• Title/Summary/Keyword: 지속적 상호작용

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A Qualitative Single Case Study on Change in Interactive Bibliotherapy Experience with A Middle-aged Widowed Spouse (배우자 사별 중년여성의 상호작용적 독서치료 경험에서 나타나는 변화에 대한 질적 단일 사례연구)

  • Park, Jung-Ae;Lee, Myng-Woo
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.299-324
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    • 2015
  • This paper is a qualitative single case study and it was conducted for the purpose to explore change in interactive bibliotherapy experience with a middle-aged widowed spouse. A Middle-aged Widowed Spouse was taken as a research partaker. Through this research, we explored partitively the partaker's experience changes by each session during the commencing of interactive bibliotherapy and the partaker's inner/external experience change after the end of session. The result, interactive bibliotherapy facilitated and expressed the reaction of a partaker by its writing skills and reading materials including partaker's own poems. Furthermore, facilitated emotion from material and self-awareness made a partaker understand and accept itself through therapeutical interaction. In addition, those kind of changes appeared inner/external experience in life, and lasted after the end of the session. In this regard, the inner/external change appeared from a partaker means the effect of bibliotherapy, and we can notice that it is a result that facilitated through truthful reaction of counselor and texts.

Effect of Sensory Integration Group Therapy on Fine Motor, Social Interaction and Playfulness of Preschool Children With Intellectual Disabilities (그룹감각통합치료가 학령전기 지적장애 아동의 소근육 기능, 상호작용 및 놀이에 미치는 영향)

  • Choi, Ji-Hyun;Kim, Hee
    • The Journal of Korean Academy of Sensory Integration
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    • v.16 no.1
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    • pp.25-34
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    • 2018
  • Objective : This study aims to figure out the effect that sensory integration group therapy has on the fine motor, social interaction and playfulness of preschool children with intellectual disability. Methods : Participants were four children from three to five years old who were diagnosed with intellectual disabilities and they participated in twelve sessions of sensory integration group therapy, sixty minutes per session and once a week. Sensory integration group therapy was composed of parallel and peer play-centered gross motor activities, art activities and sensory plays that were related to each theme. Erhardt Developmental Prehension Assessment (EDPA), Penn Interactive Peer Play Scale (PIPPS) and Test of Playfulness (ToP) were used to evaluate participants' fine motor, social interaction and playfulness before and after the intervention. Results of fine motor, social interaction and playfulness before and after the intervention were compared using Wilcoxon matched-pair signed rank test. Results : After sensory integration group therapy intervention, the fine motor skills of participants did not show significant increases, but social interaction and playfulness showed significant increases (p< .05). Conclusion : Although sensory integration group therapy with preschool children with intellectual disability did not show positive improvement in fine motor skills, it showed positive effect on social interaction and playfulness. Group sensory integration therapy might be an intervention approach for all children with disabilities.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users (온라인게임 이용자들의 만족도에 영향을 미치는 주요 요인에 관한 연구)

  • Kim, Jeong Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.163-171
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    • 2012
  • Many previous researches in the area of online games have been carried out about internet addiction by psychologist and about the development of related technologies by scientists. There are a few studies about the consumer satisfaction from the online business model. The purpose of this study is to examine the causal relationship between critical factors and consumer satisfaction of online game users. This study model used five themes(interactivity, enjoyment, challenge, feedback, design) in order to identify the effect of critical factors on consumer satisfaction. The result of this study identified that interactivity, enjoyment, challenge have a significant effect on consumer satisfaction of online game users. Future areas for studying on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users are continuously discussed.

The Influence of the Peer Play Interaction of Young Children on Peer Competency and Self-Regulation (유아 또래놀이 상호작용이 또래유능성과 자기조절력에 미치는 영향)

  • Choi, Tae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.185-193
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    • 2019
  • Young children facilitate their social and emotional development by doing a lot of play activities with their peers. As an empirical survey study, this study is aimed at analyzing how the peer play interaction influences peer competency and self-regulation. To achieve that, a questionnaire survey was conducted with 271 young children aged 5 years who were going to the kindergarten in the G district of Seoul. With the data collected in the survey, frequency analysis, descriptive statistics, reliability test, correlation analysis and regression analysis were conducted by SPSS program. The analysis results are presented as follows: firstly, peer play interaction positively influenced young children's sociability, pro-sociality, and leadership as their peer competency factors; secondly, peer play interaction positively influenced their patience, endurance of waiting, and adaptation as their self-regulation factors. This study drew the conclusion that peer play interaction is a critical variable to predict young children's peer competency and self-regulation. Therefore, it will be necessary to continuously develop a variety of play activity programs which young children can join in the inside and outside of kindergarten in order to helps young children improve their peer competency and self-regulation, and to actively connect the programs with Nuri curriculum.

Design and Implementation of Interstitial Advertisement Agent System using Session Hijacking (세션 가로채기를 이용한 틈입(闖入)형 광고 에이전트의 설계 및 구현)

  • Kang Young-Ig;Park Yong-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.322-324
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    • 2005
  • 정보는 정보 요청자와 제공자의 상호작용에 의해 교환되며 이러한 상호 작용은 순차적으로 이루어지게 된다. 정보 요청자는 하나의 정보를 요청한 후 그 결과를 확인하고 다시 새로운 정보를 요구하는 행위를 반복하게 되며 이러한 일련의 과정은 원하는 결과를 얻을 때까지 지속된다. 따라서 하나의 정보를 요청한 후 그 결과가 나타날 때까지의 시간은 사용자의 관여도가 매우 높은 상태로 지속될 수 밖에 없으며, 이러한 순차적인 정보 전달의 틈새를 이용하여 광고 화면을 표출 시킴으로써 높은 인지도를 얻고자 실시되는 광고가 틈입(闖入)형 광고이다. 본 논문에서는 웹 브라우저와 웹 서버 사이의 세션 정보를 가로채어 강제로 광고를 출력하는 새로운 방식의 네트워크 기반의 틈입(闖入)형 광고 에이전트 시스템을 제안한다.

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Generating a Correct Environment Model for Reactive System (반응형 시스템을 위한 올바른 환경 모델의 생성)

  • Kwon, Ryoungkwo;Kwon, Gihwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1543-1546
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    • 2012
  • 반응형 시스템은 외부 환경과 지속적으로 상호작용하는 시스템이다. 반응형 시스템이 요구 사항을 만족하는지를 검사하기 위해서 상호 작용을 수행할 환경 모델을 구축 해야 한다. 환경 모델은 반응형 시스템에게 항상 올바른 입력들을 제공 해야만 검사 결과의 신뢰성을 보장할 수 있기 때문에 올바른 입력들을 포함하는 것은 매우 중요하다. GR(1) Synthesis 는 수학적 정형 기법으로써 논리식으로 표현된 요구 사항을 보장할 수 있는 모델을 자동으로 생성할 수 있다. 이 기법을 이용하여 올바른 환경 모델을 생성하고 반응형 시스템에게 올바른 환경의 입력들을 자동으로 제공 함으로써 반응형 시스템의 행위가 올바른지를 환경 모델 상에서 검사하였다. 또한 사례 연구를 통해 환경 모델을 이용한 검사가 기존 방법에 비해 우수함을 알 수 있었다.

Are Academically Gifted Kids More Cooperative? An Analysis of Social Preference and Interactions in Social Dilemma Situations Among Academically Gifted Kids (영재들은 협력도 잘 할까? : 사회적 딜레마에서 영재들의 사회적 선호 및 상호작용 분석)

  • Kim, Nayoung;Choi, Minsik
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.59-80
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    • 2017
  • In this study, we investigate social preference of gifted students by analyzing their behaviors in social dilemma situations. We conducted an experimental study using ultimatum games and public goods games with 132 academically gifted middle school students who attended the Ewha-Seodaemun Center for gifted education from 2012 to 2016. We also experimented the same games with 87 regular students for comparative analysis. The result of ultimatum game experiment shows that there is no statistical difference in the proposed share of both groups. Their proposed share ranges from 37% to 38% as expected in other similar studies. However, the rejection rate of the respondents to the proposals with small share are significantly higher among gifted students than among their regular counterparts. This result implies that the gifted students show stronger negative reciprocity, meaning that they tend to punish selfish behaviors even when it takes some costs. In finitely repeated public goods game experiments, the results show that both groups' contribution rates decrease toward the end of the experiments. However, the gifted students show strategic cooperation by attempting to increase the other members' contribution rate within an experimental group. This implies that gifted students tend to care more about how to increase their own expected rewards by reciprocating other students' behaviors.

Intelligent Schedule Management Agent with Mixed Initiative Conversation and Context-awareness (상호주도형 대화와 상황인식을 통한 지능형 일정관리 에이전트)

  • Lim, Sung-Soo;Hong, Jin-Hyuk;Song, In-Jee;Cho, Sung-Bae
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.83-87
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    • 2006
  • 업무 능률을 높이기 위해 일정의 입력이나 변경 및 삭제를 체계적인 관리하는 일정관리 에이전트에 대한 연구가 수행되고 있다. 사용자와의 지속적인 상호작용을 통해 사용자의 의도를 파악하며, 사용자에게 적절한 일정을 추천하거나 관련된 정보를 제공하는 서비스가 함께 요구된다. 본 논문에서는 상호주도형 대화를 통해 사용자의 의도를 능동적으로 추론하여 보다 자연스러운 대화를 제공하며, 상황인식을 통해 사용자에게 적절한 일정관리 서비스를 제공하는 지능형 일정관리 에이전트를 제안한다. 대화의 문맥 유지와 상호주도적 문제해결을 위한 반응형 스크립트를 설계하고, 동적 베이지안 네트워크로 일정과 관련된 사용자의 상태를 추론한다. 사용자에게 적절한 일정시간이나 장소를 추천하기 위해 최근 활발히 연구되고 있는 상식 DB인 ConceptNet을 도입하여 지능적인 일정관리 서비스를 제공한다. 각종 시나리오를 통해 제안하는 에이전트의 유용성을 검증하였다.

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A study on the Context-Aware Architecture for Ubiquitous on Computing System (유비쿼터스 컴퓨팅 시스템을 위한 상황인식 구조에 관한 연구)

  • Doo, Kyoung-Min;Chi, Sam-Hyun;Kim, Sun-Guk;Chen, Yun;Lee, Kang-Whan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.418-422
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    • 2007
  • Ubiquitous Computing System란, 언제 어디서나 통신 및 컴퓨팅이 가능하고 컴퓨팅 시스템이 상호간에 정보를 공유하고 협력하는 컴퓨팅 시스템이다. 이로써 기존의 컴퓨팅 환경과 같이 사용자와 컴퓨터간의 대화형 상호작용이 아닌 물리적인 환경 상황(Context)등을 시스템이 스스로 인식하고 이를 기반으로 사용자와의 상호 작용을 지원하는 상황인식 기술이 필수적인 요소로 부각되고 있다. Ubiquitous Computing System을 위해 사용자 및 주변 환경의 정보를 감지하는 센서(Sensor) 기술이 필요하다. 하지만 사용자 및 주변 환경으로부터 입력되는 불확실하거나 모호한 상황정보에 대한 표현과 추론에 대한 연구는 부족한 실정이다. 본 논문은 Rule based System을 활용하여 CRS(Context Recognition Switch)라는 새로운 개념을 도입한 Context Aware Architecture를 제시한다. CRS는 유비쿼터스 컴퓨팅 시스템을 위해서는 센서로부터 복합적으로 인지된 사용자 정보 및 주변환경의 정보를 사용자로부터 수동적으로 설정되거나 System의 지속적으로 수집된 정보의 통계 값인 Reference Value와 비교하여, 각 상황에 따른 개별적이고 특화된 서비스를 실행을 하도록 제공한다. 이로써 같은 정보의 입력이 들어와도 그 주변 환경의 상황에 따라 사용자의 필요에 최적화된 실행을 할 수 있다. 마지막으로, Ubiquitous Computing System의 향후 발전 가능성을 예상해고, 본 논문에서 제시한 Context Aware Architecture의 유용성을 짐작해 본다.

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