• Title/Summary/Keyword: 사이버 자아

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A Study on the Role of Social Support for Low-Income Households of Youths or Adults with Disabilities that Devoid of Cultural Capital (문화자본 결핍 저소득 장애청소년과 장애가정청소년을 위한 두드림 프로그램의 효과성에 관한 연구)

  • Ohem, Mi-Sun;Kwak, Jee-Young
    • 재활복지
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    • v.20 no.4
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    • pp.55-78
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    • 2016
  • This society faces problems from unequal access to quality education which eventually lead to unequal distribution on wealth. Specifically, those youths with disabilities have a higher risk of living in poverty and becoming marginalized. First established in 2009, the Dodream program has addressed the issue of poverty fixation by establishing long-term supports for households of youths or adults with disabilities through case management. This study analyzes the effectiveness of Dodream program for youths with or youths whose parents are with disabilities on low-income households. The results of the study indicate that the Dodream program leads to improvements in self-concepts and career consciousness among youth. The program was particularly effective in improving the career preparedness of those who were involved. By establishing connections and collaborating with regional case management base institutions and cooperation centers, the program secured various social support resources. Finally the study presents plans on vitalizing the youth support by thoroughly investigating the cases of each study and establishing the program as long-term Human Capital Investment Model.

Design and implementation of a class homepage to cultivate the right character of elementary school students (초등학생의 바른 인성 함양을 위한 학급 홈페이지 설계 및 구현)

  • Kang, Dong-Sug;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.362-369
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    • 2004
  • 인성 교육은 창의성 교육과 더불어 교육 개혁 과제의 핵심이자 새 학교 문화 창조의 밑바탕으로 일선 교육 현장에서 최우선으로 해결해야 할 당면 과제이다. 교육의 궁극적인 목적이 '인간에 의한, 인간을 위한, 인간의 교육' 임을 알고 있으면서도 다양한 체험 활동을 통한 인성 교육을 등한시하고 지식을 중시하는 지식 편중의 교육 활동을 전개하는 실정이다. 오늘날 교육은 웹의 풍부한 자원의 활용으로 새로운 교육형태, 학습모형 등이 점차 확산되어 가고 있는 추세이다. 그러나 학생들에게 풍부한 학습환경 제공과 비례하여 극단적인 이기풍조는 여전히 우리의 삶을 위협하고 교육을 저해하는 요인이 되고 있다. 이러한 교육적 현실로 전통적인 학습방법에서 탈피하여 사이버 공간의 학급홈페이지를 이용한 인성교육의 프로그램을 개발하여 좀더 능동적이고 시간과 장소에 제약을 받지 않는 자유로운 마음열기 대화활동을 통해서 아동들의 적성과 능력을 극대화하고 자아실현의 기쁨을 느끼게 하는 올바른 심성의 장 학급홈페이지 설계 및 구현을 통해 온라인 상에서 이루어지는 학생과 학생, 학생과 교사 등 상호작용의 장으로서 그 역할을 담당하고 쉽고 친숙한 학급홈페이지의 활용면에서 있어서도 성과가 있을 것이다.

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A Study on the Relationship between Volunteer Experience and Subjective Self-awareness (자원봉사활동 경험과 주관적 자아인식 관계 연구)

  • Jo, Gee-yong;Lim, HyoNam;Kim, Doo-Ree;Kang, Kyung-hee;Kim, Seol-Hee;Kim, Yong-Ha;Lee, Chong-Hyung;Ahn, Sang-Yoon;Kim, Kwang-Hwan;Song, Hyeon-Dong;Hwang, Hey-Jeong;Kim, Moon-Joon;Park, A-rma;Gu, Jin-Hee;Chang, Kyung-Hee
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.449-460
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    • 2021
  • The purpose of this study explained the experience of volunteering activities and the relationship of subjective self-awareness in order to examine the social meaning of volunteer activities. For adults aged 20 or older, 312 volunteering experience and social support awareness were analyzed on the level of self-identity by allocation sampling method depending on gender and age. The analysis results of this study were as follows. First, it was found that those who have experienced volunteer activitiies have a relatively simple willingness to participate in professional volunteer activities and those who have experienced volunteer activities. Second, social support and self-identification were different depending on whether they have experienced volunteer activities. Third, age, volunteer participation, willingness to participated in volunteering, and social support were analyzed as explanatory factors predicting self-identification of research participants. Based on the research results, volunteer activities to positively promote self-awareness suggested the need to practice volunteer activities according to the life cycle so that social meaning can be given. As a policy suggestion, the need for volunteer activities was closely analyzed to enable healthy self-forming for well-aging from adulthood to old age to discussed the need for policies and systems to strengthen volunteer motivation as leisure activities.

A Study of Extraction of Variables Affecting the Adolescents' Computer Use Type with Decision Tree (의사결정트리 기반의 분석을 통한 청소년의 컴퓨터 사용 유형별 관련 변수 추출)

  • Lee, Hye-Joo;Jung, Eui-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.15 no.2
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    • pp.9-18
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    • 2012
  • This study investigated the extraction algorithm fitting for variables of adolescents' computer use type with the sample from KYPS data (3409 in the second grade of the junior high school; 1704 boys and 1705 girls). The results of the decision tree model revealed that : (1) Gender, computer use time, misdeed friends, parent supervision, other agreement of misdeed, parent study expectation, self-control, teacher attachment, and sibling relation were significant for entertainment type. (2) Gender, cyberclub, computer use time, self-belief, online misdeed were significant for relation type. (3) Study enthusiasm, personal study time, optimistic disposition, study and spare time, cyberclub, self-belief, and other people criticism were significant for information type. These results suggest that adolescents' diverse conditions should be considered for using computer more efficiently.

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A Study on the 'Re-appearance of Picturing ' in the On-Line Community (온라인 커뮤니티에서의 픽처링 재현에 관한 연구)

  • Son, Keum-Sun;Yoon, Jun-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.737-742
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    • 2007
  • The concept of 'Picturing' is beyond the 'Illusion' of traditional art in the Digital Media era. It is a 'Suffering' of the 'Re-appearance' that is masquerade the 'Actual' as a 'Digital Apparition.' This study aims to concern the point of view on the above subject; the 'Picturing' through the analysis of communication problems in the digital era. To begin with, need to define the concept of 'Picturing' and how it is expected to have a role through the accessibility of medium use, intervention by body and images. Also, I suggest a new approach to 'Picturing' as a new mutual communication method. Body, Digital media, and Image. These three principles of 'Picturing' create huge benefits to our world/nature whether we want it or not. It seems to become more and more of powerful self-replicating organism. We have to be aware what sort of images are surrounding us and how transmitting it to where in/on our body via newest sophisticated media we use. 'Picturing' is an invasion of ordinary, no longer exists pleasure for body, no longer speaks intension of its next destination. It strongly self-grows and also controls us in the name of Digital media era. However, 'Picturing' is a mode of re-imaging activity and also suggestion of re-appearance practice.

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Warmth Parenting and the Social Competence of Preschoolers : Sequential Mediation Effects of Self-Esteem and Positive Peer Play Interaction (부모의 온정적 양육행동이 유아의 사회적 유능성에 미치는 영향에서 자아존중감과 긍정적인 또래놀이 상호작용의 직렬매개 효과)

  • Rhee, Sun-Hee;Lee, Eun-Gyoung;Park, Seon-Young
    • Korean Journal of Childcare and Education
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    • v.15 no.4
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    • pp.37-57
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    • 2019
  • Objective: The purpose of this study was to examine the sequential mediating effects of self-esteem and positive peer play interaction between warmth parenting and the social competence of preschoolers. Methods: The 7th wave of the Panel Study on Korean Children(2014) was used to analyze 1,113 preschoolers. Sequential mediation effects were analyzed using SPSS Process Macro(Hayes, 2013). Results: Warmth parenting indirectly affected preschooler's social competence (cooperation, assertion, self-control) by yielding sequential mediation effects on self-esteem and peer play interaction. Namely, warmth parenting does not directly affect social competence but does have a significant effect on preschooler self-esteem, which positively affected peer play interaction. This path increases the social competence(cooperation, assertion, self-control) of preschool children. Conclusion/Implications: In order to increase the social competence (cooperation, assertion, self-control) of preschool children, it is important for the preschooler to consider themselves a worthy person and to learn positive interaction techniques through warmth parenting.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

Relationship between Gratitude and Career Decision-Making Self-Efficacy: The Mediating Effects of Mindfulness (감사성향과 진로결정 자기효능감 간의 관계:마음 챙김의 매개효과를 중심으로)

  • Kim, Eun-Mi
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.139-145
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    • 2020
  • The purpose of this study was to investigate the relationship between mindfulness (K-MAAS), Gratitude(Gratitude Questionnaire, GQ-6), and career decision-making self-efficacy (CDSES-SF) as a factor influencing adults career development. Subjects were 89 adults in cyber university and graduate school. SPSS 23.0 and PROCESS Macro were used for data analysis. As a result, there was a significant correlation between gratitude, mindfulness, and career decision-making self-efficacy. Also, the mediating effect was shown between GQ-6, CDSES-SF, and K-MAAS. The direct effect of GQ-6 and CDSES-SF was found to be a positive relationship, and indirect and total effects were also significant. This suggests that mindfulness is mediated in part by the relationship between gratitude and career decision-making self-efficacy. To improve career decision-making self-efficacy, group counseling and education programs are needed to experience gratitude and mindfulness.

A Study on Factors Influencing Youth Drinking Using Binomial Logistic Regression

  • Kim, Eun-ju;Bang, Sung-a;Seo, Eun-sug
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.167-174
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    • 2019
  • The purpose of this study was to analyze the factors affecting the drinking behavior of adolescents. Based on this, it aims to suggest the practical and policy measures to prevent the drinking behavior of adolescents and to mediate / reduce them. We used binomial logistic analysis as an analysis method.As a result of this study, the individual factors affecting alcohol drinking were gender, smoking experience over the past year, sexual satisfaction, cyber delinquency, self-esteem, parental abuse, peer as family factors. Peer trust was significantly associated with attachment factors, and school adaptation factors were not found to be associated with alcohol drinking in adolescents. This suggests that multilateral efforts such as individuals, families, and communities are needed to mediate and reduce the drinking behavior of adolescents.

User′s Characteristics Which have Influence on the Avatar Acceptance (사용자 특성이 아바타 수용에 미치는 영향)

  • Lee, Seung Hyun;Choi, Hoon
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.93-108
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    • 2003
  • 최근 들어 신세대들은 온라인을 통해서 아바타를 활용하여 가상공간 속에서 자신을 표현하고 있는 추세이다. 아바타는 ‘분신’, ‘화신’을 의미하는 산스크리트어로 가상공간에서 사용자의 역할을 대신하는 애니메이션 캐릭터이다. 가상공간 속에서 오프라인 상에서 표현하지 못한 자신만의 캐릭터를 통해서 자신의 정체성을 시각적으로 표현하여 개인의 개성을 표출하고 있다. 이러한 아바타의 출현으로 인터넷에서의 자기표현 방식이 외향적인 형태로 변화하는데 이는 새로운 표현에 대한 사용자의 수용도에 따라서 여러 가지 형태로 나타나고 있다. 특히, 사용자가 새로운 개념을 수용하는데 있어서 그들이 잠재적으로 보유하고 있는 특성에 따라서 아바타의 표현이 다각적으로 연출되고 활용되어지고 있다. 이는 신세대들의 자기표현 방식이 다양하기 때문이다고 할 수 있겠다. 신세대들은 또한 새로운 정보통신 기술이 매체를 통해 보급될 경우 수용도가 다른 세대에 비해 빠르다. 이렇듯 아바타의 도입과 활용은 신세대의 자기표현의 상징적인 역할을 하고 있다. 현재, 웹과 핸드폰을 통해서 2D 기반의 아바타가 활용되고 있으며, 신기술이 지속적으로 개발되고 있다. 현재 개발되어지고 있는 3D 핸드폰 아바타의 수용도에 대한 관심도도 높아질 것으로 예상된다. 현재 아바타 개발과 활용에 대한 연구는 활발히 진행되고 있지만, 이러한 신세대들의 특성에 따른 아바타의 수용에 대한 연구는 아직 정립되지 못하고 있다. 아바타의 수용에 관한 이론은 심리적 특성 이론으로 자아 존중감, 유행 선도력, 소비가치 등이 있으며, 사용자 수용 이론으로 혁신 성향, 유흥 성향 등이 있다. 이를 기반으로, 본 연구에서는 신세대 대학생들의 특성에 따라서 아바타의 수용도에 미치는 영향을 모색하고자 한다. 이를 위해서 대학생들의 특성을 심리적 특성이론과 사용자 수용이론으로 구분하여 이 특성에 따라서 향후 개발될 3D 핸드폰 아바타의 수용도의 관계를 파악하고자 한다. 본 연구에 대한 자료 수집방법은 D대학교의 교양과목인 “사이버문화의 이해와 활용”을 수강하는 학생들을 대상으로 총 170부를 설문 조사하였으며, 수집된 설문지 중에서 불성실하게 응답한 설문지 6부를 제외한 총 164부를 유효한 설문으로 확보하였다. SPSSWIN 10.0 패키지를 이용하였으며, Cronbach's Alpha값을 통한 신뢰도 분석과 요인분석을 통한 타당성 분석을 하고, 연구변수로 선정한 각 요소들의 아바타 수용도에 미치는 영향력 정도를 파악하기 위해 회귀분석을 실시하였다. 그 결과 심리적 특성과 사용자 수용 특성은 아바타 수용도에 부분적으로 영향을 미친다는 것 결과가 나타났다.

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