• 제목/요약/키워드: engagement literature

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현대의학과 환상통 - 이응준의 『약혼』을 중심으로 (Modern Medicine and Phantom Pain)

  • 반재유
    • 의학교육논단
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    • 제13권1호
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    • pp.25-34
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    • 2011
  • Modern medicine has early experienced the absence of mimesis and has been trying to replace the absence with objective grounds and experimental data. However, as medicine became science, the crisis of medicine spread more widely. Microscopic powers and violences are invisible, but individuals are powerless and vainly unable to resist. The anguish or introspection about the situation is sometimes described in stories such as An Engagement by Lee Eung Jun. An Engagement is mentioned in this article due to the writer's attitude, which shows his introspection and desire for harmony through the wounds of each trivial character. The writer is unceasingly talking about suffering people in his story and his seriousness enables readers to find his stronger sympathy over life and death than in any other medical stories. In fact, it is impossible for readers to comprehend the confusing propositions which the writer pours out, and even uncomfortable to read the story. Nevertheless, the propositions are always in contact with reality. Perhaps it is not the writer's confusing propositions that make us uncomfortable. It might be ourselves who are always alienated and starved. We can say that the characters' pains and wounds are phantom pains caused by the absence of mimesis. Since there is no affected area, their pains cannot be measured by only scientific medicine. However, the current medical profession regards objective research evidences as absolute truth and allows them to be the sole criterion. Although scientific skills such as DNA analysis and MRI scan can be the substitutes for doctors' judgment, so much of medicine is still interpersonal relationships. An Engagement. As a person promises to marry another, as all beings together in the world promise to subordinate to one another, every subject is consistently a valuable part of each other for the writer's eyes. He is aware that it is originally impossible to get engaged to the world, but he does not give up the possibility of genuine communication. In today's post-modernism society, where a large number of pathological views define the members and the world itself, endless questioning of existence and digging into pathology will be the only way to reduce the gap between individuals and their world. This article does not say that a literary work will lead the change of medical paradigm. It sprang from a desire for medical humanities to gain more interest of the medical field, where the encounter between literature and medicine is still unfamiliar, and to make medical education recognize the importance of humanities. Starting with this work, I believe that the humanities will help us to find the solution to the age of absence of mimesis and to the crisis of medicine.

지식기반사회에서 대학과 지역발전의 관계: 진화론적 관점 (Conceptualizing the Engagement of Universities in Regional Development in a Knowledge-based Society)

  • 남재걸;이종호
    • 한국경제지리학회지
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    • 제13권1호
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    • pp.19-38
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    • 2010
  • 지식경제의 중요성이 부각되면서 지역발전에서 대학의 역할이 재평가되고 있다. 본 논문은 선행연구에 대한 문헌고찰을 토대로 지식기반사회의 도래에 따라 지역발전에 있어 대학에 요구되는 새로운 역할을 재정립하고 관련 변수들을 검토하였다. 기존의 연구들은 주로 대학의 역할과 기능을 단선적으로 간주하는 경향이 있다. 하지만 대학의 기능과 목적 그리고 행태 특성은 제각각 상이할 수 있다는 점을 인식할 필요가 있다. 그 이유는 대학 자체의 규모와 조직 특성 등 조직적 요인뿐만 아니라 중앙 및 지방정부의 정책과 지역산업의 특수성 등 외부환경적 요인에 의해 대학 조직의 진화 경로가 상이한 패턴을 나타내기 때문이다. 이처럼 지역발전에 있어 대학의 역할은 단순히 지식생산 및 서비스기관 등으로 인식하는 정태적이고 단선적인 관점에서 벗어나, 대학을 역동적이고 이질적인 조직적 실체로 바라보아야 한다. 아울러 지역발전의 맥락에서 대학의 역할은 조직의 특수성과 더불어 환경특수적인 맥락에서 접근되어야 할 필요가 있음을 강조한다. 이러한 인식을 토대로, 본 연구에서는 지역발전에 있어 대학의 역할을 개별 대학의 조직 특성, 국가적 맥락, 지역적 맥락 및 정책적 맥락에서 구분하여 제시한다.

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수학교사의 수학 학습동기 유발 효능감 측정 도구 개발 연구 (Development of the motivating efficacy scale for mathematics teachers)

  • 김소민;김희정
    • 한국학교수학회논문집
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    • 제26권2호
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    • pp.159-184
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    • 2023
  • 본 연구에서는 학습동기 유발 효능감을 조작적으로 정의한 후, 문헌연구와 전문가 델파이 조사를 통해 수학교사의 수학 학습동기 유발 효능감 측정 도구인 Motivating Efficacy Scale for Mathematics Teachers(MESMT)의 초안을 개발하고, 이 측정 도구의 요인구조를 탐색하고, 타당도와 신뢰도를 검증하기 위해 전국의 초·중등 수학교사 347명의 온라인 설문조사 응답 자료를 사용하여 탐색적 요인분석을 수행하였다. 탐색적 요인분석 결과, 문헌연구와 전문가 델파이 조사 결과를 통해 개발된 초기 42개 설문문항에서 17개 문항이 삭제되고, 4개 요인(성공경험 제공, 주의집중 및 참여 유도, 수학 사례기반 관련성 생성, 외재적 보상 제시), 25개 문항의 최종 MESMT를 도출하였다. 본 연구에서 개발한 MESMT는 타당도와 신뢰도가 검증된 수학교사의 수학 학습동기 유발 효능감 측정 도구로써, 수학 학습동기 유발 효능감에 대한 이해와 수학교사의 수학 학습동기 유발 역량 증진을 위한 많은 후속 연구들의 출발점이 될 것으로 기대된다.

3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 - (Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective -)

  • 김시은;김민지
    • 한국의상디자인학회지
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    • 제26권2호
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

디지털 애플리케이션과 게이미피케이션 요소를 활용한 고령자 인지 평가와 인지재활에 관한 문헌 고찰: 2015년부터 2024년의 연구를 중심으로 (A Review on Cognitive Assessment and Rehabilitation for the Elderly Using Gamification Elements in Digital Applications: Focusing on Studies from 2015 to 2024)

  • 변해원
    • 미래기술융합논문지
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    • 제3권3호
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    • pp.37-45
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    • 2024
  • 이 연구는 2015년부터 2024년까지의 국내외 연구를 중심으로 고령자의 인지 평가와 인지 재활을 위한 디지털 애플리케이션의 게이미피케이션 요소 활용에 관해 문헌을 고찰하였다. 본 연구는 PRISMA 방법론에 따라 연구 목적에 부합하는 포함 및 제외 기준을 적용하였고, 검색된 1,718개의 선행연구 중에서 스크리닝 및 필터링 과정을 거쳐 최종적으로 18편의 선행연구를 분석하였다. 본 문헌 고찰 연구의 결과 고령자의 인지 저하를 완화하기 위한 인지 훈련 및 기타개입에 대한 관심이 증가하고 있음이 확인되었다. 또한, 디지털 애플리케이션의 게이미피케이션 요소는 고령 사용자의 참여를 유도하고 기억력, 주의력 및 실행 기능과 같은 인지 기능을 향상시키는 데 효과적임이 확인되었다. 본 연구의 결과는 게이미피케이션 요소를 통합하면 사용자 참여를 높이고 인지 건강 관리를 위한 실용적인 해결책을 제공할 수 있음을 시사합니다. 향후 디지털 개입의 장기적인 효과와 광범위한 적용 가능성을 탐구하기 위한 추가 연구가 필요할 것이다.

특수아동을 위한 교육실행에서 장애인교육법(IDEA)-인간작업모델(MOHO)간의 공통된 핵심원리 탐색 (Exploring the Alignment between MOHO and IDEA Principles: A Qualitative Analysis in Special Education Settings)

  • 한민경;이주영
    • 문화기술의 융합
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    • 제10권4호
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    • pp.271-283
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    • 2024
  • 연구는 인간 작업 모델(MOHO)과 장애인 교육법(IDEA)의 여섯 가지 원칙 간의 공통된 핵심원리를 도출하여, 다학제간 접근을 통한 특수교육 실행 활성화의 시사점을 찾는 것이다. 이를 위해 다학문적 특수교육 접근에 초점을 맞추어 인간 작업 모델(MOHO)과 장애인 교육법(IDEA) 원칙 간의 연결을 확립하고자 하였다. 인간작업 모델(MOHO), 장애인 교육법(IDEA) 원칙 및 작업치료사와 특수교육교사 간의 협력에 대한 학술 문헌을 조사하고 분석하였다. 주제 분석을 통해 반복되는 주제와 관계를 식별하여 인간 작업 모델(MOHO)의 이론적 기초와 장애인 교육법(IDEA)과의 공통된 핵심원리를 도출하였다. 이를 통해 작업치료의 핵심이론인 인간작업모델이 특수교육 활동에 접목되는 원리를 이해함을 지원하여, 특수교사-재활치료사들 간의 원활한 협력과 의사소통을 강화하는데 기초자료를 제공하였다.

미디어아트를 이용한 패션 액세서리 디자인 (Fashion Accessory Design Using Media Art)

  • 제갈미;이연희
    • 복식
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    • 제58권4호
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    • pp.1-12
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    • 2008
  • The expansion of media art has not only developed the digital technology but also given lots of environmental evolution to improve various fields of design as the main topic of the 21st century. The purpose of this study is aimed at proposing the new design that integrates fashion accessaries with media art technology. This will be done by understanding the social environment in digital ages and studying technology of design based on a variety of literature about changes in our society, neo value, vision, culture and art with fundamental notion of media art. First stage for this study, put an idea into just fashion accessary design because it is not sufficient to incoporate fashion and media art technology. The presented OLED(Organic Light Emitting Diodes) in this study is a kind of display to be in a limelight in the next generation and can be applied to various field of design. media art simultaneously moved into the scope of artistic debates. As a result, we can found that the use of audiovisual introduced numerous new aspects to the conceptual and aesthetic engagement with questions of conception. Today, the presented forms of art and inter-action from the closed -circuit work to interactive media art installations to open process-exist as parallel possibilities.

국가 영양사업과 비만예방관리에서의 부문간 연계협력 방안 탐색 (Multi-sectoral Coordination Strategy for Policies and Programs on Nutrition Service and Obesity Prevention)

  • 김혜련
    • 보건교육건강증진학회지
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    • 제30권4호
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    • pp.57-67
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    • 2013
  • Objectives: The purpose of this study was to explore coordination strategy through reviewing policies, action plans and acts related to diet, nutrition and obesity from many sectors in Korea, and to develop a possible multi-sectoral approach. Methods: Literature reviews and empirical findings for ongoing international and domestic policies/programs on diet, nutrition and obesity in Korea. Results: Central and local governments have various policies/programs and related acts to improve nutrition and to reduce obesity. Meanwhile, those governments' activities are frequently criticized to be more coordinated in order to achieve their aims. Activities on nutrition and obesity prevention have interdepartmental characteristics but are scattered through six Ministries (including the Ministry of Health and Welfare, Ministry of Education, Ministry of Agriculture, Ministry of Employment and Labor, Ministry of Culture and Sports, and Ministry of Food/Drug Safety) and 27 Acts such as 'Nutrition Management Act', 'Health Promotion Act', 'Diet Education Support Act'. As a result, a number of areas, especially dietary guidance, nationwide surveys, education programs seem to overlap. Conclusions: Inter-ministerial coordination mechanism should be established to enforce multi-sectoral engagement and cooperation in implementing policies/programs on nutrition and obesity prevention. Furthermore, functions of the Ministries should be reorganized and coordinated in reference to other countries' experiences.

Augmented-Reality Survey: from Concept to Application

  • Kim, Soo Kyun;Kang, Shin-Jin;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권2호
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    • pp.982-1004
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    • 2017
  • The recent advances in the field of augmented reality (AR) have shown that the technology is a fundamental part of modern immersive interactive systems for the achievement of user engagement and a dynamic user experience. This survey paper presents the descriptions of a variety of the new AR explorations, and the issues that are relevant to the contemporary development of the fundamental technologies and applications are discussed. Most of the literature regarding the pertinent topics-taxonomy, the core tracking and sensing technologies, the hardware and software platforms, and the domain-specific applications-are then chronologically surveyed, and in varying detail, this is supplemented with the cited papers. This paper portrays the diversity of the research regarding the AR field together with an overview of the benefits and the limitations of the competing and complementary technologies.

모바일 인터넷 서비스 성과의 품질요인 (Quality Factors of Mobile Internet Service Performance)

  • 진동욱;김상훈
    • 한국IT서비스학회지
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    • 제7권2호
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    • pp.197-221
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    • 2008
  • This study is to identify quality factors having influence upon mobile internet service performance theoretically, derive the research model and the hypotheses concerning the cause and effect relationship between these factors and service performance and then analyze them empirically. In order to enhance the model's explanation power, trust and cognitive engagement as interviewing variables are included in the model. The theoretical background of this study was brought from relevant literature in the areas of the theory of reasoned action(TRA). technology acceptance model(TAM), product selection model, cognitive absorption theory and etc. The research model and hypotheses were statistically investigated and analysed through convergent and discriminant validity test, reliability test, and path analyses by means of statistical packages SPSS(12.0) and LISREL(8.72). For these empirical analyses. data were collected through the field survey of 373 users who were willing to continuously use the mobile internet services. Based on the results of the analyses, theoretical and practical significance and future study direction were suggested. The results of this study will be helpful to giving a guideline to companies such as mobile telecom, mobile contents provider and mobile handset manufactures when they have to establish the mobile Internet service marketing strategies.