• Title/Summary/Keyword: 심리적 현실

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The Effects of Individual and Environmental factors on the Work-Life Balance of Social Workers: Focused on the Comparison Between Genders and Ages (개인 및 환경요인이 사회복지사의 일-삶 균형에 미치는 영향: 성별과 연령에 따른 비교를 중심으로)

  • Baeg, Hyunhye;Hwang, Hyewon
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.622-631
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    • 2021
  • This study was conducted to verify the effects of individual psychological capital, spousal support, and organization's family-friendly work culture on work-life balance in social workers. For this purpose, married social workers working in social welfare facilities in Chungcheongbuk-do were surveyed, and 331 collected responses were used in the analysis. Multiple regression analysis revealed that resilience and optimism in individual psychological capital, spousal support, and expectations on working hours in organizations' family-friendly work culture were significantly associated with the work-life balance. In addition, there were different factors influencing the level of work-life balance according to gender and age. The findings suggest that efforts to enhance awareness and improve working conditions, such as the development of self-care program, education on the necessity of work-life balance, and implementation of work-life balancing system, are needed to improve the work-life balance of social workers.

Development of the Virtual Reality based Educational System using Tiled Display Technology (타일드 디스플레이 기술을 이용한 가상 현실 기반 기술 교육 시스템 개발)

  • Kim, Do-Yoon;Park, Hyun-Keun;Kim, Sang-Youn;Lee, Jae-Hyub
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1859-1860
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    • 2008
  • 본 연구에서는 여러 대의 저해상도 프로젝터 영상을 결합하여 인간의 시야각을 채울 수 있는 하나의 고해상도 영상처럼 보이게 만드는 타일드 디스플레이(tiled display) 기법을 활용하여 가상 현실 기반 몰입형 시스템을 제작한다. 제안된 시스템은 총 8대의 프로젝터를 이용해 4096 x 1536의 고해상도 화면을 구현하며 유효 해상도는 3200 x 1200을 구현하였다. 각 프로젝터 출력 영상간의 연결 이음매가 두드러지지 않는 심리스(seamless) 기법을 활용해 관찰자의 높은 몰입감을 획득할 수 있었다. 제안된 시스템에서는 반도체 CMOS 공정을 가상 현실 공간에 구현하여 다수의 학습자들에게 기존의 정적인 이미지로 전달되던 반도체 제조 공정을 보다 효율적으로 학습하도록 돕고 있다. 구성된 시스템은 일반 개인용 PC 시스템 한 대로 구현이 가능하여 상대적으로 저렴한 가격으로 시스템을 구성할 수 있어 가상 현실 기반 몰입형 기술 교육 시스템의 대중화에 기여할 것으로 기대된다.

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Physiological and Psychological Responses to Landscape Experiences in a Natural Forest and a VR Forest (자연숲과 VR숲의 경관 체험에 따른 생리 및 심리적 반응)

  • Kim, Il-Doo;Shin, Won-Soep
    • Korean Journal of Environment and Ecology
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    • v.36 no.5
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    • pp.525-534
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    • 2022
  • In this study, we investigated the psychological and physiological effects of experiences in real natural forests and virtual forests using artificially controllable VR. The experiment tested 60 adult college students in a natural forest and a graduate seminar room where external light was blocked. It evaluated the effects of the natural and the VR forest environments by comparing the psychological and physiological recovery of the subjects. Psychometric testing using the PANAS psychological index showed increased positive emotions and decreased negative emotions after experiencing forest scenery in the natural and VR forest environments. And a stress index, based on measuring cortisol in saliva, decreased significantly in the subjects in both environments. The experiment results can be used to support the creation of a psychological and physiological recovery environment with VR for those who cannot go to the natural forest due to certain restrictions such as physical distance, mobility difficulties, etc. It is expected that the results will be the basis for further research into the visual effects of forest healing and also for widening the use of VR, a technology of the fourth industry, in the field of forestry.

An Analysis of Domestic and International VR Technology in Phobia Treatment (가상현실 기술을 이용한 공포증 치료의 국내외 동향 분석)

  • Kim, Seul-ki;Suk, Hae-jung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.307-336
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    • 2015
  • Virtual reality technology is one of the important technologies that will affect our life in many ways. This novel technology will draw new paradigm into the medical field due to its advantages in physical safety and environment that are fully controlled. Phobia treatment using VR technology has been implemented and its feasibility has been proved through a number of researches in many institutions. This study has observed the current progress of its technology environment and the trend of research. Also, This study has analyzed the results from domestic and international data. Analysis shows that other countries are ahead of korea in all aspects of the phobia treatment using virtual reality method. Although the authors limited the kinds of journals, the amount of quantity in international researches are two times more than domestics. Also, The researchers in other countries concentrate on the multi-modal studies. To use virtual reality in the phobia treatment, we need to understand the needs of the society members and the government has responsibility to support what the researchers need.

Illusionary Immersion and Alienative Contemplation of Media: Focusing on the Cases of VR Media (미디어의 환영적 몰입과 이화의 관조: VR 미디어 사례를 중심으로)

  • Kim, Mookyu;Lee, Sangkhee;Kim, Jung Kyu;Han, Hyekyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.724-733
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    • 2022
  • The purpose of this paper is to explain the recipient's psychology, which results from the operation of media, from the perspective of the fluctuation between immersion and contemplation. Media allow to perceive and speculate about specific objects or meanings. In addition, the media perform the function of expanding or changing the objects of perception and thought. McLuhan or Luhmann's media theory emphasized this function of changing the state of perception by inducing a contemplative attitude. This notion is exemplified by interpretation of the visual media history. In this paper, the cases of film and computer game are discussed. In particular, it is considered that VR media causing strong immersion have also developed in a way that allows recipients to contemplate an virtually constructed reality. The commercialization of Tilt Brush and the experimentation of VR painting artwork are the examples for this dual development.

Seeking policy measures for settlement of North Korean defectors in South Korea (북한이탈주민 남한사회 정착을 위한 정책적 방안 모색)

  • Cho, Woo-Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.57-58
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    • 2018
  • 본 연구에서는 북한이탈주민 남한사회 정착을 위한 정책 방안을 모색하여 정책의 기초 자료 활용과 시사점의 제공에 목적을 두고자 하였다. 이를 위해 기존의 문헌연구와 통계자료를 활용하여 인과모형을 설정하였다. 연구결과 먼저, 불안한 신변을 위해 개인의 정보 보호가 이루어 져야 한다. 둘째, 심리적 문제 해결과 이를 통한 정서적 안정이 마련되어져야 한다. 셋째, 국적에 관한 문제를 제도적으로 명확히 하여야 한다. 넷째, 경제적 문제 해결을 위한 현실적인 서비스 지원 개선책이 마련되어야 한다. 다섯째, 국가나 지방자치단체의 적극적인 인식의 개선 노력과 시민교육을 통한 문화적 차이를 해소할 수 있는 공동체 교육이 이루어져야 한다.

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Reusability Decision Model using Rough Set (Rough set을 이용한 재사용성 평가 모델)

  • 최경옥;이성주;정환묵
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1997.10a
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    • pp.321-326
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    • 1997
  • 소프트웨어 재사용은 새로운 소프트웨어 개발에 소용되는 시간과 비용을 현저히 감소시켜 소프트웨어 개발환경과 생산성을 향상시키는 방법으로, 소프트웨어 위기를 해결하기 위한 중요한 방법이다. 그러나 소프트웨어 부품을 위한 형식 명세서(formal specification)의 부족, 소프트웨어 재사용에 대한 부정적 심리적인 효과 등의 이유 때문에 현실적으로 재사용이 잘 이루어지고 있지 않다. 이러한 문제들을 해결하기 위해서는 부품의 품질 보증에 관한 연구가 소프트웨어 재사용에 관한 연구 분야에서 최우선적으로 이루어져야 하지만, 기존의 연구들은 일반적으로 설정된 재사용 품질 기준을 표준으로 하였으므로, 사용자의 요구가 복잡하고, 다양화되면서 소프트웨어의 크기, 알고리즘과 구조의 복잡도는 증가있는 변화하는 환경에 능동적으로 대처하지 못하고 있다. 그러므로 본 연구에서는 새로운 부품의 삽입과 기존 부품들의 삭제, 분류 기준의 변경 등의 환경 변화에 능동적으로 대처할 수 있는 적응성이 있는 재사용성 결정 모델을 제안한다. 이 모델은 적응성 있는 재사용 결정 알고리즘을 찾기 위해서 데이터에 숨겨진 패턴들을 발견하는 효율적인 알고 ?遲\ulcorner 제공하는 Rough set 이론을 이용한다.

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Psychosocial Experience in Post-mastectomy Women (유방완전절제술을 받은 여성의 심리사회적 경험 : 자조집단 참여자 중심으로)

  • Lee, Yoon-Soo
    • Korean Journal of Social Welfare
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    • v.59 no.3
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    • pp.99-124
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    • 2007
  • The purpose of this study is to research psychosocial experience in post-mastectomy women, who participated in self-help group, using in-depth interviews and participant observations. Until recently, studies on post-mastectomy women in psychological perspectives had been maily done by nurses, and there are only few literatures in social welfare studies. Therefore, based on phenomenological theory, the meaning and essence of "the breast" and the lived experience of post-mastectomy women, i.e. emotional distress, and as a result has been explored, it has confirmed six clusters and explained them in detail. As a result, from the subjects' experience, the essence of 'A crossroad of life and death', 'sexual-identity crisis', 'feeling mortified due to double binded messages of others', 'conflict between physical and psychological disabilities', 'feelings of gratitude or wishfulness', and 'their realistic suggestions and wishes' has been shown. It has been founded that the subjects experienced not only self-identity crisis as women but also unending internal turmoil because of their passion to live. It has been hoped that this study will help to shape government policy and social welfare services on post-mastectomy patients.

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Psychological Needs of Game Addiction: An Exploratory Study Focusing on Therapeutic Catharsis Seeking and Game Self-Efficacy (카타르시스 추구와 자아 효능감에 기반한 게임 과몰입의 심리적 욕구에 관한 탐색적 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.123-134
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    • 2015
  • There are general surveys on factors related to game addiction. However, less is known about the relationships between game addiction, therapeutic catharsis seeking, and game and life self-efficacy in terms of desired needs. This study sought to clarify several of these relationships. Using data from a survey of 489 online game users, we conducted a regression analysis to explore the association between therapeutic aspects (therapeutic catharsis seeking and game and life self-efficacy), psychological problems (loneliness and depression), and demographic variables (age and gender). Results showed that both therapeutic catharsis seeking and game self-efficacy increase game addiction. The implications of these results are discussed.

Implementation of Traveling Contents for Elderly Patients using Virtual Reality and Photon Network (가상현실과 포톤 네트워크를 이용한 고령 환자용 여행체험 콘텐츠의 구현)

  • Im, Soo-Bin;Cho, Myeon-Gyun
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.123-128
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    • 2018
  • Recently, the number of elderly people residing in nursing homes has increased rapidly due to the increase in the elderly population and the introduction of long-term care insurance. These long-term care patients suffer from chronic illnesses and dementia, and thus suffer from inconveniences or lack of cognitive ability. Thus, psychological and emotional support is urgent because they are depressed away from their families. Therefore, in this paper, we aim to provide a virtual experience of overseas trips by using VR and Photon networks for elderly patients with mobility difficulties. Existing VR-based travel experience service is doing alone, but the proposed contents can enjoy the scenery together with the view of the family member as well as the conversation during the travel experience. It is expected that the elderly patients with long - term care will be able to restore their psychological stability and improve their willingness to heal and improve their quality of life from the proposed application.