• 제목/요약/키워드: Behavior Immersion

검색결과 203건 처리시간 0.028초

유아의 스마트미디어 몰입경향성과 친사회적 행동의 관계에서 자기 조절력의 매개 효과 (Mediating Effects of Self-Regulation on the Relationship between Childhood Smart Device Immersion Tendency and Pro-Social Behavior)

  • 김서희;황성온
    • Human Ecology Research
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    • 제55권1호
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    • pp.1-12
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    • 2017
  • This study examines the relationship among children's smart device immersion tendency, children's self-regulation, and pro-social behavior as well as investigates the mediating effect of self-regulation between children's smart device immersion tendency and pro-social behavior. Participants were composed of 263 4-year-old children attending kindergarten in Incheon and Gyeonggi province. Data were analyzed by means of Pearson's correlation coefficients in SPSS, the structural equation model and bootstrapping in AMOS. The results are as follows. First, there is a statistically meaningful relationship among children's smart device immersion tendency, self-regulation, and pro-social behavior. There is a negative correlation between children's smart device immersion tendency and children's self-regulation as well as pro-social behavior; however, there is positive relationship between children's self-regulation and pro-social behavior. Second, children's smart device immersion tendency had a direct effect on children's self-regulation. In addition, children's self-regulation indicated a direct effect on children's pro-social behavior. Third, children's self-regulation was found sufficient to mediate the relationship between children's smart device immersion tendency and pro-social behavior. The results indicate that the effort to increase children's self-regulation may decrease the negative effect toward children's pro-social behavior caused by smart device immersion tendencies.

유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향 (The Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion)

  • 김경회;정지나
    • 한국생활과학회지
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    • 제23권2호
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

어린이집 만 4세 유아의 순수 놀이공간 및 놀이성과 놀이행동 간의 관계 (The Relationships among Play Space, Play Behaviors and Playfulness of 4-Year Old Children in Childcare Centers)

  • 남진경;김명순
    • 아동학회지
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    • 제35권2호
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    • pp.25-41
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    • 2014
  • The purpose of this study was to investigate the relationships between play behaviors and young children's playfulness in a variety of play space environments. The subjects were 150 4-year old children of 29 mixed-age classes in childcare centers of Seoul and Gyeonggi area. The results were as follows; (1) Their play behaviors differed according to their play environment in terms of classroom spaces. Solitary-active play behaviors were more frequently observed in large play spaces than small. (2) Leading participation, cognitive flexibility, voluntary full immersion, and total playfulness scores correlated negatively with reticent behavior. Leading participation, voluntary full immersion, and total playfulness scores, on the other hand, correlated positively with group play behavior. (3) In small play spaces, leading participation, voluntary full immersion correlated negatively with reticent behavior, but leading participation correlated positively with group play. In middle play spaces, cognitive flexibility correlated negatively with reticent behavior. In large play spaces, voluntary full immersion correlated negatively with parallel play, but leading participation, cognitive flexibility, expressions of joy, voluntary full immersion, and total playfulness score correlated positively with group play.

담금 냉각되는 LED 조명엔진의 열특성에 대한 연구 (Study on the Thermal Behavior of Immersion Cooled LED Lighting Engines)

  • 김경준
    • 동력기계공학회지
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    • 제18권3호
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    • pp.87-92
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    • 2014
  • This study is aimed at investigating the thermal behavior of immersion-cooled high power LED lighting engines. 3D CFD models have been generated for the numerical analysis. Five cases in terms of the configuration of LED chips have been explored for various passive cooling conditions of the lighting engine, i.e., the natural air convection with a lens, the natural air convection without a lens, the deionized water-immersion cooling condition with a lens. The numerical study reveals that the deionized water-immersion cooled lighting engine has nearly twice better thermal performance than the natural air convection cooled lighting engine containing a lens. The investigation has also demonstrated that the four chips configuration has the better thermal performance than the single chip configuration.

유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향 (The Impact of Young Children's Excessive Immersion in Smartphone Games on their Prosocial and Problematic Behavior)

  • 조정진;조안나
    • 한국콘텐츠학회논문지
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    • 제15권10호
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    • pp.647-657
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    • 2015
  • 본 연구는 유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향에 대해 알아보고자 하는 데에 목적을 두었다. 연구를 위해 경기도 소재 2개의 유치원과 2개의 어린이집에 소속된 만 3-5세 유아 147명과 그들의 어머니, 해당 유아의 담임교사 16명을 대상으로 설문조사를 실시하였다. 수집된 자료는 SPSS 18.0 프로그램을 통해 빈도분석, 상관분석, 단순회귀분석을 실시하였다. 연구결과는 다음과 같다. 첫째, 유아의 스마트폰 게임 과몰입 정도가 심할수록 유아의 친사회적 행동에 부정적인 영향을 미치는 것으로 나타났다. 둘째, 유아의 스마트폰 게임 과몰입 정도가 심할수록 유아의 문제행동 양상이 증가하는 것으로 나타났다. 본 연구는 유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향에 대해 알아봄으로써 교육적 매체로서의 스마트폰을 효과적으로 활용하는 방안에 대해 제고해보도록 하는데 그 의의가 있겠다.

조직시민행동이 종업원 인게이지먼트 및 이직의도에 미치는 영향 (A Study on the Effects of Organizational Citizenship Behaviour on Employee Engagement and the Intention to quit)

  • 허제인
    • 한국산학기술학회논문지
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    • 제20권11호
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    • pp.402-415
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    • 2019
  • 본 연구에서는 그동안 연구되지 않았던 조직시민행동이 결과변수가 아닌 원인변수로서 종업원 인게이지먼트(직무몰입, 조직몰입)에 미치는 영향뿐 아니라 최종적으로 이직의도에 어떠한 영향을 미치는지를 알아보고자 하였다. 실증 분석 결과 밝혀진 주요 결과는 다음과 같다. 첫째, 조직시민행동의 5가지 하위요인 중 이타주의 행동과 예의있는 행동은 직무몰입에 영향을 미치지 않는 것으로 나타났다. 즉 양심적 행동, 참여적 행동, 정정당당한 행동이 직무몰입에 영향을 미치며, 그중 참여적 행동이 가장 큰 영향을 미치는 것으로 나타났다. 둘째, 종업원 조직몰입에는 조직시민행동 요인 중 참여적 행동, 정정당당한 행동만이 영향을 미치는 것으로 나타났으며 그 중 참여적 행동이 더 큰 영향을 미치는 것으로 분석되었다. 즉, 조직시민행동 요인 중 참여적 행동과 정정당당한 행동이 종업원 인게이지먼트 모두에 영향을 미치며, 그중 참여적 행동의 영향이 더욱 크다고 나타났다. 셋째, 조직시민행동 요인 중 이직의도에 영향을 미치는 요인은 참여적 행동뿐인 것으로 나타났다. 즉 이타주의 행동, 양심적 행동, 예의있는 행동, 정정당당한 행동은 이직의도에 영향을 미치지 않는 것으로 나타났다. 조직시민행동의 요인 중 참여적 행동과 정정당당한 행동은 종업원 인게이지먼트 모두에 영향을 미치고, 더욱 큰 영향을 미치는 참여적 행동은 이직의도에 영향을 줄 수 있음을 시사한다. 기업은 생산성 향상에 직접 영향을 미치는 종업원 인게이지먼트 증대를 위해서 뿐 아니라 조직 및 생산성에 부정적 영향을 미치는 이직의도를 감소시키기 위해서 종업원들의 참여적 행동을 높일 방안을 모색하여야 할 것이다. 결국, 조직은 조직구성원들이 책임감을 가지고 업무에 열정과 헌신으로 기여할 수 있는 환경조성이 매우 중요하다.

가상·증강현실을 활용한 체험안전교육의 몰입도가 현장 적용성 및 안전사고예방에 미치는 영향: 조선산업 종사자를 중심으로 (Effect of Immersion on Field Applicability and Safety Accident Prevention in Experience Safety Education Using Virtual/augmented Reality : Focusing on Shipbuilding Workers)

  • 문석인;장길상
    • 대한안전경영과학회지
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    • 제23권4호
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    • pp.31-42
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    • 2021
  • Recently, virtual reality (VR) and augmented reality (AR) technologies are attracting attention as core technologies in the era of the 4th industrial revolution. These virtual and augmented reality technologies are being used in a variety of industries, including the construction industry, healthcare industry, and manufacturing industry, to innovate in communication and collaboration, education and simulation, customer service and reinvention of the customer experience. In this paper, VR-based experiential safety education was conducted for workers of shipbuilding companies in Ulsan city, and for them, the educational effectiveness such as immersion, site applicability, safety accident prevention, education satisfaction, overall performance, and safety behavior in VR-based safety experience education were measured. In addition, we examined whether the immersion of VR-based safety experience education affects site applicability, safety accident prevention, educational satisfaction, overall performance, and safety behavior. Furthermore, it was analyzed whether site applicability plays a mediating role in the relationship between immersion and safety accident prevention. As a result, it was found that the immersion of VR-based safety experience education affects site applicability, safety accident prevention effect, education satisfaction, overall performance, and safety behavior, and that site applicability mediates between immersion and safety accident prevention. Based on these results, we suggests a direction for the development of VR-based contents in the field of safety and health and the transformation of safety and health education in the future.

증강현실 그림책 현황과 유아의 몰입도 (Current Status of Augmented Reality Picture Books and Preschooler's Immersion)

  • 한유미;원순옥
    • Journal of Information Technology Applications and Management
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    • 제29권1호
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    • pp.47-57
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    • 2022
  • The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children's immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children's literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.

구상흑연주철재의 마멸-부식특성에 미치는 pH의 영향 (The Effect on the Wear-Corrosion Behavior of Ductile Cast Iron in the Various pH Environments)

  • 임우조;박동기
    • Tribology and Lubricants
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    • 제19권1호
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    • pp.31-35
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    • 2003
  • This paper reports the studies on the wear-corrosion behavior of ductile cast iron in the various pH environments. In the variety of pH solutions, corrosion and wear-corrosion loss of GCD 600 were investigated. Also, the anodic polarization test of GCD 600 using potentiostat/galvanostat was carried out. And rubbed surface of GCD 60 using scanning electron micrographs after immersion and wear-corrosion test was examined in the environment of various pH values. The main results are as following In alkali zone, the wear-corrosion loss of GCD 600 increases, but corrosion loss decreases. The unevenness and crack of wear-corrosion surface in neutral zone becomes duller than that in alkali zone. As the corrosive environment is acidified, wear-corrosion behavior of GCD 600 with passing immersion time becomes sensitive.

파크골프 참여자의 열정적 행동이 운동몰입 및 운동성과에 미치는 영향: 뉴실버세대 중심으로 (Effects of Park Golf Participants' Passionate Behavior on Exercise Commitment and Performance)

  • 이현서;김병윤
    • 한국응용과학기술학회지
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    • 제41권2호
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    • pp.273-282
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    • 2024
  • 파크골프는 실버세대들이 신체적, 비용적으로 부담 없이 즐길 수 있는 생활체육으로서 자리매김하고 있다. 이에 파크골프 참여자들의 열정적인 참여행동이 운동몰입 및 운동성과에 미치는 영향을 살펴보고자 하였다. 대상은 파크골프 참여자 243명을 대상으로 하였고, 자료처리는 SPSS 21.0 및 AMOS 18.0을 이용하였다. 또한, 빈도분석, 신뢰도, 확인적 요인분석 및 상관분석을 실시하였다. 그리고 SEM을 통해 경로분석을 실행하였고, 부트스트래핑을 활용하여 매개효과를 분석하였다. 첫째, 열정적 행동과 운동몰입의 관계는 조화열정은 운동몰입에 영향을 미치지 않았고, 강박열정은 정적인 영향을 미쳤다. 둘째, 열정은 운동성과에 정적인 영향을 미쳤다. 셋째, 운동몰입은 운동성과에 정적인 영향을 미쳤다. 넷째, 열정과 운동성과의 관계에서 운동몰입이 부분적 매개 역할을 하였다. 따라서 열정이 저하되지 않도록 파크골프장의 환경을 개선해 준다면 운동몰입 및 운동성과는 향상될것이다.