• Title/Summary/Keyword: 미하이 칙센트미하이

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A Study on Korean Ganhwa Seon from the Perspective of Mihaly Csikszentmihalyi's Flow Theory (칙센트미하이의 몰입이론을 통해 조명한 한국 간화선)

  • 최용운
    • Studies in Philosophy East-West
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    • no.93
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    • pp.417-442
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    • 2019
  • In a context where approaches of psychotherapy on Buddhist meditation are prevailing, this study aims to re-envision contemporary Korean Ganhwa Seon from the perspective of Mihaly Csikszentmihalyi's Flow Theory. Developed over the last several decades, Flow Theory involves scientific study of the correlation between human happiness and various mental and physical activities. The research method not only re-envisions the principles, values, and the current state of Ganhwa Seon through Flow Theory, but also seeks a modern transformation. It is proposed here that Ganhwa Seon's tradition of the "master-disciple encounter," which corresponds to the role of feedback in Flow Theory, plays a crucial role in contemporary utilization of Ganhwa Seon. It is also argued that Flow Theory's concept of "transcender" can provide new insight into contemporary Ganhwa Seon. In our current era of the Fourth Industrial Revolution, more emphasis is being placed on human creativity. Flow Theory offers a way to improve creativity by "cultivating flow in everyday life" through its three dimensions of "goal," "concentration," and "enjoying the process." This suggests a modern transformation of Ganhwa Seon, which places emphasis on "investigating only one hwadu for a lifetime," based on enjoying the process of cultivating it.

An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

A Study on the Structural Relationships between Flow Experience and Satisfaction about School Library Use (학교도서관 이용에 대한 플로우 경험과 만족도의 인과관계에 관한 연구)

  • Lee, Byeong-Ki;Song, Gi-Ho;Kim, Sung-Jun
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.119-140
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    • 2015
  • The domestic and foreign standards of school libraries suggest that school library should be run to give useful and pleasant experiences to students. This study applies Csikszentmihalyi's 'flow theory' to analyze the relationships between students' flow experience and their satisfaction about school libraries use. The variables selected in this study are students' satisfaction, flow experience, library skill, challenge of library use, types of library use and students' learning styles. The research model is designed by using these 6 variables in this study. The data are collected from 293 students and analyzed by structural equation modeling. The results of this study are as follows: The entire casual relationships show that library skills influence in types of library use, types of library use affect students' learning styles and students' learning styles influence in satisfaction through flow. To improve students' satisfaction about school library use, this study proposes effective ways related to teacher librarians' role performances to expand students' flow experience and increase their library skills.