This study developed an English conversation learning program using virtual reality(VR) and mobile devices. Participants learned and practiced English conversational patterns in immersive virtual reality and mobile conditions. In the program, participants learned and practiced nine conversational patterns with virtual characters in four steps. Language anxiety and conversational fluency were measured to examine the effects of this program. Language anxiety questionnaire was administered before and after the experiment. The results showed that language anxiety was significantly reduced after learning in both conditions, and the reduction waa significantly greater in the immersive condition. Conversational fluency was assessed based on the changes in the length, appropriateness, and accuracy of the responses before and after participants learned and practiced conversational episodes. The results showed that the length, appropriateness, and accuracy of the responses were improved in both conditions after learning. The response length was significantly longer in the immersive VR conditions. These results suggest that immersive VR can be an effective tool to enhance English conversational abilities.
In this paper, the effect of daily creativity of engineering students on problem-solving ability is addressed through the dual mediating effect of teamwork competency and self-directed learning ability. To this end, a regression-based statistical mediation analysis has been performed on the dual mediation model in which daily creativity and problem solving ability were treated as independent and dependent variables respectively, and teamwork competence and self-directed learning ability were included as mediation variables. The analysis result confirmed that the daily creativity has direct effect on the problem-solving ability, as well as indirect effects through teamwork competence and self-directed learning ability. In particular, the serial mediating effect of teamwork competency and self-directed learning ability was also confirmed to be statistically significant in the relationship between daily creativity and problem-solving ability. This verifies that problem-solving ability can be improved not only directly by improving daily creativity but also indirectly by improving teamwork competence and self-directed learning ability. In addition, teamwork competency showed greater indirect effect on problem-solving ability than self-directed learning ability, so increasing teamwork competency has a more significant effect on improving problem-solving ability than increasing self-directed learning ability. Therefore, in order to develop better problem-solving ability, it is necessary to identify and improve the learners' teamwork competency first and to strive to create an environment where learners can solve problems based on mutual trust with their teammates.
The purpose of the current study was to examine the effect of psychological factors on caregiver burden and depression among Korean spousal caregivers. 142 spousal caregivers (89 wives, 52 husbands) in Seoul and Incheon City were surveyed to determine the influence of objective factors of the care recipient, demographic of the caregiver, personality dimensions of extroversion and neuroticism of caregiver, social support, and pre-caregiving marital satisfaction on caregiver burden and depression of spousal caregivers. Hierarchical regression was used to determine the influence of the various factors on caregiver burden and depression. Finding suggest that care recipient's activities of daily living(ADL) and caregiver neuroticism predicted caregiver burden, whereas pre-caregiving martial satisfaction and caregiver neuroticism predicted depression. In particular, psychological factors were better predictors of caregiver burden and depression compared with objective factors. Based on the results, the implications, interventions, limitations and future directions for research were discussed about the psychological factors on spousal caregiving.
Present research is conducted for understanding the happiness of Korean people. In psychology, the happiness has been studied as subjective state which an individual perceives such as wellbeing(SWB) and satisfaction of life(SOL). However, the perceptions of people would be effected by their own culture, so the happiness has to be considered as a cultural concept. "Haengbok(幸福)", the Korean traditional concept of happiness has to be considered in various viewpoints. Many conditions will be needed to experience the feeling in Korea. However, in many cases, the "Haengbok" is formal expression. The practical term to express the feeling of happiness might be "Shinmyeong". Shinmyeong is one of the Korean unique positive feeling. The term Shinmyeong has been used widely in the context of celebrating happy life in Korean culture. According to former studies, Shinmyeong has influence not only on people's self esteem and self resiliency but on their SWB and SOL. The features and meanings of Shinmyeong is introduced and discussed to extend the discussion about happiness and culture.
This thesis started from accepting the criticism and concretely seeking the possibility of visual visuality, in particular, visual physicality or physical visuality through the expression revealed in painting space. This study aims at stressing the role of the body in visual perception and pictorial expression by it by examining the interaction between it and the body. First of all, this study explored perception and the position of the body in the great frame of the historical stream from modernism, through minimalism, through post-minimalism to later art in order to confirm the interaction between visual perception and the body or the change in the intervention of physicality in the stream of contemporary art, and connected them with a discourse on perception and the body. It raised as the grounds for it the discussions which provided the theoretical background about perception. It dealt with the scientific discussions on perceptual physicality by Gestalt psychology in perceptive psychology, and next the discussion of Rudolf Arnheim who exemplified Gestalt psychology mainly on the dimension of visual art. It is significant in explaining the perceptual activeness which is the same as that of M. Merleau-Ponty as a primary debater to solve the questions of perceptual physicality and physical visuality. M. Merleau-Ponty set forth ambiguous perception and the body as its background as the fundamental bases for perceiving the world rather than consciousness proved explicitly. As Hal Foster said, as minimalist phenomenological background they provided appropriate theoretical background to the late art rising against modernist logic. Next, after the 1970s Frank Stella showed a working method and a tendency entirely different from those in the previous period. For example, deconstruction of frame, decentralized spatial expression, dynamic and mixed expression, and allowing real space by overlapping were judged to swing to approval of perceptual physicality. Francis Bacon's painting structure, that is, figure, triptych, aplat and a method of production by accident were understood to well reflect M. Merleau-Ponty's chair logic of chiasme. This study tries to seek the possibility of pictorial expression from works aiming at defining the question of seeing in connection with physicality, the role of the body as the body accumulated and the linking with a real, daily life as the background of the body, and confirm the phase shift.
Uichol Kim ;Chun-soo Hong ;Jeung-Gweon Lee ;Young-Shin Park
Korean Journal of Culture and Social Issue
/
v.11
no.2
/
pp.143-181
/
2005
This article examines factors that influence health and quality of life. In addition to the symptomatology and physiological functioning, the influence of the psychological functioning and interpersonal relationship on the overall health and quality of life are also investigated. Using a case-study approach, a total of 70 patients suffering from allergy or asthma were interviewed using a semi-structured questionnaire developed by the present authors. It assessed the following six areas: Cause and onset of illness, psychological functioning, health management, trust, social support received and overall health and quality of life. Based on the transactional model (Bandura, 1997; Kim & Park, 2005), the results of the case studies have been integrated and divided into three aspects: (1) Cause and onset of illness that includes physiological and environment factors; (2) mediating influences that includes psychological functioning, health management, interpersonal relationship and social support received; and (3) outcome factor that includes symptomatology, health and quality of life. The psychological functioning includes self-efficacy (self-regulated efficacy, efficacy for enlisting social support, efficacy for managing the environment, and efficacy for overcoming difficulties), positive outlook, life goals, experience of stress, and proxy control. Interpersonal relationship includes trust of family members and the physician. Health management includes receiving proper health assessment, following the advice and prescription given by the physicians, control of the environment and maintaining a healthy lifestyle. The results indicate that physiological, psychological, relational and environment factors interact with each other and affect individual's overall health and quality of life. Self-efficacy, social support received from family members, trust of physicians, and the health care system are key factors promoting healthy lifestyle and quality of life. The results indicate the need for further interdisciplinary, indigenous and cultural psychological research.
Objectives: In the past, latent dreams were emphasized in the psychiatric field, but these days the interest in manifest dreams is increasing as ego psychology develops. Hall and Nordby proposed that there are similarities between manifest dreams and real life. The Hall/Van de Castle System is a method of dream content analysis, which considers both the quantitive and qualitive analytic aspects of manifest dreams. Methods: The dreams of 232 males and females (M:F=127:105;mean age=21.02.7) were collected through the Most Recent Dream Method. Collected data were analyzed using the Hall/Van de Castle System. Results: Female subjects tended to be more detailed and meticulous in reporting their dreams. The dreams of male subjects showed a higher percentage in self-negativity (2=6.64, df=1, p=0.004), and the dreams of female subjects showed a higher percentage in group character (2=6.64, df=1, p=0.0099), dreamer-involved success (2=3.12, df=1, p=0.048), and good fortune (2=4.52, df=1, p=0.034). Conclusion: This study suggests the norm of dream content of Korean college students, and it presents the differences between Korean males and females, and between Korean college students and American college students. This study may contribute to further studies on dream content analysis.
Different types of traditional Korean clothes (Hanbok) are appearing in the market with the increasing interest of culture consumers. In order to turn traditional Korean clothes into everyday clothes that adequately reflect various demands of culture consumers, it is important to satisfy both functional and emotional aspects of clothing. However, there is lack of existing studies on emotions of culture consumers while wearing traditional Korean clothes. In this study, 28 emotional words regarding traditional Korean clothes were extracted by applying the Delphi method and conformity rating survey to 182 emotional words reported in existing studies and references from areas such as psychology, linguistics, and sensibility engineering. The 28 selected emotional words can be used to express emotions felt by culture consumers about traditional Korean clothes. Also, words were grouped based on the correlation according to factor analysis. Based on common characteristics, the emotional words were classified into 6 categories of 'pleasure,' 'aesthetic sense,' 'harmony,' 'novelty,' 'likability,' and 'stability.' These 6 emotional categories were concluded to represent emotions of consumers about traditional Korean clothes. The 28 emotional words and 6 representative emotions noted in this study can be used as basic data for measuring emotions of culture consumers of traditional Korean clothes. A future study task is to design a detailed assessment scale to measure emotions of culture consumers about traditional Korean clothes using representative emotions.
Ambient Media (or ambient displays, Wisneski et al 1998) is one of newly emergent dynamic design objects, representing information through subtle changes of everyday objects and environments. Unlike the existing GUI-based media focusing on the situation that a user is concentrating the media, ambient media enable a user to be peripherally aware of the information without his/her concentration. In order to design ambient media, it is necessary to interpret the basic elements of dynamic changes in physical space and the proper method to apply them for peripherally representing information in ambient media. The aim of this study is to investigate dynamic design elements and the method to apply them for ambient media design in physical space. We explored and refined the type of the dynamic design elements, analyzing dynamic qualities of ambient media cases as well as various time based design fields. As a result, 4 dynamic elements - tempo, connectivity, intensity and rhythm- were proposed. By literature reviews related to peripheral awareness in psychology or ambient media, we analyzed the characteristics of dynamic design elements. Based on that, we developed a new ambient media, 'Cyber Pung-Kyung', and applied dynamic elements for designing the prototype system. The research outcome is expected to contribute designing ambient media which can represent information peripherally or centrally as needed. Understanding the dynamic design elements is helpful for designing various time based design outcomes as well.
The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.
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