• Title/Summary/Keyword: 마음이론

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원로와의 대담-고려대 명예교수 김창환박사

  • Park, Taek-Gyu
    • The Science & Technology
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    • v.28 no.5 s.312
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    • pp.82-84
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    • 1995
  • 학술원 회원으로 ,문화재위원으로 각종회의에 참석하면서 50년의 학문생활을 마무리하는 과학에세이 「몸과 마음」을 집필하고 있다는 김창환 박사는 신심불이론을 강조한다. 21세기가 되면 생물학의 시대, 생물중심의 시대가 온다고 말하는 원로 과학자 김박사를 만나보았다.

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Efficacy of Mindfulness based Liberal Atr Class of University Student's Resilience and Forgiveness (마음챙김 기반 교양수업이 대학생들의 회복탄력성과 용서에 미치는 영향)

  • Lew, Kyoung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.345-353
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    • 2021
  • This study examined the level of resilience and forgiveness, which are important factors of the future competencies of university students. First, a liberal arts course based on mindfulness theory, "Future Society and understanding of the human mind," was developed with expert validity. This class was opened as a liberal arts class. A test of resilience test and forgiveness scale were conducted before and after the class to determine if there was any change in the level of resilience and forgiveness of university students. There were 18 students in the experimental group and 21 general students in the control group attending S University in Seoul. In both groups, a structured resilience test and forgiveness scale were conducted before and after the experiment. SPSS 20.0 program was used for data processing, and the effectiveness was analyzed using a t-test, paired t-test, and cohen d score for the effect size. The group that showed an effect was verified by confirming the effect size to determine if it was meaningful. The analysis revealed a significant difference in the total resilience score and the sub-factors in positivity and control ability.

Children's Implicit Understanding about Theory of Mind (마음이론에 대한 아동의 암묵적 이해)

  • Hahn, Eun Joo;Choi, Kyoung Sook
    • Korean Journal of Child Studies
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    • v.29 no.1
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    • pp.103-113
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    • 2008
  • This study examined the difference in children's performance between two types of task by the number of protagonists and children's implicit understanding of false-belief. The implicit measure by eye gaze was contrasted with children's explicit answers to the experimenter's question about where the protagonist would look for an object. Results showed there was no difference according to the task type by number of protagonists. On false-belief, 2- and 3-year-olds showed low performance compared with 4-year-olds on explicit responses. On implicit responses, 3- and 4-year-olds out-performed 2-year-olds. These results suggest that implicit understanding precedes explicit understanding.

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Children's Developmental Understanding of Varieties of Expertise (3, 4, 5세 아동의 전문지식에 대한 이해 발달)

  • Song, Young Joo
    • Korean Journal of Child Studies
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    • v.26 no.3
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    • pp.29-42
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    • 2005
  • In this study on the development of children's understanding of varieties of expertise, forty-seven 3-, 4- and 5-year old children were asked to differentiate expertise in the minds of adults, using twenty-four questions consisting of 3 levels of inferences, False belief tasks were also provided to discover correlations with knowledge of various pockets of expertise, Results revealed that 4- and 5-year olds made more correct attributions than 3-year olds. Children also inferred attributions properly on familiar experts, understanding of stereotypical roles, normal functioning, and underlying principles, in that order. Children's concepts of varieties of expertise were correlated with their understanding of false beliefs.

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The Development of False Beliefs and Concepts of Pretense in Young Children (유아의 가장 개념과 틀린 믿음 이해의 발달 및 그 상호관계 연구)

  • Lee, Jongsook;Lee, Young Ja;Shin, Eunsoo
    • Korean Journal of Child Studies
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    • v.23 no.4
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    • pp.1-20
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    • 2002
  • The subjects of this study of the development of concepts of pretense and of false beliefs were 168 3-, 4-, 5-, and 6-year-olds. There were 2 significant main effects for age and type of task both for pretend and false belief tasks. The older children performed pretend tasks and false belief tasks at a higher level than the younger children. Performance on pretend tasks was higher with alternatives than without them. On false belief tasks, there were differences in performance among the change of location, the change of content and the second order false belief tasks. Correlations between understanding of pretense and false beliefs were relatively high. These results suggest that the relationship between children's understanding of pretense and false belief varied by types of tasks.

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A study on curing the wounded heart applications development and effect analysis by utilizing narrative therapy techniques (이야기치료 기법을 활용한 마음상처 치유 어플리케이션 개발 및 효과분석)

  • Ha, Tai-Hyun;Baek, Hyeon-gi
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.207-218
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    • 2015
  • This study is to design and implement Smartphone application by applying the principles and processes of narrative therapy for the participants. The application is able for participants to fight out of the difficulty in question centered on the issue, and to be able to find a positive new stories to be evolving the story of their lives as well. Therefore, using the application will help them to live a healthier life out of the problems. As a way of currying the wounded heart of the youth, narrative therapy techniques were applied to Smartphone appliances accustomed to the youth. The youths' wounded minds will not only be easily cured but also can be a important factor in determining the direction of life. In this study, narrative flow was structured into four stages; relationships, externalization, creating new stories and strengthening the new story bsed on Doll & Doll' theory. Based on them, the Smartphone application for curing the wounded heart was designed and developed by utilizing narrative therapy techniques. The application was tested by 30 University students in Jeonbuk province in Korea and the results showed that they were satisfied with the application with relation to improving their heart health.

Implementing Academic Information Systems from a Mindfulness Perspective (마음챙김 관점에서 본 대학 정보화 프로젝트)

  • Oh, Sang-Jo;Kim, Yong-Young;Kim, Beom-Soo
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.225-247
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    • 2011
  • Universities have been investing in their information systems to keep their management functions working efficiently and effectively. Thanks to these efforts, faculty members and other university employees can perform their tasks efficiently almost anywhere and anytime. Several universities embarked upon information systems projects to take advantage of emerging information technologies in their administration and management. Only a limited number of universities have achieved their objectives; some others have been even tinkering with the idea of abandoning their newly developed academic information systems. The development of academic information systems often start with a relatively high risk of system failure. Sometimes, these systems encounter unforeseen obstacles or fail in systems development. These universities with problems also can overcome these issues by collecting their wisdom. The mindfulness theory is suitable for dealing with implementing academic information systems. This research analyzes an academic information systems development case from a mindfulness perspective, and also addresses its research implications and theoretical contributions.

Enacting enactivism: Concerning the translation problem (Enactivism을 Enact하기: 번역의 문제를 중심으로)

  • Bae, Moon-Jung
    • Korean Journal of Cognitive Science
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    • v.25 no.4
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    • pp.303-341
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    • 2014
  • Enactivism is the most influential and groundbreaking approach among the various theories of embodied cognition. Despite of it's impact and relatively long history, however, Enactivism is still considered as a new and unfamiliar theory in the Korean academic society. Even though this might be partly due to the genuine depth and dramatic approach of Enactivism, it is also due to the disagreement of Korean translation of Enactivism. This paper reviews the philosophical and theoretical implications of Enactivism in the context of history and conceptual terrain, and discusses how the various tranlated Korean words of 'Enaction' - '발제(發製)' '구성(構成)', or '행위화(行爲化)'- embraced and interpreted the essence of philosophy and concept of 'Enaction' and 'Enactivism'. Furthermore, we offer several alternatives Korean translations of 'Enaction': '실행(實行)', 수행(遂行/修行), or 작동(作動). Through this discussion, we hope to provide an opportunity for Korean researchers and philosophers to direct their attention to Enactivism properly and to make a common ground for further development of Enactivism in Korea.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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서남표 KAIST 신임 총장

  • Park, Bang-Ju
    • The Science & Technology
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    • no.9 s.448
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    • pp.16-19
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    • 2006
  • 서남표(70) 전 MIT 석좌교수가 한국을 떠난 지 52년 만에 제13대 KAIST 총장이 돼 돌아왔다. 1990년대 미국 미시간대 총장, KAIST 총장을 고사했던 그가 이제 마음을 바꿔 로버트 러플린 후임으로 오게 된 것이다. 그는 재외 한국인 과학자 중 학문적으로 일가를 이룬 사람으로 꼽힌다. 고객의 요구를 만족시키는 최적의 설계 이론인 ‘공리적 설계’를 창안하기도 해 세계적으로 바람을 일으키기도 했다. 학생들한테는 눈물이 날 정도로 엄하게 훈육했으며, 130년 전통의 MIT 기계과를 혁신한 것으로도 유명하다. 그를 만나 그의 인생 역정과 철학, KAIST에 대한 비전을 들어봤다.

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