• Title/Summary/Keyword: 대리적 상호작용

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A Study on mutt idle sensory information on the a Virtual Reality Environments (가상현실 환경에서 감각 정보에 관한 연구)

  • 박세근;박길철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.419-424
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    • 2001
  • 가상 현가상현실 기술은 사용자가 현실과 유사한 방법으로 정보를 공유할 수 있는 방법이다. 가상 현실 기술은 인간의 오감을 이용한 사실적인 환경을 제공하고 인터넷 환경에서 사용자는 가상 현실 공간을 공유할 수 있는 장점을 가지고 있다. 이러한 가상 공간을 이용하여 사이트를 모의 구현하고 사이트 정보영역에 인터넷 기술은 공유된 환경에서 정보의 교환과 가상현실에서 제품의 내용을 음성 데이터베이스로 구성한다. 외부의 사용자는 대리인(avatar)을 통하여 가상현실 사이트에서 제품의 기능을 파악할 수 있다. 본 논문은 사이트 참여자가 제품에 근접했을 경우 제품의 상세한 이해를 돕기 위하여 사실성 있는 모델링을 제작하고, 에이전트를 구현하여 각 제품의 정보를 음성과 문자로 출력하여 상호 작용성을 높여 사용자에게 제품의 이해를 현장감 있게 제공할 수 있다.

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Preschoolers' Empathy and Prosocial Behavior: Conceptual and Methodological Issues (유아의 감정이입과 친사회적 행동과의 관계 : 연구의 개념적, 방법론적 문제 분석)

  • Cho, Eun Jin
    • Korean Journal of Child Studies
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    • v.14 no.2
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    • pp.137-147
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    • 1993
  • 감정이입은 친사회적 행동의 잠재적 동기요인으로서 발달심리학자들 (e.g., Feshbach, 1978 ; Hoffman, 1975)로부터 지대한 관심을 받아왔다. 어려움에 처한 다른 사람에 대해 감정이입적으로 자극된 사람은 상호 체험하는 심적 고통(distress)으로부터 벗어난다는 기대에 의해서, 또는 지원적 행위 후에 대리체험할 수 있는 긍정적인 감정에 대한 기대에 의해서, 그 사람을 지원하도록 동기유발 되어질 수 있다(Barnett & Thompson, 1985; Hoffman, 1975). 감정이입과 친사회적 행동 사이의 긍정적 관계에 대한 충분한 이론적 근거에도 불구하고, 그 관련성을 실증하는데 실패한 많은 연구들에서 나타난 개념적, 방법론적 문제들이 본 논문에서 분석되었다. 성인의 감정이입과 친사회적 행동과의 관계에 대한 연구들은 상당히 일관된 긍정적 결과를 제시해온 반면, 아동들, 특히 어린 유아들을 대상으로 한 경우, 명백하거나 쉽게 해석할 수 있는 패턴의 관련성이 확립되지 못했다. 이러한 종전 연구에서의 문제점은 감정이입에 대한 개념적 논쟁 및 측정방법의 어려움에 기인할 수 있다. 감정이입과 친사회적 행동 사이의 실험적인 관련성의 강도는 이 변인들을 측정하기 위해 사용된 방법들의 특성과 제한성에 다분히 의존하는 것으로 보인다. 친사회적 반응에 영향을 미치는 것으로 가정되어지는 다양한 상황적, 동기적 요소들을 감안하여, 유아의 감정이입 능력이 구체적인 사회적 상황에서 작용되는 과정이 보다 면밀하게 연구되어져야 한다.

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Effects of Selenate and Sulfate Ion Interaction in Nutrient Solution OH the Growth Of Artemisia molngotica var. tenuifolia (배양액 내의 Selenate 와 Sulfate 이온의 상호작용이 참쑥의 생육에 미치는 영향)

  • Lee, Yun-Jeong;Park, Kuen-Woo;Suh, Eun-Joo;Cheong. Jin-Cheol
    • Journal of Bio-Environment Control
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    • v.7 no.1
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    • pp.63-70
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    • 1998
  • This study was carried out to investigate the interaction of selenate and sulfate ion in nutrient solution supplyed with selenate ion. At early growth stage, the growth of Mongolian wormwood was best at 3mM sulfate ion and 2mg/$\ell$Na$_2$SeO$_4$ treatment. As they were grown and matured, at the later growth stage, the effect of antagonism between selenate and sulfate ion on the growth of each plant decreased. At supplying with selenate ion in nutrient solution, the uptake of selenate by plant had negative correlation with sulfate ion concentration in nutrient solution. The higher sulfate ion concentration, the less selenium uptake. However, the effect of antagonistic interaction of selenate and sulfate ion on the selenium uptake increased with plant age. Whereas, the uptake of sulfate ion had positive correlation with sulfate ion concentration in nutrient solution at supplying with selenate ion in nutrient solution. The uptake of sulfate ion increased with increase of sulfate ion concentration in nutrient solution. The effect of this interaction with selenate and sulfate ion increased with growth and maturity of plant. However, at 3mM sulfate ion concentration in nutrient solution, sulfate ion concentration in plant tissue decreased markedly.

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The Effects of Overseas Output Ratio on Discretionary Accruals and Firm Value (국제다각화가 회계선택 및 기업가치에 미치는 영향)

  • Kim, Chang-Kun;Park, Sang-Bong
    • Management & Information Systems Review
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    • v.36 no.1
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    • pp.291-307
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    • 2017
  • This study analyzes the effects of global diversification level on discretion accruals and firm value. In order to verify the hypothesis of this study, the sample of securities companies was selected from 2012 to 2015, and the final sample is 2,139 firm-year. The results of this paper are as follows : First, discretionary accruals increased as the diversification level increased. We conducted an additional analysis as to whether the increase in information asymmetry due to international diversification affects discretionary accruals. As a result, the increase of information asymmetry due to international diversification increased discretionary accruals. This analysis is consistent with EI Mehdi and Seboui(2001)'s study. Second, we analyze the impact of international diversification on corporate value. In previous studies, there was no consistent conclusion about the relationship between international diversification and firm value(Christophe and Pfeiffer, 2002; Denis and Vost, 2002; Bodnar and Wenintrop, 1997; Bodnar et al., 2003). Therefore, this study hypothesizes that the increase in discretionary accruals, which have been driven by international diversification, will have an impact on firm value. Aa a result of the analysis, we found that the increase in discretionary accruals due to diversification declines the firm value. This means that the increase in discretionary accruals due to diversification is utilized as and opportunistic means by taking individual gain of managers.

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The Effect of Push, Pull, and Push-Pull Interactive Factors for Internationalization of Contract Foodservice Management Company (위탁급식업체 국제화를 위한 추진, 유인 및 상호작용 요인의 영향 분석)

  • Lee, Hyun-A;Han, Kyung-Soo
    • Journal of Nutrition and Health
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    • v.42 no.4
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    • pp.386-396
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    • 2009
  • The purpose of this study was to analyze the effect of push, pull and push-pull interactive factors for CFMC (Contract Foodservice Management Company)'s internationalization. The study was a quantitative study part in mixed methods (QUAL ${\rightarrow}$ quan) which was mainly qualitative study and quantitative study. Mail survey was carried out for quantitative study. For study subjects, 1,281 persons who completed 'Food Service Management Professional Program' of 'Y' University were selected as a population because the program was mainly for CFMC's workers. The analysis methods used in this study were frequency analysis, factor analysis, correlation analysis and multiple regression analysis with SPSS 17.0. Push factors had the saturation in domestic market and the manager's purpose (fac.1) and the investment for internationalization (fac.2). Pull factors had the company's external environment for internationalization (fac.3) and the global network and spread of culture (fac.4). Push-pull interactive factors had the information about foreign market (fac.5), the procedure and budget of overseas expansion (fac.6) and the national network and size of domestic market (fac.7). Internal dynamics factors had the deterrents for internationalization (fac.8) and the enablers for internationalization (fac.9). The result showed that the company's external environment in pull factors had positive effects on the deterrents for internationalization. The global network and the spread of culture had positive effects on the enablers for internationalization. The information about foreign market in push-pull interactive factors had positive effects on the deterrents and enablers for internationalization. The national network and the size of domestic market had positive effects on the enablers for internationalization. The deterrents and enablers for internationalization had positive effects on the level of internationalization, and the deterrents had more effects on the level of internationalization than the enablers did (${\beta}$= .492 > .177).

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

Factors influencing health and quality of life among allergy and asthma patients: With specific focus on self-efficacy, social support and health management (건강과 삶의 질에 영향을 주는 요인에 대한 분석: 자기효능감, 사회적 지원 및 질병관리를 중심으로)

  • Uichol Kim ;Chun-soo Hong ;Jeung-Gweon Lee ;Young-Shin Park
    • Korean Journal of Culture and Social Issue
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    • v.11 no.2
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    • pp.143-181
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    • 2005
  • This article examines factors that influence health and quality of life. In addition to the symptomatology and physiological functioning, the influence of the psychological functioning and interpersonal relationship on the overall health and quality of life are also investigated. Using a case-study approach, a total of 70 patients suffering from allergy or asthma were interviewed using a semi-structured questionnaire developed by the present authors. It assessed the following six areas: Cause and onset of illness, psychological functioning, health management, trust, social support received and overall health and quality of life. Based on the transactional model (Bandura, 1997; Kim & Park, 2005), the results of the case studies have been integrated and divided into three aspects: (1) Cause and onset of illness that includes physiological and environment factors; (2) mediating influences that includes psychological functioning, health management, interpersonal relationship and social support received; and (3) outcome factor that includes symptomatology, health and quality of life. The psychological functioning includes self-efficacy (self-regulated efficacy, efficacy for enlisting social support, efficacy for managing the environment, and efficacy for overcoming difficulties), positive outlook, life goals, experience of stress, and proxy control. Interpersonal relationship includes trust of family members and the physician. Health management includes receiving proper health assessment, following the advice and prescription given by the physicians, control of the environment and maintaining a healthy lifestyle. The results indicate that physiological, psychological, relational and environment factors interact with each other and affect individual's overall health and quality of life. Self-efficacy, social support received from family members, trust of physicians, and the health care system are key factors promoting healthy lifestyle and quality of life. The results indicate the need for further interdisciplinary, indigenous and cultural psychological research.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

An Analysis of Nursing Research on Child Rearing in Korea (자녀양육에 대한 국내 간호학분야 연구논문 분석)

  • Lee, Dong Won;Kwon, In Soo
    • Child Health Nursing Research
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    • v.20 no.4
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    • pp.264-274
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    • 2014
  • Purpose: The purpose of this study was to analyze papers on child rearing in Korea and to suggest future research and nursing practice directions for child rearing. Methods: An on-line search via 5 web sites yielded 201 research papers. The analysis of key concepts was based on the attributes of parenting and type of knowledge held by the parents. Results: The research papers found in the search were 27.3% experimental and 72.7% non-experimental. Among the participants, 77.0% of parents raising the child were mothers and the children were mostly young children under the age of one year. Types of knowledge related to child rearing varied widely, but explanatory knowledge (55.2%) was the most common, followed by prescriptive knowledge (30.0%) and descriptive knowledge (14.8%). For attributes of parenting, reaction to parenting (49.9%) followed by parenting behavior/practice (43.1%) was most common. Conclusion: Findings of this study indicate that further research is necessary regarding fathers and surrogate caregivers and on prescriptive knowledge for health promotion of children at different developmental stages. Also the results suggest a need for research toward developing child care policies.

A study on the effects of Fashion career educational program for improving the career self-efficacy of middle school students: In case of students who are interested in Fashion (패션진로교육 프로그램이 중학생의 진로자기효능감 향상에 미치는 효과 연구: 패션에 관심 있는 학생을 중심으로)

  • Wee, Eun Hah
    • Journal of Korean Home Economics Education Association
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    • v.30 no.1
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    • pp.1-13
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    • 2018
  • The purpose of this study is to investigate the improvement of career self-efficacy of middle school students through the fashion career educational program designed for Free-semester. For the purpose of this study, three middle schools were implemented and their effects were verified. First, the fashion career educational program was designed based on subordinate elements of career education: job information searching, self-understanding and exploration, career-planning, and problem-solving. The results of this study were as follows: First, the fashion career education program has positive effects on the improvement of career self-efficacy of middle school students. The positive experiences of accomplishment through task solving, the role experience of successful role model, the return of successful experience, and the positive interactions of teachers and friends that can be done in the future have brought positive changes to career self-efficacy. Second, this program has positive effects on the career self-efficacy sub-factors, which are career exploration efficacy, career decision making efficacy, and career-performing efficacy. As a result of practicing and exploring activities related to fashion, It seems to be due to the self - confidence of planning and preparing their own career through their self-understanding and exploration, collecting information of job, problem solving, career planning, etc.