• Title/Summary/Keyword: 심리적 몰입

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The effects of skill-utilization based underemployment on self-esteem and mental health: Employment commitment and social support as moderators (기술활용도 측면의 불완전고용이 재취업자의 자아존중감과 정신건강에 미치는 영향: 일에 대한 몰입과 사회적 지지의 조절효과를 중심으로)

  • Youn-Hee Roh ;Myung Un Kim
    • Korean Journal of Culture and Social Issue
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    • v.16 no.3
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    • pp.355-383
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    • 2010
  • In this study, the effects of skill-utilization based underemployment on self-esteem and mental health were examined. Also the moderating effects of employment commitment and social support were verified. Data obtained by a longitudinally designed survey with the reemployed (N=153) after job loss were used. The skill-utilization based underemployment was measured in two ways. One is measured in the way that use objective data, the ratio of education - 'educational requirement for the current job' divided by 'individual educational attainment.' The other is measured in the way that use psychological and self-reported measure, two factors of overqualification - the absence of opportunity for growth (no-growth) and the occupational mismatch in educational attainment, skills and experiences (mismatch). The main effect revealed that the no-growth made self-esteem lower and mental health (GHQ-social maladjustment) worse. The significant interaction of the ratio of education and employment commitment indicates that the negative effects of underemployment measured by the ratio of education on mental health (GHQ-social maladjustment, GHQ-depression/anxiety) were greater for those perceiving low employment commitment than for those perceiving high employment commitment. The significant interaction of the ratio of education and social support indicates that the negative effects of underemployment measured by the ratio of education on mental health (GHQ-depression/anxiety) were greater for those perceiving low social support than for those perceiving high social support. The two moderators also interacted with the two factors of perceived overqualification. Employment commitment had significant interaction effects with the no-growth and the mismatch on self-esteem and mental health (GHQ-depression/anxiety), whereas social support had a significant interaction only with the no-growth on mental health (GHQ-depression/anxiety). The significant interactions show that employment commitment and social support function as buffers in reducing the negative effects of skill-utilization based underemployment on self-esteem and mental health.

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A Study on the Influencing Factors of Overuse of the Seniors's Mobile Short Form Video (중장년층 모바일 숏폼 동영상 과다사용 행위의 영향요인 연구)

  • Han, Jing;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.173-184
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    • 2022
  • Focusing on the TikTok, this paper studies the factors that influence the use intention, flow and addiction of the elderly in short videos from three aspects of media attraction, perceived usefulness and user characteristics through quantitative research methods. In recent years, influenced by various factors, more and more seniors have begun to indulge in short form videos, which will do harm to their physical and mental health. Therefore, the researchers believe it is necessary to identify the behavioral intention of seniors and the path to addiction. According to the research results, the attractiveness of TikTok and the characteristics of seniors have a positive impact on the usefulness of media. In addition, the study confirms that media usefulness has an impact on use intention and use behavior, which may develop into immersion and addiction. This study not only supplements the classical TAM theory, but also provides a reference for helping seniors to use the Internet in a healthy way. The researchers look forward to expanding the research on the various Internet platforms used by seniors in different countries and regions.

Deokhu: Differences of investment activity and flow level according to self-perception, emotional change before-after deokhu activity (덕후: 자기 지각에 따른 투자 활동과 몰입 수준 차이, 덕후 활동 전후의 정서 변화)

  • KIM, SU-SIE;Lee, Heung-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.1
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    • pp.75-84
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    • 2019
  • The purpose of this study was to investigate whether there is a difference between the deokhu activities and the flow level of the deokhu group. We also tested whether there are any real differences in emotion before and after the deokhu activities. The study included 227 adults and results were as follows. First, the deokhu group had a high cost of investing and a high rate of one-day investments, particularly for one-week activities and years of duration compare to the non-deokhu group. Second, the higher the degree to which they perceived themselves as deokhu and the level of deokhu activities were higher in flow. and the group of deokhu was more absorbed than the non-deokhu group. Third, there has been no change in positive and negative feelings before and after deokhu activities in the non-deokhu group. For the deokhu group, the positive emotions of happiness, joy, tranquility, pleasure increased and negative emotions such as anger, anxiety, sadness, shame, and guilt were significantly reduced after deokhu activities. The perception of deokhu and deokhu activities have positive functions that increase the level of flow, relieve negative feelings and enhance positive emotions.

The Effect on the Contents of Self-Disclosure Activities using Ubiquitous Home Robots (자기노출 심리를 이용한 유비쿼터스 로봇 콘텐츠의 효과)

  • Kim, Su-Jung;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.57-63
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    • 2008
  • This study uses the identification which is one of the critical components of psychological mechanism and enables replacing one's own self because of the needs of self-expression(disclosure) and creation. The study aims to improve educational effects using the realistic by increasing sense of the virtual reality and the attention. After the computer-based contents were developed and converted to be applied into robot, and then the contents were combined the student's photo and the avatar using automatic loading. Finally each one of the contents was applied to the students. The results of the investigation indicated that there were significant effects of the contents based on identification. In other words, the contents effect on student's attention, but not their academic achievement. The study could find the effect of the identification's application using the educational robot. We suggested that improving technical ability of the augmented virtuality as a face-detection and sensitive interaction may lead to the specific suggestions for educational effects for further research.

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The Effects of Emotional Intelligence upon Job Satisfaction and Organizational Commitment - A Case of Five Star Deluxe Hotel Employees - (정서적 지능이 직무만족과 조직 몰입에 미치는 영향 - 특 1급 호텔 근무자의 사례를 중심으로 -)

  • Kim, Ji-Eun
    • Culinary science and hospitality research
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    • v.18 no.4
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    • pp.27-46
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    • 2012
  • Organizational factors and personal traits are two elements of widely acknowledged relevance in employees' organizational outcomes in hotel industry. Personal traits especially need to be further examined as a consideration for employment. As one of the personal traits that provide capability to manage emotions, emotional intelligence is selected. The empirical objective of this study is to investigate the effects of emotional intelligence on job satisfaction and organizational commitment in a structural model. To conduct research questions, five star deluxe hotel employees in Korea are targeted to be surveyed. Descriptive statistics and multivariate analysis of variance, and structural equation modeling(SEM) are utilized employing SPSS and AMOS 4.0 to analyze the survey results. It was found that the components of perceiving emotions and understanding emotions predicted job satisfaction. Relatively perceiving emotions presented a higher impact on each dimension of job satisfaction. Satisfaction with co-workers and communication can also explain the level of hotel employees' organizational commitment. Broadly speaking, the results suggest that effective psychotherapeutic or reciprocative programs should be integrated into hotel training contents for emotional intelligence development.

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Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.132-141
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    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.

A Convergence Study on Korean Traditional Plant Patterns and 'Zentangle Art' (한국 전통문양 식물문(食物紋)과 젠탱글 아트의 융합연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.285-290
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    • 2019
  • This study is a study on the methodology and possibility of making more creative 'Zentangle Art' works through the effective convergence of digital art during the process of Zentangle Art' which draws patterns using writing instruments such as analog pencils and pens to be. In particular, we studied the convergence of traditional pattern and 'Zentangle Art' by applying the method of making using digital author's authoring tool and the pattern symbol of Korean traditional pattern. And It was studied and analyzed in terms of semiotics. In the future, I intend to study the psychological phenomenon and characteristics of the artist during the production of the works. Later, Zentangle artists and researchers will be presenting the continuing direction of content creation and industrial value.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

A Study on the Influence of Positive Psychological Capital of Small and Medium Business Members, Job Burnout, and Organizational Citizen Behavior (중소기업 구성원의 긍정심리자본, 직무소진, 조직시민행동의 영향관계)

  • Choi, Sung Yong;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.3
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    • pp.159-174
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    • 2020
  • This study is an empirical study analyzing the effects of positive psychological capital on job burnout. In addition, positive psychological capital played a role in organizational citizenship behavior, and tried to verify the role of organizational citizenship behavior as a black box, or parameter, between job burnout. And then, the sub-factors of organizational citizenship behavior were divided into two: individual-oriented organizational citizenship behavior and organization-oriented organizational citizenship behavior. To this end, a questionnaire survey was conducted for members of small and medium-sized enterprises to compare and analyze the relationship between variables. Positive psychological capital is increasing interest in that it can reduce the job burnout of members and embrace the propensity of young generations represented by millennials because it can improve the effectiveness by developing positive mental states and strengths of the organization. There is a need for research as a keyword. As a result of this study, first, it was found that positive psychological capital of SME(small and medium-sized enterprises) members had a positive effect on organizational citizenship behavior. Second, positive psychological capital was found to have a significant negative effect on job burnout. Third, it was a verification of how positive psychological capital and organizational citizenship behavior affect job burnout. In the relationship between positive psychological capital and job burnout, organization-oriented organizational citizenship behavior was found to play a mediating role. However, it was found that individual-oriented organizational citizenship behaviors among the organizational citizenship behaviors are not valid. In this study, positive psychological capital and job burnout, which have been mainly studied in service workers' emotional workers(crew, nurses, counselors, etc.), nursery teachers, and social workers, were applied to SME members by using the parameters of organizational citizenship behavior. You can put that implication on things. The positive psychological capital and organizational citizenship behavior can be further enhanced through SME members' love for the company, improvement of consideration among employees and resulting organizational commitment and work performance. It could also provide momentum for sustainable management for small and medium-sized enterprises that are relatively short of capital and resources.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.