• Title/Summary/Keyword: 시간감각의 왜곡

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Flow Experiences and Distorted Sense of Time in Computer-Mediated Environment : Comparative Study of Media Environments (컴퓨터 매개환경에서의 Flow 경험과 시간감각의 왜곡 : 매체환경 간 비교연구)

  • Jang, Phil-Sik
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.83-90
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    • 2007
  • Flow theory has been borrowed from psychology to address positive user experiences with computers and Internet. The flow experience in computer-mediated environment (CME) has been correlated to increased communication, loaming, exploratory behavior and positive affect. A comparative experiment between CME and traditional paper-pencil environment was conducted to verify whether particular environments or interfaces are more conducive to yielding flow among users. The results showed that there were no differences in flow dimensions except 'enjoyment' between CME and paper-pencil environment. But the distorted senses of time among users were significantly different between the media environments.

Relationship between Flow and Participation Degree of Ground, Water, Air Leisure Sports-based Tourism Activities (지상, 수상, 항공 레저스포츠 관광활동 참여정도와 몰입의 관계)

  • Lee, Mun-Jea;Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.488-497
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    • 2013
  • The purpose of the study was to investigate the relationship between the degree of participation and flow for participants in ground, water, and air leisure sports-based tourism activities. A total of 437 participants' data was employed for the analyses (one-way ANOVA and multiple regression analysis) using SPSS Win 18.0 program. Main findings are as follows; First, there were differences in clear goals, transformation of time, loss of self-consciousness, challenge-skill balance, autotelic experience, unambiguous feedback, and sense of control out of flow dimensions based on types of leisure sports-based tourism activities. Second, participation period and frequence had positive effects on flow. Specifically, period had an influence on challenge-skill balance. clear goals: frequence had an effect on challenge-skill balance, transformation of time, clear goals, autotelic experience, unambiguous feedback, and sense of control: intensity had an influence on transformation of time and autotelic experience.

Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

Effects of the Nature of Teacher Behavior on Learning Flow in Military Education (군 교육에서 교수행동특성이 학습몰입에 미치는 영향)

  • Sohn, Jung-Mok;Won, You-Dong;Kang, Sung-Tae;Cho, Woo-Sung;Um, Myoung-Yong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.478-487
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    • 2012
  • The purpose of this paper is to investigate which the nature of teacher behavior affects the learning flow in the context of military education. Empirical results show that the leadership of the nature of teacher behavior has a significant effect on three factors of learning flow (flow experience, transformation of time, concentration on task). In addition, the pace of class of the nature of teacher behavior is significantly related to the transformation of time and the concentration on task, and the sense of humor of the nature of teacher behavior significantly affects the concentration on task. The findings provide practical implications on how a military education institution strategically employes the leadership, the sense of humor, and the pace of class in an attempt to select and train instructors.

Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

CHILDHOOD TRAUMA:PSYCHIATRIC OVERVIEW (아동기 외상의 정신과적 개관)

  • Han, Sung-Hee
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.13 no.1
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    • pp.3-14
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    • 2002
  • Childhood psychic trauma appears to be a crucial factor in the development of serious disorders both in childhood and in adulthood. Traumatized children show strong tendency to revisualize or re-feel a traumatic events. Play and behavioral reenactments are frequent manifestations of both the single blow and the long-standing traumas in childhood. Those children who suffer the results of single, intense terror appear to exhibit detailed memory, retrospective reworkings and misperceptions. In long-standing or repetitive trauma, children would show psychic numbing, self-hypnosis, dissociation and rage. Child's brain is undergoing critical and sensitive periods of differentiation. During this time, developing central nervous system is exquisitely sensitive to stress. Stressor-activated neurotransmitters and hormones can play major roles in neurogenesis, migration, synaptogenesis, and neurochemical differentiation. Internal opiate system operates in some trauma and causes the victim to fail to respond, to avoid, to shut off feelings. Evidence is also accumulating in traumatology that dysfuntion of locus coeruleus and ventral tegmental neucleus system leads to catecholamine receptors hypersensitivity. This change result in hypervigilance, increased startle, affective lability, and increased autonomic nervous system hyperreactivity. Another site of action of trauma on the brain is hypothalamic-pituitary-adrenal axis. Individuals with PTSD do not have enough cortisol to halt the alarm reaction. When children are exposed to long-standing extreme events, massive attempts to protect the psyche and to preserve the self are put into gear. These developmental traumas mobilize various kinds of defense mechanisms. Massive denial, dissociation, self anesthesia, identification with aggressor and aggression turned against the self often lead to profound character changes in the youngsters.

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The Effect of the Artificial Intelligence Storytelling Education Program on the Learning Flow (인공지능 스토리텔링 교육 프로그램이 학습 몰입도에 미치는 영향)

  • JinKwan Kim;Kyujung Han
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.353-360
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    • 2022
  • The purpose of this study is to verify the effect of artificial intelligence storytelling education program designed to help learning artificial intelligence based on storytelling, the most important element of human intelligence, on learning flow. To this end, a 16-hour artificial intelligence education program was designed and developed, and applied over 8 weeks to 19 gifted students in 5th and 6th grades of elementary school. Artificial intelligence storytelling education program was developed in the form of teaching and learning course plans for each class and storybooks. Artificial intelligence storytelling education program application results showed significant improvements in average scores in all 9 sub-factors of learning flow, including combination of challenges and abilities, integration of behavior and consciousness, clear goal, concrete feedback, focus on task, sense of control, loss of self-consciousness, Distortion of the sense of time, and self-purpose experience. In other words, it was confirmed that artificial intelligence storytelling education program was effective in improving learning flow.