소년학 분야 연구는 설문조사를, 심리학 분야 연구는 설문조사와 실험연구를 주로 활용하고 있었다.

스마트폰 센싱을 위한 손실 데이터 추정 모델 (An Estimation Model of Missing Data for Smart Phone Sensing)

  • 민홍;허준영
    • 한국인터넷방송통신학회논문지
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    • 제13권3호
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    • pp.33-38
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    • 2013
  • 스마트폰에 탑재된 다양한 종류의 센서들을 활용하여 사용자의 상태나 사회활동 및 주변 환경을 모니터링하는 스마트폰 센싱 시스템에서 특정 지역의 데이터가 손실되는 문제는 피할 수 없다. 다수의 사용자를 대상으로 사전에 정의해 놓은 조건이 만족할 때 센서로부터 측정된 값을 서버로 전송하는 기회기반 센싱 기법에서는 이러한 데이터 손실 문제가 더 심화된다. 본 논문에서는 수집된 데이터의 품질 저하 문제를 해결하기 위해 스마트폰 센싱의 특성을 고려한 손실 데이터 추정 모델을 제안한다. 제안된 추정 모델에서는 데이터의 시공간적 상관관계를 고려할 뿐만 아니라 신뢰도가 높은 데이터를 제공하는 참여자의 우선순위를 높임으로써 향상된 추정 값을 도출하도록 설계하였다. 또한 실험결과를 통해 본 논문에서 제안한 기법이 기존의 기법들에 비해 높은 신뢰도를 보이는 것을 알 수 있었다.

프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구 (A study on Interactive-type Exhibition Using Fractal Images)

  • 임미정;조형제;최규석
    • 한국인터넷방송통신학회논문지
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    • 제15권5호
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    • pp.163-168
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    • 2015
  • 최근의 전시형태는 기존의 관람위주 단방향 전시형태에서 전시물을 직접 체험하면서 다양한 정보를 얻을 수 있는 쌍방향 실감형 전시형태로 패러다임이 바뀌고 있다. 이러한 인터랙티브 형태의 전시에서는 보통 시공간에 빛, 소리, 압력 등을 활용하여 전시물에 대한 휴먼인터페이스를 구현한다. 본 논문은 다양한 형태의 체험형 전시에 대해서 알아 본 후 프랙탈로 생성된 이미지를 이미지 필터링 기법을 통하여 여러 가지 형태로 변환되는 방법에 대한 연구로, 관람자가 프랙탈 이미지의 어느 위치에서 마우스를 클릭하느냐에 따라서 수채화 효과, 판화 효과, 스케치 효과, 팝아트 효과 등의 다양한 이미지 변형이 일어나는 것을 체험할 수 있다. 이러한 연구결과는 향후 전시회, 제품 프로모션, 미디어 아트 디자인 등에 활용될 수 있을 것으로 기대된다.

장애연구에의 지적장애인의 참여를 둘러싼 쟁점에 대한 고찰 (A Study on the Issues of Participation of People with Intellectual Disabilities in Research Process in Korea)

  • 김진우
    • 한국사회복지학
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    • 제60권3호
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    • pp.83-106
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    • 2008
  • 본 연구는 지적장애인은 의사소통능력이 부족하고 진술에의 진실성을 담보하기 어렵기 때문에 연구과정에 이들을 포함시키는데 소극적인 입장에서 탈피, 지적장애인의 적극적인 참여 패러다임으로의 변화를 강조한다. 이와 관련하여 '언어를 매개로 한 의사소통능력의 부족'은 지적장애인의 특성을 고려한 면접도구 개발과 대화분석방법을 도입함으로써, '진술의 진실성'에 대해서는 사회적 실재의 재현(representation)을 둘러싼 다양한 질적연구방법을 개발하고 진술 의미를 재구조화함으로써, 그리고 무지에 따른 배제와 억압의 메커니즘은 지적장애인의 삶 드러내기를 통해 극복될 수 있음을 보여주고 있다. 동 연구결과는 앞으로 장애정도별로 다양한 자료 수집 및 분석방법이 개발되어야 하며 아울러 각종 정부연구용역에서 지적장애인이 연구과정에 포함되도록 하는 연구방법론의 변혁이 필요하다는 함의를 제공해 준다.

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