본 연구는 2009년 USC 게임개발연구소(Game Innovation Lab)와의 협업을 통하여 플레이스테이션 2 게임패드와 함께 3D 1인칭 게임으로 선보인 빌 비올라의 <밤의 여행>을 인간의 존재론적 깨달음을 향한 수행 텍스트로 상론한다. 이를 위하여 작가가 기존 매체와의 지속적인 변증법적 관계에서 자신의 예술적 내러티브를 가상공간으로 연장하여 구축한 실시간 ‘탐사 가능한 비디오 아트’를 원형적 공간과 지각적 시간, 반성적 수행으로 살펴보았다. 이를 통해 비올라의 <밤의 여행>을 주체에게 로고스의 빛으로부터 해방된 무의식의 어둠 가운데 자기 자신의 지각을 수행하는 작품으로 조명하였다.
그 동안 정부는 기업부설 연구소의 인적 설립요건을 낮춤으로써 연구원수를 확대하고 중소기업에 대한 연구개발투자 확대를 통하여 중소기업의 연구개발활동과 투자를 유인해 온 바, 본 연구에서는 과연 그동안 정부의 정책이 중소기업의 연구개발활동에 어떤 효과가 있었는지를 대기업과의 비교를 통하여 실증적으로 분석하고자 한다. 이를 위해 특정 산업이나 정부 R&D 프로그램에 국한하지 않고, 18,272개에 달하는 기업 패널 데이터를 이용하여 정부 연구개발 직접투자의 효과를 분석했다.분석결과, 그 동안의 정부 연구개발 직접투자로 중소기업은 연구원수가, 대기업은 매출액과 자체연구개발비가 증가되는 효과가 나타났으며, 통계적으로 유의하지는 않았지만 정부의 연구개발 직접지원이 오히려 중소기업의 자체연구개발비를 감소시키는 효과를 야기한 것으로 나타났다. 또한 중소기업과 대기업 모두 자체연구개발비를 증가시키는 가장 큰 요인은 기업의 매출액으로 나타났으며, 매출액을 증가시키는 요인은 정부 연구개발 직접투자 보다는 기업의 자체연구개발비로 나타났다.
Purpose: This study was conducted to examine the effects of Clinical practice learning using a web-based e-book on nursing students' learning motivation, knowledge achievement and satisfaction with clinical practice.
Methods: The participants in this study were 69 third-year nursing students (34 in the experimental and 35 in the control group) from a C-university in G-city, Korea, who were engaged in one-week clinical practicum in a gastroenterology ward. The data were analyzed by x²-test, Fisher's exact test, and t-test with the SPSS program 20.0.
Results: After intervention, compared to the control group, the experimental group reported significant difference in Learning motivation (t=-3.61, p<.001), knowledge achievement(t=-2.92, p<.001), and satisfaction with clinical practice (t=-8.78, p<.001) in the training course using Mosby's nursing skills.
Conclusion: These results identified that clinical practice learning using Mosby’s Nursing Skills was effective for the improvement of learning motivation, knowledge achievement and satisfaction with clinical practice. These results indicate that the implementation of an e-Learning needs to be continued as an effective educational tool. Also, it is needed to research more for better ways to implement e-Learning on students’ practicum.
Traditional culture could be a wonderful source of inspiration for creative design. Tteoksal, the stamps used for making decorative patterns on traditional rice-cakes, have been used and passed on to generations to show the emotions of our ancestors. Numerous traditional patterns found in Tteoksal can be used to better understand and transmit tradition in modern ways. The purpose of this study was to develop fashion cultural products with a modern sensibility by understanding the origin, types and characteristics of Tteoksal and its patterns. The method of this study was through considering the proceeding studies and the references published by a specialist and museums having some information about further knowledge on Tteoksal. In line with the aforementioned study, neckties, eco-friendly bags and pouches were developed as fashion goods. Among the Tteoksal's patterns selected were lotus, bats, 樂letters and complex patterns. Using a computer graphic software program such as Adobe Illustrator CS5, archetypes of patterns were traced as vector graphics, and two design motives were developed in every pattern. The patterns were developed into two types: one was a basic pattern faithful to a basic motive pattern, and the other was a varied type that was changed and applied. The fashion products were developed as two styles for basic and varied patterns for neckties, eco-friendly bags and pouch items. Twelve products were made for each pattern, which totals 48 unique products. In conclusion, the study could be a critical step to better understand the traditional culture and its influence to the patterns applied to modern fashion design.