• Title/Summary/Keyword: 몰입경험

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Current Status, Challenges, and Suggestions for Utilizing Daesoon Jinrihoe's Video Content: Focusing on the Film, The Road of Peace and Harmony, and the Videos of the Museum of Daesoon Jinrihoe (신종교의 영상 콘텐츠 활용 현황과 과제, 그리고 제언 - 영화 <화평의 길>과 대순진리회박물관의 영상물을 중심으로-)

  • Park Jong-soo
    • Journal of the Daesoon Academy of Sciences
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    • v.48
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    • pp.239-268
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    • 2024
  • Video content is often used as a means of education due to the characteristics of the medium: representation, information delivery, immersion, and experience. In particular, religious films are being used more often in public schools and religious communities to promote understanding and inspiration. The purpose of this study is to examine how Daesoon Jinrihoe utilizes video content via the film, The Road to Peace and Harmony, and the videos that were made for the Museum of Daesoon Jinrihoe Museum. The study will also make suggestions regarding the future use of such contents. In Section 2 of this study, the status of the video contents as currently used by Daesoon Jinrihoe will be examined and analyzed in terms of how the film, The Road to Peace and Harmony, and the videos produced for the Museum of Daesoon Jinrihoe are being utilized. In Section 3, the limitations of Daesoon Jinrihoe's video contents will be considered in that these materials in terms of how these videos are only used within the religious order. There is the potential that such materials could be used in broader society. Lastly, in Section 4, it is proposed that video materials produced by Daesoon Jinrihoe could be used within multicultural religious education in a public setting beyond mere in-group religious education. Through this, it is hoped that Daesoon Jinrihoe will be able to expand as a world religion in a more timely manner than what would otherwise be achieved.

An Exploratory Study on the Relationship between SNS Use during a Task and Task Performance: An Analysis of Task Complexity Difference (작업 수행 중 SNS 사용과 작업 성과의 관계에 관한 탐색적 연구: 작업의 난이도에 따른 차이 분석)

  • Jinyoung Min
    • Information Systems Review
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    • v.19 no.3
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    • pp.105-125
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    • 2017
  • Although the relationship between social networking sites (SNS) use and performance has been widely studied, most of these studies have focused on comparing the SNS users' overall performance with that of non-SNS users instead of examining how using SNS midway of a task affects one's task performance. To address this research gap, an experiment was conducted to examine SNS use during a task and its influence on the performance of that task. In this experiment, the role of SNS in various situations was examined by reviewing the literature on break and performance as well as the types of breaks and tasks. Owing to its exploratory nature, this study used various types of data, such as electroencephalography interpretation data generated from a brain-computer interface, self-reported data, and data recorded by a computer. Those participants who used SNS showed an improved performance compared with those who took a short break while doing a simple task. Further analysis showed that the degree of SNS usage and engagement with SNS had positive effects on the participants' simple task performance, while social presence and reassurance of self-worth had negative and positive effects on the participants' complex task performance, respectively.

Key Factors of Talented Scientists' Growth and ExpeI1ise Development (과학인재의 성장 및 전문성 발달과정에서의 영향 요인에 관한 연구)

  • Oh, Hun-Seok;Choi, Ji-Young;Choi, Yoon-Mi;Kwon, Kwi-Heon
    • Journal of The Korean Association For Science Education
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    • v.27 no.9
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    • pp.907-918
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    • 2007
  • This study was conducted to explore key factors of expertise development of talented scientists who achieved outstanding research performance according to the stages of expertise development and dimensions of individual-domain-field. To fulfill the research purpose, 31 domestic scientists who were awarded major prizes in the field of science were interviewed in-depth from March to September, 2007. Stages of expertise development were analyzed in light of Csikszentmihalyi's IDFI (individual-domain-field interaction) model. Self-directed learning, multiple interests and finding strength, academic and liberal home environment, and meaningful encounter were major factors affecting expertise development in the exploration stage. In the beginner stage, independence, basic knowledge on major, and thirst for knowledge at university affected expertise development. Task commitment, finding flow, finding their field of interest and lifelong research topic, and mentor in formal education were the affecting factors in the competent stage. Finally, placing priority, communication skills, pioneering new domain, expansion of the domain, and evaluation and support system affected talented scientists' expertise development in the leading stage. The meaning of major patterns of expertise development were analyzed and described. Based on these analyses, educational implications for nurturing scientists were suggested.

The Impacts of Entrepreneurial Proclivity and Merchandising Strategy on Conventional Market and Its Policy Implications (한국 재래시장상인의 창업가정신과 상품화 전략이 시장이미지와 경영성과에 미치는 영향과 재래시장 정책에 대한 시사점)

  • Suh, Geun-Ha;Yoon, Sung-Wook;Suh, Chang-Soo
    • Journal of Distribution Science
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    • v.7 no.3
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    • pp.71-100
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    • 2009
  • The main purpose of this study is to define relevant factors that influence successful start-ups and management innovations of traditional markets from the point of market structures and relations. To do this, we devide an entrepreneurship of merchant into two factors, risk taking and managerial experience and choose product planning and its implementation to see merchandising of traditional markets. In this study we identify that several factors we chose are contributing to generating management performances through market promotional parameters. Also we confirm that image factors of traditional markets is consist of awareness and value of markets, and that these factors shows some sequential and continual patterns in the course of generating performances. In additions, it is identified that four independent factors have positive effects to star-up success; risk taking 0.29(t 2.61), managerial experience 0.04(t 1.79), merchandising implementation 0.374(t 2.61), market value 0.47(t 5.25), market awareness 0.22(t 2.30). This study can help merchants of traditional markets to make and change their market strategies, restructure their businesses and survive in the field. This also provide some ideas and guidances to relevant government agencies in formulating traditional market policies.

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The Attitude of the Bereaved Family Attending a Bereavement Memorial Service (사별가족모임과 관련된 사별가족 태도 연구)

  • Jung, In-Soon;Shim, Byoung-Yong;Kim, Young-Seon;Lee, Ok-Kyung;Han, Sun-Ae;Shin, Ju-Hyun;Lee, Jong-Ku;Hwang, Su-Hyun;Ok, Jong-Sun;Kim, Hoon-Kyo
    • Journal of Hospice and Palliative Care
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    • v.8 no.2
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    • pp.143-151
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    • 2005
  • Purpose: Bereavement Memorial Service has been held every year by the hospice team at St. Vincent's Hospital for the purpose of supporting the bereaved family who feel grief and mourning. The purpose of this study is to find out the attitude of the bereaved attending at bereavement memorial service (BMS) and to find out the areas needing improvements to set up better memorial service. Methods: Hospice team sent invitation card to 180 families of patients who admitted and passed away at hospice ward Nov., 2003${\sim}$Oct., 2004. Among them 22 families attended the BMS meeting, which was held on 26th Nov., 2004. The researcher collected data from 22 families with 'Questionnaire' survey. Except identifying data and 2 dichotomy questions, we used open-ended questionnaire. 1 researcher conducted a telephone interview survey in 18 families who couldn't attend at BMS meeting. Results: The median age was 56 (range $16{\sim}19$) and there were 37 females and 3 males. They were patient's wife (22), mother (4), husband (5), daughter (4), mother-in-law (1), siblings (1), brothers wife (1). Duration after bereavement, $1{\sim}3$ months (17) was the highest frequency. 36 families agreed 'the dead experienced the death with dignity'. The reason of agreement to the death with dignity was 'the patient died in preparation' (16). 'the patient died in well-being condition spiritually' (9), 'the patient died in comfort physically (7). 4. persons thought the dead died with indignity. The bereaved defined 'the death with dignity' as follows: 'acceptance of death & death in spiritual well-being' (9), 'death in physical comfort condition' (7), 'the death in psycho-social well-being' (3), non-respondents (10). Most families (21) were still in difficulty to overcome bereavement grief. The answer regarding the method to overcome the difficulty was 'with spiritual sublimation' (13), 'with devotion of oneself in daily life' (10), 'with devotion to mourning as it is' (3). With regard to their attitude to invitation, 'having joy and thanks from hospice team' (21), 'grief' (4), 'suffering' (4). Toward the existence of hesitation about attendance at BMS meeting, the result as follows. Nonexistence of hesitation respondent (34), existence respondent (6), the reason for hesitation was various; 'the meeting reminds me of the suffering times', 'the meeting makes me to recall, and it will be likely to cry', and so on. The needs and feelings to memorial service meeting were various; 'it was meaningful time', 'it was good to recall about the dead', 'more meeting annually' and so on. In respect of the most difficulty after bereavement, in attendant family, 'depression' (10) was the highest frequency, whereas, in non-attendant family, the most difficult thing was 'financial problem/role difficulty (6). Conclusion: This study shows the rate of attendance was high in bereaved whose bereavement duration $1{\sim}3$ month. Most of bereaved were still suffering from bereavement grief within 1 year. Although most families didn't hesitate and felt positive mood to invitation, the rate of attendance was low. Comparing with two groups between attendant family and non-attendant, the latter felt more difficulty in 'financial problem/role difficulty, on the other hand, the former felt difficulty in 'depression'. Hereafter, the additional study about the factor relating to these attitude and needs of the bereaved relating to memorial service will be necessary.

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The Effect of Smartphone Usage Habits of Mothers on Aggression and Emotional Intelligence of Young Children (어머니의 스마트폰 사용습관이 유아의 공격성 및 정서지능에 미치는 영향)

  • Yoo, Ji-Eun;Kim, Sung-Jae;Hwang, Ji-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.325-335
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    • 2017
  • This study examined the effects of mothers' smartphone usage habits on young children's aggression and emotional intelligence. For this purpose, a total of 275 questionnaires from mothers in Jeonbuk Province with 3~5 year old young children, who had experiences in using smartphones, were analyzed, and the results are as follows. First, an analysis of the general trend of mother's smartphone usage habits showed that young children's aggression and emotional intelligence according to the general trend of mother's smartphone usage habits had a generally low rate and 'the tolerance and flow' had a high score among its sub-factors. The general trend of young children's aggression also showed a generally low rate, and 'status acquired aggression' had a high score among its sub-factors. The general trend of young children's emotional intelligence showed a moderate level, and a high score was observed in 'mother relation' among its sub-factors. Second, an analysis of the relationship between mother's smartphone usage habits, and young children's aggression and emotional intelligence showed that mother's smartphone usage habits had a positive correlation with the young children's aggression while it did not correlate with the young children's emotional intelligence. On the other hand, a negative correlation was observed between the virtual world orientation among the sub-factors of smartphone usage habits and the self-emotion awareness and expression among the sub-factors of emotional intelligence. Third, an analysis of the effects of mother's smartphone usage habits on children's aggression showed that all of mother's smartphone usage habits and its sub-factors had a negative effect on children's aggression. Fourth, an analysis of the effects of mother's smartphone usage habits on young children's emotional intelligence showed that none of mother's smartphone usage habits or its sub-factors had a significant effect.

A Study of the Evolving Process of Wealthy Major Donors' Sharing Lives in Korea (부유층의 기부과정에 관한 연구)

  • Kang, Chul-Hee;Kim, Mi-Ok
    • Korean Journal of Social Welfare
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    • v.59 no.2
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    • pp.5-38
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    • 2007
  • This study attempts to develop a theory on the evolving process of wealthy major donors' sharing lives in Korea through a grounded theory approach. To conduct this study, the researchers have in-depth interviews with 11 exemplary wealthy major donors who have more than one million US dollars in his or her own asset and donate more than ten thousand US dollars annually. In data analysis, this study identifies 161 concepts on the evolving process of wealthy major donors' sharing lives; and the concepts are categorized with 33 sub-categories and 14 categories. In the paradigm model on the evolving process of wealthy major donors' sharing lives, it is identified that the central phenomenon, 'practicing sharing lives as noblesse oblige', is related with the causal conditions such as 'learning through memories and observation', 'realizing my duties', and 'emphasizing'; and the central phenomenon is related with the contingent conditions such as 'being sensitive to external evaluation', 'having limited information on giving', 'distrusting donation related environments'. The action/interactional sequences such as 'utilizing relationships' and 'strengthening active participation' are accomplished by moderating conditions such as 'having internal and external supports' and 'guiding by firm conviction'. It reveals that as a result, wealthy major donors enjoy the feeling of becoming a ideal and true wealthy person, establish sharing lives as firm and major parts of overall lives, and experience strong desires for better future and society. In this study, 'generous sharing that shares personal heritages and social benefits' is analyzed as a core category; it shows that sharing of wealthy major donors is related to the characteristics of generosity practice based on moral self-benefiting rather than complete altruistic characteristics or self-sacrificial characteristics. The process analysis reveals that it has the following stages: first, initial giving by exposure to causes or requests; second, routine practice of giving; third, evolution of practice of giving with gradual expansion in quantities and qualities; and fourth, living with giving. In the process, the following four types are identified: devoted wealthy donors for sharing, wealthy donors practicing sharing in daily life, wealthy donors practicing sharing with learning on external stimulus, and wealthy donors practicing sharing on empathy. Finally, this study discusses both meanings of identifying and developing a theory on the evolving process of wealthy major donors' sharing lives and implications of the research results in cultivating and developing potential wealthy major donors in Korea.

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A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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