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      • KCI등재

        홍삼 사포닌이 Aspergillus flavus 의 발육과 Aflatoxin 생산에 미치는 효과

        재림,효진,동숙 한국균학회 1985 韓國菌學會誌 Vol.13 No.3

        The study was carried out to find effects of the saponins that were extracted from red ginseng on the growth of, aflatoxins production by, and protein patterns of Aspergillus flavus NRRL 3357. A. flavus with 10^6 conidia at grown at 30℃ for seven days on the enriched medium. Mycelial growth and pH changes of medium which cultured the mold, were similar to those of the control group. However, aflatoxin which produced by the mold was less than that of the control in all concentration of the saponin. To be more specific, 0.3% of the saponin inhibited production of aflatoxin B₁ and G₁ to the extent of 31.6 and 21% of the control. The protein peaks of A. flavus at the fourth day of the culture were shown high intensity near the level of 14,300 daltons. However, the mold which cultured in the medium containing the saponin showed low intensity of protein than that of the control group on all molecular weight.

      • KCI등재

        커뮤니케이션학에서의 학술논문쓰기

        동숙(Dong-sook Park) 사단법인 언론과 사회 2008 언론과 사회 Vol.16 No.4

        이 글은 사회과학, 특히 커뮤니케이션학 분야의 학술논문쓰기에 있어 객관적 글쓰기 틀이 갖는 제약에 대한 문제의식을 공론화시키기 위해 ‘고백적 글쓰기’ 방식으로 쓰여진 글이다. 사회과학의 실증주의 패러다임 내에서 형성되어 온 ‘객관주의’와 ‘표준화된 논문쓰기 형식성’이 갖는 문제점을 제기한다. 이러한 표준화된 틀을 따르지 않는 글쓰기는 ‘비과학적’으로 분류되는 학계의 관습이 내포하고 있는 의미를 지적하며 이러한 관습으로 인해 배제되고 있는 ‘다른’ 방식의 글쓰기와 학문영역의 정당성에 대해 주목하기 위한 시도이다. 이와 더불어 논문만이 가장 이상적인 형태의 글쓰기이며 논문을 통해서만이 학문적 과학성을 보장받을 수 있다는 입장 기존의 권위 있는 원전을 논의의 출발점이자 귀결점으로 삼는 ‘원전중심주의’ 입장이 보편적 학문하기에 어떠한 한계를 갖는가에 대해 논의한다. 마지막으로 학술활동이 진정한 소통의 장이 될 수 있도록 ‘쉬운 글쓰기’의 활용을 제안한다. This article is written in a writing style of ‘confessional tales’ in hopes to initiate a public discussion with regards to negative implications of objectivism and rigid formalities in research paper writing conventions in the field of social science or more so, mass communication studies. It provides the concerns of ‘scientific objectivism’ and ‘standardized research paper writing formalities’that have formed by positivism paradigm. It is a well-known fact that academic customs tend to classify writings that do not adhere to such standardized outlines as ‘unscientific’ and therefore ‘unacceptable.’ Against this tradition, I attempt to call the academia’s attentions to the integrity and legitimacy of ‘other’ types of literature that are unjustly excluded from the mainstream research journals. Moreover, my argument continues to highlight the limitations of asserting that scientific objective writing is the most ideal method of writing and only such types of writing can guarantee logical literature. Another academic custom I criticize in the article can be known as ‘citation-based writing method’ which states that original literature or theory by accredited scholars - in most cases, imported from western countries - maintains authority to initiate and conclude a logical argument. Finally, I suggest that we should value ‘simple writing’ techniques which are essential in promoting more active communications within our academic field.

      • KCI등재

        결혼이주여성의 적응 경험에 관한 연구

        동숙 ( Park Dong Sook ),임해영 ( Lim Hae Young ),김은경 ( Kim Eun Kyung ) 한국가족사회복지학회 2019 한국가족복지학 Vol.65 No.-

        본 연구는 결혼이주여성의 결혼생활 과정을 통한 심리사회적 적응 경험을 분석하여 이들을 지원하기 위한 유용한 논의점을 도출하는데 목적이 있다. 이를 위해 연구 참여자 10명을 선정하여 Strauss와 Corbin의 근거이론 방법을 활용하여 분석하였다. 분석 결과, 결혼이주여성의 적응은 ‘가족을 위한 희생’, ‘새 희망을 찾아서’, ‘정체성 세우기’, ‘기대와 현실의 차이’, ‘결혼생활 초기 지속적으로 발생하는 불만족’, ‘자녀양육에 대한 불안감과 부담’, ‘생활방식에 대한 문화차이가 주는 혼란’, ‘낯선 한국생활에서 마주하게 된 한계 상황’, ‘가깝지만 먼 한국사회’, ‘지지체계’, ‘도전하는 삶’, ‘자녀의 삶을 향한 희망과 노력’, ‘엄마이지만 동시에 외롭고 그리움을 느끼는 한 인간’, ‘자녀에 대한 고마움과 미안함’이란 14개 범주로 도출되었다. 이를 토대로 결혼이주여성의 적응 경험 과정은 첫째, 새 출발 단계, 둘째, 혼란과 불만족의 단계, 셋째, 한계상황의 단계, 넷째, 도전하는 삶의 단계, 다섯째, 정체성 형성의 단계로 나타나고 있다. 본 연구는 이러한 연구결과를 토대로 결혼이주여성의 적응을 위한 사회복지 실천 현장의 개입 방안을 제언하였다. This is a study on psychosocial adaptation experience of marriage immigrant women conducted based on grounded theory method. A total of 10 study participants were selected, and recordings of in-depth interviews with them were used as the main data. After the analysis 14 categories were established in a more abstract manner. For the causal conditions for adaptation experience of marriage immigrant women, ‘sacrifice for the family’ and ‘finding a new hope’ were derived. The central phenomenon was ‘establishing an identity’, and contextual conditions were ‘gap between expectations and reality’, ‘persisting dissatisfaction’, ‘anxiety and burden of childrearing’. Intervening conditions were ‘confusion caused by cultural difference in lifestyles’, ‘limits faced in unfamiliar life in Korea’, ‘support network’, and ‘close and yet distant Korean society’. Action/interaction strategies were ‘challenging life’, and ‘hope and efforts for the life of children’. Consequences were ‘a mother and a human being feeling lonely and nostalgia at the same time’, ‘being thankful for the children’, and ‘feeling sorry for the children’. Adaptation experience of marriage immigrant women were divided into 5 phases. First was a new start, followed by confusion and dissatisfaction, limitations, challenging life, and establishing an identity. Accordingly, this study suggests intervention plans in the field of social welfare practice.

      • KCI등재

        커뮤니케이션 현상으로서의 온라임 게임 연구를 위한 소고 : Qualitative Approach and Beyond

        동숙 梨花女子大學校 社會科學大學 社會科學硏究所 2000 사회과학연구논총 Vol.4 No.-

        국내 온라인 게임 인구의 확산은 새로운 사회 문제를 드러내기 시작하였고 이에 따라 현상에 대한 사회적 관심이 증가하고 있음에도 불구하고 이 영역의 사회과학적 실증 연구는 매우 제한되어 있다. 특히 새로운 커뮤니케이션 현상으로서의 온라인 게임이 갖는 사회문화적 의미를 밝히기 위한 연구의 시도는 미비하며 산업적 관심과 중독된 게이머들에 대한 비판적 논의가 주를 이루어 왔다. 본 논문은 MPOG (다사용자 온라인 게임)에 특히 주목하여 온라인 게임 텍스트의 특성, 게임 내에서의 새로운 커뮤니케이션 방식, 가상 게임 공간 에서의 게이머들이 갖는 경험의 속성, 가상 공간과 현실 공간간의 관계, 등의 연구 주제에 대한 실증적 연구가 국내 언론학 연구에서 보다 활발히 행해져야 한다는 주장을 제기한다. 또한 방법론적으로는 구체적 현상으로부터 이론의 도출이 가능한 귀납적 연구의 특성, 현상의 구체적 설명에 더 적합한 사례 중심적 특성, 경험의 결과보다는 과정(process)의 연구에 더 적합한 질적 연구의 특성 등에 근거하여 질적 연구 방법을 온라인 게임 연구를 위한 연구 방식으로 제안한다. This study pays attention to the fact that empirical studies dealing with on-line games as a socio-cultural phenomenon in the communication science are very limited despite the rapid spread of on-line game population in Korea. As the on-line games become popular, we are beginning to witness new social problems such as addictiveness of on-line games and extentions of cyber world to the real world resulting in the off-line violences among enthusiastic game players. Consequently the concerned sectors of the society are worried about social impacts the on-line games might have created and argue for the censorship and controls at the social level. However, we do not have so much understanding of actual experiences of game players in the virtual world as to uncover whether the vitual world is likely to change and affect our experiences of real world. Criticisms are abundant but empirical evidences are scarce. Therefore, this paper argues that more empirical studies need to be done with the emphasis on 1)the openness of on-line game texts, 2)the different ways of interactions among players in the virtual world of on-line games, 3)the socio-psychological nature of game players' personal experiences on the net, and 4)the connectedness of virtual reality and physical reality. As far as the research methodology is concerned, qualitative approach is recommended for the study of on-line world. The major reasons are as follows: 1)deductive reasoning process as a key characteristic of qualitative approach is more applicable to the study of on-line game-related phenomena since it allows us to generate the general theory from the observation of specific cases; 2)the qualitative approach is more appropriate in understanding the details of what's going on in the actual context based on the case-specific methodological strategy; 3)using the qualitative approach enables us to pay closer attention to the process itself rather than the end products of any social experience.

      • KCI등재

        끝나지 않는 기억전쟁(mnemonic battle)

        동숙(Dong-Sook Park),이재원(Jae-Won Lie),정사강(Sa-Gahng Jung),강혜원(Hye-Won Kang),김해원(Hae-Won Kim) 한국여성커뮤니케이션학회 2014 미디어, 젠더 & 문화 Vol.29 No.4

        제주 4?3 사건은 약 7년 동안 남북한 정권, 민간인, 미국 등 서구 열강의 힘 등이 복합적으로 작용해 숱한 사람들이 사망한 사건이다. 4?3 사건을 둘러싼 논의와 갈등들은 한국 근현대사의 문제들과 닿아 있으며 4?3 사건과 그 진상규명과정에서 파생한 갈등들, 한국사회에서 4?3 사건이 기억되는 맥락은 매우 복합적인 결을 지니고 있다. 본 연구는 4?3 사건을 두고 일어나는 기억의 의미투쟁 현장을 신문은 어떻게, 얼마나 보도하고 있는가를 고찰하고자 했으며 이를 위해 1999년부터 2013년까지 14년 동안 경향신문 동아일보 조선일보 한겨레신문(가나다순) 기사 중 4?3 위주로 보도된 654건의 연도별 보도량과 주제, 기사의 의미와 기사 속 행위자 등을 분석하여 미디어 기억이 어떤 이야기를 하고 있는지 살펴봤다. 4?3을 둘러싼 최근 14년간의 뉴스미디어의 기억 지형을 살펴본 바, 사회적으로 드러난 4?3사건을 둘러싼 중요한 이슈 지점들과 4?3사건을 기억하는 미디어의 기억 지형에서 나타나는 중요한 순간들은 일치하지 않았으며 언론은 지엽적이고 파편적이며 정치 ‘싸움’에 집중된 갈등적인 요소들을 두드러지게 부각시키고 있었다. 무엇보다 4?3사건이 지니고 있는 본질적인 갈등양상과 뉴스미디어에서 그려내고 있는 갈등의 내용과 모습은 큰 차이를 보이고 있으며 뉴스미디어를 통해 이뤄지고 있는 기억전쟁은 왜곡된 형태를 지니고 있는 것으로 드러났다. The Jeju April 3(4?3) Incident occurred during seven years, from 1947 to 1954 in the island of Jeju. Two separated Korean governments, Korean civilians, United States of America and the other actors were complexly related to the incident and 25,000 casualties were estimated. The ongoing discussion and conflict regarding the 4?3 incident is still controversial and the context in which the incident is remembered in Korean society is complicated. Considering the complex nature of the Jeju April 3 Incident, this Study examined the mnemonic battle in Korean newsmedia, how Korean newsmedia covered this incident last fourteen years. For this study, four Korean daily newspapers- Kyunhyang, Dong-A, Chosun and Hanguerae were selected and 654 articles directly related to the incident were collected and analysed. Consequently the main issues and important moments of the 4?3 incident exposed in society and in newsmedia were in discord and inconsistent. The newsmedia covering the incident focused on peripheral issues, fragmented memories and minor conflicts instead of the essence of the incident, and therefore distorted the nature of it.

      • KCI등재
      • KCI우수등재

        〈포켓몬스터〉의 재미 요인 분석

        동숙(Park Dong-Sook),전경란(Jeon Gyong-Ran) 한국언론학회 2000 한국언론학보 Vol.44 No.3

        <Pokemon> was originally created as a Nintendo computer game in Japan and it was soon followed by an animated television series, which had resulted in unprecedented worldwide popularity. Nowadays it became so popular that it is not difficult at all to find Pokemon characters on videos, T-shirts, rubber balls and toys in any corner of the globe. But what concerns the global society most is the children's obsession for Pokemon and it creates social discomfort in many parts of the world. There is no doubt that phenomenal success of <Pokemon> is an out¬come of the brilliant marketing strategies. Animated television series is one of the major factors which contributed to promote <Pokemon> character sales. The animated cartoon show has captured the top or near-top ratings spot among kid's show programs weekday after¬noons in Japan, America and Korea. Despite of social concerns and worries, we do not know much about what textual aspects of <Po¬kemon> make global children to be indulged in this animated world and friends. The purpose of this study is to explore the textual aspects of <Pokemon> which might draw children' attention and make the cartoon fun to watch. Key elements in the <Pokemon> text explica¬tive for its phenomenal popularity among children are as follows. In <Pokemon>, unlike other narratives where we usually have a limited number of main characters, each and individual 150 Pokemon characters all play a major role in the episode. In this way, children never get bored by meeting new heros or heroins in the upcoming episodes. All Pokemon characters are adorable creatures, each with its own name, equipped with such superpowers as the capability to spray water or shoot leaves and vines. As the episodes develop, it is also very intriguing to anticipate that Pokemon characters evolve into bigger and more powerful Pokemon after they won the matches. Besides, brand-new attack skills which are used by new Pokemon character as they are introduced in different episode is another factor to sustain children's on-going attentions in the program. Human characters in <Pokemon> are not stereotypical in the sense that heroes and heroins are always perfect in every nature or villains are cruel and ugly. In <Pokemon> heroes and heroins are ordinary people like us with many defects and weaknesses. According to Selby and Cowdery, audiences find the program funny if it disrupts audi¬ences' expectations or challenges their preconceptions. In addition, the fact that leading roles among characters in <Pokemon> are given not to adults but to children is another attractive element in the narrative structure to allure kids to the program. Unlike in regular narratives, <Pokemon> does not unfold its stories using logical flow of scenes and sequences in a linear manner, but it presents its stories in somewhat scattered manner focusing on spectacular actions and vivid visual images. It is argued that what draws the audience's strong attention in <Pokemon> rests on its excessive use of comic actions and spectacular depiction of battles between Pokemons. Finally, other innovations with narratives utilized in <Pokemon> to sustain audience's attention are puns and wordplay which is a game of language played among characters and between characters and viewers. For example, Pokemons are given their narrations made up with the simple repetition of their own names. And whenever the villains of the show “Team Rocket” appear, they're comically repeating their slogan no matter what kinds of situation they are in. In summary, result of the study shows that children's affection for animated television series <Pokemon> can be attributed to the dynamics of its multi-faceted characters, action-packed plots and inventive devices of narrations.

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