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      • KCI등재

        Robotic Surgery: Transforming Patient Care in the 21st Century?

        마은정 이화여자대학교 생명의료법연구소 2018 Asia Pacific Journal of Health Law & Ethics Vol.11 No.3

        Inspired by a notion that machines can emulate human touch, the paper first examines the adoption of surgical robots in operating rooms at the global and local levels. The adoption of the technology has occurred almost concurrently in many countries without much time lag, and this near-simultaneous acceptance of the technology invites us to rethink technological supremacy in relation to patient care in the field of surgery. With focus on the da Vinci surgical system, this paper presents social and ethical implications of how (not) to regulate robotic surgery with potential and invisible risks with respect to patient care. Based on documentary analysis of news media in combination with literature review of medical journals, Korean news media, and Korean technology assessment reports on surgical robots, the paper explores how prevalently the idea of social progress is embedded in the promotion of advanced technology at the societal and governmental levels. I contend that the ideology of social enhancement has served to shape regulatory practices (or their absence) at the expense of patient care in emergent technologies such as robotic surgery in South Korea. Thus, social scientists and bioethicists should be involved in articulating ethical dimensions of the technology even from the stage of development in order to remedy the gap between technical advancement in surgery and patient care.

      • KCI등재

        헤어서비스전문가의 블랙컨슈머 행동지각이 정서적 소진 및자아탄력성에 미치는 영향

        마은정(Eun-Jung Ma),고경숙(Kyoung-Sook Ko) 한국응용과학기술학회 (구.한국유화학회) 2021 한국응용과학기술학회지 Vol.38 No.4

        본 연구는 헤어서비스전문가의 블랙컨슈머 행동지각이 정서적 소진과 자아탄력성에 미치는 영향에 대하여 연구하는 것을 목적으로 한다. 서울, 경기, 전남지역 헤어미용전문가를 대상으로 318부의 설문지가 최종 분석 자료로 사용되었으며 SPSS 26.0 통계 프로그램을 사용하여 분석 되었다. 연구결과는 첫째, 블랙컨슈머 행동지각이 정서적 소진에 정적(+)상관관계를 보였고, 블랙컨슈머 행동지각이 자아탄력성에 부적(-)상관관계를 보였다. 정서적 소진과 자아탄력성은 서로 부적(-)상관관계를 보였다. 둘째, 블랙컨 슈머 요인 중 과도성이 정서적 소진에 영향을 미치고 있음이 확인되었다. 셋째, 블랙컨슈머 요인 중 과도 성, 상습성이 자아탄력성에 영향을 미치고 있음이 확인되었다. 넷째, 정서적 소진은 자아탄력성에 영향을 미치고 있음이 확인되었다. The purpose of this study was to determine the effects of black consumers perception of behavior on Emotional exhaust and ago resiliency among hair service experts. The 318 questionnaires for hair and beauty experts in Seoul, Gyeonggi Province and Jeollanam-do were used as the final analysis data and were analyzed using the SPSS 26.0 statistics program. Analysis method to analyze frequency factor analysis, reliability analysis, Correlation analysis, Multiple regression analysis was performed. First, black consumers perception of behavior showed a positive correlation with emotional exhaust, and black consumers perception of behavior showed a negative correlation with ago resiliency. the emotional exhaust and ago resiliency showed a negative correlation with each other. Second, it was confirmed that excessive among the black consumer factors affects has an effect on emotional exhaust. Third, it was confirmed that excessive and Habitual among the black consumer factors affects on ago resiliency. Fourth, it was confirmed that emotional exhaust has an effect on ago resiliency.

      • KCI등재

        게임개발대회의 사회문화적 기능에 대한 연구

        마은정(Eunjeong Ma),최성연(Sung-Youn Choi) 한국게임학회 2019 한국게임학회 논문지 Vol.19 No.5

        게임개발대회는 만들기 과정을 통해 참가자가 축적한 경험과 지식을 나누고 공유하는 사회적이고 교육적인 움직임이다. 참가자는 아이디어를 발굴, 개발, 제작하는 일련의 과정에서 문화교류와 친목을 도모하고, 네트워크를 형성한다. 본고는 국내외 게임개발대회의 사회문화적 속성과 기능을 연구하기 위해 대회 속성을 메타분석하고 게임개발 경험이 있는 학생에게 설문조사하였다. 게임메이커는 개발자인 동시에 이용자의 속성을 지닌다는 점에서 메이킹 과정에서 게임개발 및 이용을 포함한 게임문화에 대한 폭넓은 인식의 변화를 기대할 수 있었다. 또한 게임개발 대회는 미래지향적인 역량 함양을 위한 교육 플랫폼의 기능을 수행함을 확인할 수 있었다. This paper discusses the shaping of game culture and the socio-cultural functions of game-making events based on co-production ideation by meta-analysis. Research has shown that the experience in this event helps to reshape the perception of the game culture, which eventually will lead to the extended meanings of game culture. It can also be seen that the game-making event serves as an educational platform for building the next generation competencies.

      • KCI등재

        SNS상에서의 자기표현행위가 오프라인 대인관계 및 지속사용의도에 미치는 영향 분석 연구

        마은정 ( Eun Jung Ma ),한상연 ( Sang Yun Han ),배성주 ( Sung Ju Bae ) 한국지식경영학회 2013 지식경영연구 Vol.14 No.2

        SNS is one of the fastest service entering in mature stage. But now there are not any empirical analysis the effect of SNS from user point of view. In this paper, we investigate the effect of self presentation on SNS to interpersonal relation and intention to use. we set online presentation self-efficacy and involvement as two antecedent factors. And we suggest that the purposes of using SNS be Image improvement and knowledge contribution. The change of interpersonal relation in offline is set a result of using SNS and a mediating variable between online self-presentation and intention to use. In the results, firstly, we confirmed that the online presentation self-efficacy and involvement are predisposing factors for online self-presentation on SNS in the positive direction. Secondly, the using SNS has significantly positive effect on the change of interpersonal relation. Especially, the improvement of interpersonal relation is originated from image improvement and knowledge contribution. Thirdly, the improvement of interpersonal relation have also significantly more higher effect on the intention of use.

      • KCI등재

        게임잼: 창의융합교육 플랫폼으로서의 가능성에 대한 연구

        마은정(Eun jeong Ma) 한국컴퓨터게임학회 2017 한국컴퓨터게임학회논문지 Vol.30 No.2

        With rapid advances in science and technology, there is a greater demand and need to revolutionize higher education with strong emphasis on creative convergence. Lately STEAM (Science, Technology, Engineering, Arts and Mathematics) has been deemed as a possible solution to stimulate creative convergent education. Aligning with STEAM pedagogical philosophy, this paper presents a case of game jam as an alternative educational platform that helps to encourage creativity and collaboration across diverse cultures and disciplinary boundaries at the global level. Game jam is a social event at which programmers, graphic designers, producers, and game mangers work together to make a playable game within given time constraints. Based on empirical experimentation with and observation on global applied game jam over the past few years, this paper suggests that global applied game can serve as a creative convergent educational platform within and beyond traditional classroom settings.

      • KCI등재

        공학디자인: 융합적 상상력과 공학적 지식

        마은정 ( Ma Eun Jeong ) 한국전시산업융합연구원 2016 한국과학예술융합학회 Vol.24 No.-

        This paper aims to propose a way to diversify engineering education and practice via the merge between engineering and social science, humanities and arts. The paper is based on documentary analysis of newspapers, in-depth interviews, annual review reports, and participant observation. Based on about three years of experience to participate in the process of building an innovative engineering program, the paper follows the trajectory of a contested epistemic and pragmatic space, where the topography of engineering practice and education has to be reconfigured and remapped. It explores a formative hybrid space, in which experts with a wide range of disciplinary matrix in a Kuhnian sense mix together under the same departmental roof of the university to foster creative innovators in information technology (IT)-related fields. In recent decades, the incorporation of non-technical elements such as social science, humanities, and arts and design into core engineering curricula has never been more emphasized in the Korean national context. Inspired by the success of Silicon Valley and IT giants such as Google and Facebook, the government viewed that the unique element of their success should be found in the infusion between the technical and the social/the humanistic. As a way to cultivate future creative innovators with global competence, in 2011 the South Korean government funded two major universities to design an engineering program at the undergraduate and graduate levels. This offered a timely opportunity for the electrical engineering faculty to reformulate engineering community and to redress as innovative community. Drawing on such concepts as trading zones, boundary objects, and boundary organizations, the paper presents a case study of how this particular sort of innovation community is formed through collaborative efforts between engineers, the industry, the government, and others. First, it argues that a hybrid form of engineering education can help design engineering to nurture students as future global leaders and innovators. Second, it concludes that engineers and social scientists/humanists can manage to collaborate together despite their cultural and intellectual incommensurability if incentivizing environments are securely provided. Third, it proposes that both social scientists and engineers should become cultural innovators to build creatively successful intellectual and cultural hybrids. Forth, the paper notes that entrepreneurial citizenship is a useful tool to exercise hybrid imagination in a global age.

      • KCI등재

        Designing Engineering

        Ma, Eun Jeong(마은정) 한국전시산업융합연구원 2016 한국과학예술융합학회 Vol.24 No.-

        This paper aims to propose a way to diversify engineering education and practice via the merge between engineering and social science, humanities and arts. The paper is based on documentary analysis of newspapers, in-depth interviews, annual review reports, and participant observation. Based on about three years of experience to participate in the process of building an innovative engineering program, the paper follows the trajectory of a contested epistemic and pragmatic space, where the topography of engineering practice and education has to be reconfigured and remapped. It explores a formative hybrid space, in which experts with a wide range of disciplinary matrix in a Kuhnian sense mix together under the same departmental roof of the university to foster creative innovators in information technology (IT)-related fields. In recent decades, the incorporation of non-technical elements such as social science, humanities, and arts and design into core engineering curricula has never been more emphasized in the Korean national context. Inspired by the success of Silicon Valley and IT giants such as Google and Facebook, the government viewed that the unique element of their success should be found in the infusion between the technical and the social/the humanistic. As a way to cultivate future creative innovators with global competence, in 2011 the South Korean government funded two major universities to design an engineering program at the undergraduate and graduate levels. This offered a timely opportunity for the electrical engineering faculty to reformulate engineering community and to redress as innovative community. Drawing on such concepts as trading zones, boundary objects, and boundary organizations, the paper presents a case study of how this particular sort of innovation community is formed through collaborative efforts between engineers, the industry, the government, and others. First, it argues that a hybrid form of engineering education can help design engineering to nurture students as future global leaders and innovators. Second, it concludes that engineers and social scientists/humanists can manage to collaborate together despite their cultural and intellectual incommensurability if incentivizing environments are securely provided. Third, it proposes that both social scientists and engineers should become cultural innovators to build creatively successful intellectual and cultural hybrids. Forth, the paper notes that entrepreneurial citizenship is a useful tool to exercise hybrid imagination in a global age.

      • KCI등재

        Emotional Labor and its Related Factors in Nurses in the Outpatient Department

        Eun-Jeong Ma(마은정),Kuemsun Han(한금선) 대한스트레스학회 2020 스트레스硏究 Vol.28 No.3

        본 연구는 외래근무 간호사의 감정노동과 관련요인의 관계를 규명하기 위한 서술적 상관관계연구이다. 대상자는 서울, 경기 지역 대학병원에서 근무하는 외래간호사 236명으로 하였으며, 감정노동과 관련요인(직무자율성, 사회적 지지, 자아존중감, 감성지능, 정서상태, 지각된 감정요구)에 대한 척도를 사용하였다. 지각된 감정 요구도가 높을수록 감정노동 정도가 높고, 직무자율성, 자아존중감이 높을수록 감정노동 정도가 낮게 나타났다. 감정노동 설명 요인을 확인하기 위한 다중회귀분석 결과, 자아존중감과 지각된 감정요구는 감정노동을 30.9% 설명하는 것으로 나타났다. 이에 따라 간호관리자와 병원경영자는 외래근무 간호사의 감정노동과 관련요인의 부정적 효과를 최소화하고, 감정노동을 감소시키기 위한 교육프로그램 개발이 요구된다. Background: This study was designed to identify the degree of emotional labor of nurses in the outpatient department and the factors which affect it (job autonomy, social support, self-esteem, emotional intelligence, affective well-being, and perceived emotion requirement). Methods: The participants included 236 nurses working in outpatient clinics. This study used a scale on emotional labor and its related factors (job autonomy, social support, self-esteem, emotional intelligence, affective well-being, and perceived emotion requirement). Results: Emotional labor was positively correlated with perceived emotional requirement and was negatively correlated with job autonomy and self-esteem. The result of multiple regression analysis conducted to identify related factors of emotional labor showed that self-esteem and perceived emotional requirement were significantly related to and explained 30.9% of emotional labor. Conclusions: Nursing managers and hospital administrators must minimize the emotional labor experienced by outpatient nurses and the negative effects of its related factors, and maximize positive effects through educational training programs.

      • KCI등재

        공학적 공감능력 검사도구 개발 및 타당화 연구

        최성연,마은정 한국공학교육학회 2020 공학교육연구 Vol.23 No.5

        The purpose of this study is to develop and validate an Engineering Empathy Instrument. Engineering empathy is defined as the ability that encompasses the following three qualities, a skill to interpret social issues and phenomenon that may occur in the process of interactions between human beings and engineering systems, a practical orientation that enables one to take stakeholders’ perspectives to carry out an engineering project, and a professional way of being that acknowledges empathic skills and associated practice orientations. Based on this notion, we develop a scale to measure engineering empathy and have surveyed 429 engineering students. Evidence for the validity and reliability of the scale is presented. In conclusion, we find that engineering empathy can be measured and conceptualized as three domains: a Learnable Skill (ELS), a Practical Orientation (EPO), and a Professional Way (EPW). We also find that sophomores show the highest level of engineering empathy as compared with other graders. While students accumulate technical knowledge, their understanding about engineering in social and interpretational contexts gets weakened. This implies that engineering education necessarily emphasizes the impacts of engineering solutions in interpersonal, societal, technologies, and environmental contexts.

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