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      • KCI등재후보

        대학생들의 교양체육수업의 재미요인과 운동행동변화과정에 따른 운동행동변화단계

        이상섭(Lee Sang-Sub),김형석(Kim Hyung-Suk) 한국체육과학회 2009 한국체육과학회지 Vol.18 No.1

        This study was a close examination on the relationship between the general sports classes enjoyment sources. process of change and the stages of change in sports between college students. To do this, 334 case studies were used as the research subject in plain sample methods from the random sample methods from 5 universities in the Seoul and Kyongi region. The methods used for the statistics result was SPSS 12.0 using frequency analysis, factor analysis, correlation analysis, multiple regression analysis, MAOVA, and discriminant analysis. The results of the analysis were summarized as follows. first, the enjoyment sources from the college student came from improvement or experience of sport, freedom of sports, ability though experience and the process of change in sports showed as having a beneficial effect through positive. Second, the general sports classes college students change of knowledge, change of action, improvement or experience of sport, freedom of sports, ability though experience and the process of change in sports showed as having a beneficial effect through positive. Third, distinguishing the general sports class college students change of action came though in change of action through sports and then improvement or experience of sport.

      • KCI등재후보

        애니메이션 리터러시, 향유의 전략화

        박기수(Park Ki-soo) 고려대학교 한국학연구소 2006 한국학연구 Vol.25 No.-

        이 글은 애니메이션 리터러시를 향유의 전략화라는 관점에서 탐구하기 위한 것이다. 이 글에서는 애니메이션의 장르적 변별성을 바탕으로, 향유의 다양한 특성을 충분히 고려해서, 문화콘텐츠적 관점의 창조적 생산을 위한 실천적 리터러시를 전제로 하였다. 스토리텔링 전략을 중심으로 향유의 전략화라는 관점에서 애니메이션 리터러시를 탐구하였다. 애니메이션의 대중성은 향유의 활성화 여부와 밀접한 상관을 갖기 때문에 기획 단계에서 향유를 활성화시킬 수 있는 요소를 전략적으로 배치하는 시도가 텍스트의 내재적 요소로 적극 반영되고 있는 ‘향유의 전략화’를 파악할 수 있었다. 향유의 전략화가 스토리텔링을 중심으로 이루어지기 때문에 스토리텔링에 대한 정치한 분석과 다양한 관점이 리터러시의 폭과 깊이를 결정함을 확인하였다. 여기서는 〈토이 스토리 Ⅰ〉을 중심으로 픽사 스토리텔링의 특성과 향유의 전략화 과정 그리고 리터러시 방안을 살펴보았다. 픽사 애니메이션 스토리텔링은 디즈니 애니메이션 스토리텔링 전략과 대타적 관계 속에서 파악할 수 있다. 픽사 애니메이션 스토리텔링의 특성은 1) 성장담을 근간으로 한다는 점, 2) 디즈니 이데올로기의 배타성을 희석시키면서도 건전한 가치를 지향한다는 점 등은 디즈니를 발전적으로 계승하고 있지만; 3) 소재적으로 보다 다양해졌고, 4) 캐릭터의 다수화와 다양화를 꾀하고 있으며, 5) 공간의 성격화를 탄력적으로 적용하고 있고, 6) 즐거움을 극대화하기 위한 탄력적 서사보다는 안정적인 3막 구조를 지향한다는 점 등으로 파악되었다. 상호텍스트성의 극대화와 향유를 지속시킬 수 있는 다양한 스토리텔링 전략이 내재화되고 있음도 리터러시에서 반드시 살펴야 할 부분임을 알 수 있었다. 애니메이션 리터러시를 위한 다양한 관점에서의 정치한 분석과 향유자 연구가 지속되어야 한다. This article is for researching animation literacy within the framework of enjoying strategically. Various characteristics of enjoyment is fully considered in this article, which is based on animation's typical distinctions. Therefore practical literacy is premised to produce creatively at the view of cultural contents. Animation literacy was researched to map out strategy for enjoyment, focused on story telling. Since popularity of animation is closely related with utilizing enjoyment, it is tried to arrange elements to utilize enjoyment, and reflect it in text as internal element. It can be called elaborating strategy for enjoyment. I confirmed that detailed analysis and various point of view can result in the width and depth of literacy, because strategy is elaborated, focused on the storytelling. The character of Pixar storytelling, process of elaborating strategy for enjoyment, and method for literacy were researched in this article focused on the animation 〈Toy Story I〉. The strategy of Pixar animation storytelling can be researched as opposed to one of Disney animation storytelling. The character of Pixar animation storytelling is 1) based on story of growth, 2) aiming at the healthy worth while weakening Disney ideology's exclusivism, which is succeeding to Disney successfully. 3) picking more various material, 4) trying numerous and various character, 5) adapting the characteristic of place flexibly, 6) moving toward stable 3 acts not flexible narrative to maximize enjoyment. In addition it has strategy of various storytelling to maximize interaction and last time of enjoyment, which should be researched in literacy. Animation literacy should be analyzed in detail and the people enjoying contents is to be researched consistently at the various point of view.

      • KCI등재후보

        레스토랑의 정보 원천이 즐거움, 태도, 그리고 방문 의도에 미치는 영향

        강병승,양재장,이수덕 한국프랜차이즈경영학회 2018 프랜차이즈경영연구 Vol.9 No.3

        Purpose – Consumers have a variety of strategies to find information about restaurants they want to visit. Consumers can search for and use information from a variety of sources before purchasing a product or service. The development of the Internet has made that consumers could access various informations easily. Therefore, this study classified commercial information provided by restaurants, public information shared by other unknown consumers, and personal information shared by customers' personal experiences or friends/family. This study is information sources influence on enjoyment, attitude and visit intention. Research design, data, methodology - In order to verify the research hypothesis, this study created questionnaires for each variable. Hypothesis analysis data were collected through surveys. In order to develop research hypotheses for this study, the scales was developed. The survey was conducted by an online survey company. Among the online panels owned by survey company, those who have visited restaurants through at least one of the 11 sources provided in this study within the last 3 months were surveyed. The survey period was 10 days from March 5 to 14, 2017. A total of 1,500 e-mails and messages were sent back to 301 of them, and 288 were used for analysis except for 13 missing responses. The data was analyzed by using SPSS 21.0 and AMOS 21.0. Results - As a result of analysis, commercial and personal information have a positive effect on enjoyment, but general information did not affect enjoyment. In addition, personal information has a positive effect on attitude, but commercial information and general information did not affect attitude. It was found that commercial information influenced attitude by mediation of pleasure, and pleasure had no significant effect on visit intention. Finally, attitude has a significant effect on visit intention. Conclusions - The restaurant needs to provide accurate information through its homepage or brochure. Accurate information that is not exaggerated can save customers’s the cost of believing on a restaurant and the cost of searching for other information. The restaurant which provides unfaithful advertisement would be excluded from customer’s choice because customers perceive it as a unreliable restaurant. The marketing of restaurant should be carried out through customer-oriented for the visit of customers. And restaurants need to provide optimized services to their first-time customers in order to increase their revisit.

      • KCI등재

        One Source Multi Use 활성화를 위한 문화콘텐츠 스토리텔링 전환 연구

        박기수 ( Ki Soo Park ) 한국언어문화학회 2011 한국언어문화 Vol.0 No.44

        This study aims at researching the strategy for cultural contents storytelling adaptation to promote one source multi use. The genre adaptation, one way of one source multi use, is based on storytelling adaptation. The adaptation from one genre to the another starts from the discriminations of each genre, as they are embodied with storytelling strategy which creates the total differences, such as purpose, media, technology, genre`s structure, target, revenue window, order of one source multi use, depth, and effect. The previous discussion on adaptation is focused on 1) the problem on damaging the original`s value and authority, 2) the possibility if different codes can be adapted, and 3) the effective performance of adaptation, and aesthetic value. As the limits of this kind of previous discussion have been laid bare with original centered, narrative centered, and text centered, it doesn`t meet practical needs of adaptation now. An adaptation is the process of mutual change between independent genres which have secured their own genre`s discrimination. The genre`s discrimination means the distinction, which is secured by its purpose, code system, media, technology, major enjoyers, and revenue structure within integrated network. The new point of view is necessary to research the adaptation strategy concretely. Three elements of one source multi use, window effect, merchandising, and branding, should be considered first, and then internal and external elements next and totally. And the strategic choice, and integrated aspect should be considered with the elements of adaptation such as purpose, leading language by genre, multiple senses, research on process of enjoyment. And it is necessary to indentify the popularity the original secured, to choose and verify the elements which should be maintained after adaptation, and to get the strategy to differentiate for competitive contents. The process will lead to the decision on method, depth, and appealing elements, focused on the four elements, genre, media, technology, and enjoyment, so that we can research the optimal mode of differentiated text to meet the adaptation`s purpose.

      • KCI등재후보

        한국 애니메이션 스토리텔링 전략 연구

        박기수(Park, Ki-Soo) 한국애니메이션학회 2007 애니메이션연구 Vol.3 No.2

        본고는 1990년대 이후 발표된 한국 애니메이션을 중심으로 스토리텔링 전략의 성과와 한계를 파악하고, 그것을 기반으로 실천적인 논의를 활성화시킴으로써 한국 애니메이션 스토리텔링 전략을 생산적으로 탐구하기 위한 것이다. 이것은 애니메이션 스토리텔링의 변별적 자질과 각각의 구현 매체별 특성을 전제로 향유를 활성화시킬 수 있는 스토리텔링 전략이 침체된 한국 애니메이션이 진일보할 수 있는 결정적 기제가 된다는 사실에 기인한 것이다. 애니메이션의 변별성을 바탕으로, 스토리텔링의 다양한 부면을 효과적으로 반영하고 전략적으로 접근하기 위해서는 논의를 세분화하여, 1) 애니메이션 스토리텔링 원천소스 개발, 2) 애니메이션 스토리텔링 전환(adaptation) 전략, 3) 애니메이션 스토리텔링 전략, 4) 애니메이션 스토리텔링 리터러시(literacy)의 네 가지 관점에서 1990년대 이후 한국 애니메이션 스토리텔링 전략을 탐구하였다. 한국 애니메이션 스토리텔링 전략이 보다 생산적인 양상을 드러내기 위해서는 1) 애니메이션 스토리텔링에 대한 변별적 인식의 강화, 2) 스토리텔링을 통한 향유의 활성화 유도, 3) TV용과 극장용 등 매체별로 적합한 스토리텔링 전략 마련, 4) 소스 개발, 장르 간 전환, 구현전략, 리터러시 등의 유기적인 시스템 구축, 5) 수평적/수직적 One Source Multi Use가 강화될 수 있는 스토리텔링 기획 등이 필수적으로 요구된다. 애니메이션 스토리텔링의 실천적 전략을 중심으로 미시적인 전략은 장르, 매체, 향유자 등에 대한 섬세한 파악을 통하여 매우 구체적인 차원에서 논의되어야 할 것이다. This paper aims at understanding storytelling strategy"s result and limitation based on Korean animation released since 1990 and researching storytelling strategy of Korean animation productively, as enhancing the practical argument based on it. That is due to the fact storytelling strategy, which can revitalize enjoyment, is a keyword to enhance stagnant Korean animation, assuming discriminative disposition of animation storytelling and each specific quality by medium. Based on specific character of animation, for reflecting various part of it effectively, and approaching it strategically, I subdivided the argument and tried to research the storytelling strategy of Korean animation released since 1990 by from followed 4 angles. 1) Developing the original source of animation storytelling. 2) Strategy to adapt animation storytelling. 3) Animation storytelling strategy 4) Animation storytelling literacy. Followed are also necessities for storytelling strategy of Korean animation to be prosperous in more productive condition. 1) Understanding animation storytelling discriminately. 2) Trying to actualize enjoyment with storytelling, 3) Planning appropriate storytelling strategy discriminately by medium such as for TV, or theater. 4) Constructing organic system such as source development, adapting to each genre, strategy to realize, and literacy. 5) Planning storytelling to enhance parallel and vertical One Source Multi Use. Based on practical strategy of animation storytelling, micro strategy should be discussed so concretely, while researching genre, medium, and enjoyer.

      • KCI등재

        운동 변화단계에 따른 체육수업 재미 및 스트레스

        박석일(SukIlPark),김병준(ByoungJunKim) 한국체육학회 2009 한국체육학회지 Vol.48 No.6

        본 연구는 변화단계이론을 중학교 체육수업 상황에 적용하여 운동 변화단계의 분포에서의 성차, 체육수업 재미와 스트레스에서의 성차, 그리고 운동 변화단계와 체육수업 재미 및 스트레스 사이의 관련성을 파악하는 것을 목적으로 하였다. 남녀 중학생 531명을 대상으로 운동 변화단계, 체육수업 재미, 체육수업 스트레스를 측정하였다. 자료 분석 결과 변화단계에서 낮은 단계인 무관심, 관심 단계에서 여학생의 비율이 남학생에 비해 월등히 높았고, 높은 단계인 실천, 유지단계에서는 남학생 비율이 더 높았다. 대부분의 체육수업 재미요인에서 남학생이 여학생보다 높은 점수를 얻었고, 스트레스 요인에서는 그 반대의 경향을 보였다. 운동 변화단계는 체육수업 재미요인과 의미 있는 관계가 있었는데 변화단계가 높아질수록 체육수업의 재미 점수도 높아졌다. 반면에 체육수업 스트레스는 변화단계가 높아질수록 낮아지는 패턴을 나타냈다. 이 결과는 체육수업에 임하는 학생들의 심리적 준비도라 할 수 있는 운동 변화단계가 학생의 수준을 구분하는 실제적인 기준이 될 수 있음을 시사한다. The purpose of this study was to identify gender differences in the stages of change for exercise behavior and sources of enjoyment and stress in physical education settings, and to examine possible links between students’ stages of change for exercise behavior and perceptions of enjoyment and stress in physical education. Male and female students (N =531) responded to the questionnaires measuring stages of change for exercise behavior and sources of enjoyment and stress in physical education settings. Findings from analyses revealed gender differences in the stages of change for exercise behavior and sources of enjoyment and stress in physical education settings. Specifically, more male students were in the higher stages of change for exercise behavior compared to female students. Male students endorsed higher levels of enjoyment and lower levels of stress in physical education. As the stages of changes progresses, perceptions of enjoyment in physical education tend to increase for both male and female students. Conversely, perceptions of stress were negatively corresponded to the stages of change for exercise behavior.

      • KCI등재

        스포츠사회학 : 댄스스포츠의 재미요인과 여가몰입 및 여가만족의 관계

        김영미(YoungMeeKim),한혜원(HaeWonHan) 한국체육학회 2005 한국체육학회지 Vol.44 No.6

        The purpose of this study is to find out the causal relationship among sources of enjoyment of dancesports participation, leisure flow experience and leisure satisfaction. Using a stratified cluster random sampling method, 276 female who have enrolled in 15 centers of doing dancesports located in Daejeon from July to August, 2003. Data were collected through the questionnaire of which validity and reliability were tested through pilot study. Collected data were analyzed to test the hypotheses with statistical methods such as correlation analysis, multiple regression analysis, and path analysis. On the basis of the results analysed, the conclusions were drawn as following;First, Enjoyment sources of dancesports participation had significantly positive influences on leisure satisfaction. Second, Enjoyment sources of dancesports participation had significantly positive influences on leisure flow experience. Third, Enjoyment sources of dancesports participation influenced on leisure satisfaction positively indirectly through leisure flow experience.

      • KCI등재

        생활무용 수업의 재미거리 요인 측정도구 개발

        이진희 ( Jin Hee Lee ),이진효 ( Jin Hyo Lee ) 대한무용학회 2012 대한무용학회논문집 Vol.70 No.3

        본 연구는 생활무용 수업의 재미요인을 객관적으로 평가하기 위하여 신뢰롭고 타당한 측정도구를 개발하고자 하였다. 이를 위하여, 선행연구에서 도출된 생활무용 수업의 재미거리요인인 신체적 발달, 심리적 효과, 사회적 상호작용, 적합한 외부환경 요인을 바탕으로 예비문항을 제작, 2차례에 걸친 설문조사를 실시하였으며, 과학적인 통계절차를 통해 적합한 문항을 도출하였다. 그 결과, 『심리적 효과』요인 6개 문항,『신체적 발달』요인 6개 문항,『사회적 상호작용』요인 4개 문항, 『적합한 외부환경』요인 3개의 문항으로 총 4요인에 대한 19개의 문항이 측정도구로 개발되었다. 또한 개발된 생활무용 수업의 재미거리 요인측정도구는 모델의 적합도( χ²=261.459( df=146, p=.000), 자유도 비인 Q값=1.79, IFI=.928, TLI=.914, CFI=.926, RMR=.50, RMR=.036, RMSEA=.078)가 성립되어 4개 요인에 대한 19개 문항의 모형이 최종적으로 채택되었다. The purpose of this study is to develop a questionnaire for finding some enjoyment sources in community dance. Based on the 4 conceptual factors (which are major enjoyments factors including physical development, psychological effect, social interaction, and external environment), 4 factors of enjoyment sources were operationally defined, and 78 test items were initially developed accordingly. The preliminary test data obtained from 248 ordinary people, were analyzed, using item analysis and a series of reliability analyses. The internal consistency of the test proved to be .960. In order to substantiate the construct validity, four exploratory factor analyses were conducted for 59 items, resulting in 19 items of 4 factors. A confirmatory factor analysis conducted for 215 ordinary people to test the goodness-of-fit of 4 factor model revealed a satisfactory level.

      • KCI등재

        대학육상전공수업의 재미 촉진 및 저해 요인

        정성현(Sung Hyun Jung) 한국사회체육학회 2005 한국사회체육학회지 Vol.0 No.23

        This study investigated the promotive and interruptive sources of enjoyment in university field and track events. University students(85 man, 35 woman) responded an open-ended question regarding the factors promotive and interruptive sources of enjoyment in field and track events. A total of 468 response(300 promotive and 168 interruptive sources) on the open-ended question were content analyzed. In the 1st subject analysis, the 39 promotive and 43 interruptive dimensions of enjoyment were emerged, and in the details area of 2nd subject analysis, it was divided into the 10 promotive and 9 interruptive dimensions. It the general area of the final classification, the 5 promotive sources were the classes method, classes content, effect of classes, instruction method, and the interruptive sources were classified into classes method, classes content, evaluation, students, educational environment.

      • KCI등재

        학생과 교사 성별에 따른 중학교 체육 수업 재미거리 비교 분석

        김창현(Kim, Chang-Hyun),정구인(Jung, Koo-In) 한국체육교육학회 2015 한국체육교육학회지 Vol.20 No.2

        이 연구는 중학생의 체육수업 재미요소를 학년별 남녀 학생들의 관점에서 알아보고 가르치는 교사의 성별을 기준으로 남녀 학생들을 재분류하여 비교분석하기 위해 경기도 G시에 소재하는 H중학교 1, 2, 3학년 남녀 학생들 총 512명을 연구대상자로 하였다. SPSS Version 18.0을 이용하여 체육수업의 재미거리에 대한 남녀 학생들의 평균차이를 검증하기 위해 t검정을 학년별로 실시하였고, 교사의 성별에 따른 남녀 학생들의 체육수업 재미에 대한 평균차이를 검증하기 위해 같은 남녀 학생들을 가르치는 교사의 성별에 따라 4집단으로 재분류하여 일원배치분산분석(One-way ANOVA)을 실시하였으며, 분석결과는 다음과 같다. 첫째, 학생 성별에 따른 체육수업 재미거리는 1학년은 하위요인 3개, 2학년은 5개 하위요인 모두에서 남학생이 여학생보다 높게 지각하였고, 3학년은 그 차이가 줄어든 것을 알 수 있었다. 둘째, 대체로 남학생들은 체육수업 재미거리를 신체적·정신적 건강유지에서, 여학생들은 수업의 자유로움에서 높게 지각하는 것으로 나타났다. 셋째, 교사 성별에 따라 학생들의 체육수업 재미거리는 여교사가 가르치는 남학생 집단이 다른 집단에 비해 높게 지각하는 것으로 나타났다. 남학생이 여학생보다 체육수업 재미거리를 높게 지각하지만, 그 재미를 느끼는 부분은 학년과 성별에 따라 다른 양상을 보인 것과, 같은 학생들도 가르치는 교사의 성별에 따라 체육수업에 대한 재미를 다르게 지각한 결과는 교사와 학생의 관계, 학교 풍토, 교육과정 등 다양한 체육수업의 상황 속에서 수업 재미에 대한 학생들의 정서적 인식이 나타남을 암시한다. Purpose: The aim of this study is to examine the elements of enjoyment in physical education (PE) classes in middle school from the perspectives of their teachers’ gender, male and female students, in each grade. Methods: The study was conducted on 512 male and female students of H middle school, located in City G, Gyeonggi-do. Spss 18.0 version by using a t-test and one-way ANOVA analysis of the difference between a fun element to the difference between male and female gender of the students and teachers in PE classes. Results: First, when analyzed on the basis of gender, sources of enjoyment in PE classes were more highly perceived by male students than by female students in 3 subordinate factors(a first year student), all 5 subordinate factors(a second year student). However, the difference was decreased(a third year student). Second, male students perceived sources of enjoyment in physical and mental keep-fit in principle, female students did them in class atmosphere of freedom. Third, for sources of enjoyment in physical education classes for students on the basis of teacher’s gender, the male student groups taught by female teachers were more highly perceived than other groups. Conclusion: Fun factor of physical education appear to teachers and students relationships, school climate, curriculum, such as students" emotional recognition in various situations.

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