• 제목/요약/키워드: Experience theory

검색결과 1,585건 처리시간 0.032초

Causal and Intervening Conditions of Korean Immigrants' Sport Participation in the United States

  • KIM, Nam-Su;KIM, Min Soo;SEO, Won Jae
    • Journal of Sport and Applied Science
    • /
    • 제6권2호
    • /
    • pp.19-25
    • /
    • 2022
  • Purpose: This study attempts to investigate causal and intervening conditions for sport participation of Korean immigrants in the United States. Research design, data, and methodology: Grounded theory approach was used to develop a conceptual framework that presents the psychosocial processes that occur in immigrants' experience of sport participation. Participants were selected purposefully for information-rich cases. Korean immigrants with current experience of having periodically participated in sports were the criterion for sample selection. Based on selection criteria, 9 Korean immigrants took part in interview. The interview discussions were taped and transcribed verbatim into a Word file. The process for data analysis included four grounded theory approaches of purposive and theoretical sampling, an open and axial coding, memo writing, and finally the development of the conceptual framework. Results: Six concepts were revealed in the causal conditions that facilitate the process of immigrants' sport participation in the states: Personal experience, significant others, personality, physical environment, psychological well-being, and social connection. Three concepts were revealed as the intervening conditions that block the process of immigrants' sport participation in the states: Conflict with cultural change of organization, Pressure at workplace, and Economic constraints. Conclusions: Conceptual model presents causal and intervening factors. Further implications were discussed.

왕사웅(王士雄)의 의학사상(醫學思想)과 후세(後世)에 미친 영향(影響)에 관한 연구(硏究) (Research on the effect of medical ideologies of Wang Sa-wung on the future generation)

  • 김용진;왕소영
    • 한국의사학회지
    • /
    • 제13권1호
    • /
    • pp.21-32
    • /
    • 2000
  • Through this research, it was discovered that Wang Sa-wung studied classics such as "Nai Kyung", and brought about new theries and prescription by combining it with his own experience. He asserted 'Ki Hwa Chu Ki' theory which differentiated 'Shin Kam' and 'Bok Sa' within 'On Byung', and this was a new theory which was not in existence before. The main reason for the recognition received by the future generation is, not only because of the substantial theoretical background but, due to the fact that his ideas were based on making practical use easier within rich near a bed experience.

  • PDF

건축 공간구조의 시각적 특성에 관한 연구 - 아돌프 로스와 르 꼬르뷔제의 주택을 중심으로 - (A Study on the Visual Properties of Spatial Structure in Architecture - With Special Reference to Adolf Loos and Le Corbusier's Houses -)

  • 최윤경
    • 한국실내디자인학회논문집
    • /
    • 제15권5호
    • /
    • pp.112-119
    • /
    • 2006
  • This study intends to understand the visual experience of architectural space generated by users' movement based on the interpretation of visual properties. An analytic theory of Isovist is suggested for the objective and comparable measurement for such visual experience, and a computer program for the analysis has been proposed as well. By using the analytical theory and computer program, eight houses designed by Adolf Loos and Le Corbusler are analyzed for the purpose of understanding the visual characteristics of the Modern Architecture and the contemporaries. The result shows that, while the architectural space of Loos emphasizes personal privacy as for being livable spaces, the architectural space of Corbusier emphasizes users' movement as for including diverse visual arrays. These commensurable results exhibit that the analytical tool and research frame suggested in this study can be a competitive tool for such analysis.

소비자 만족$\cdot$불만족의 개념에 관한 이론적 연구 (Conceptual perspectives on consumer satisfaction/dissatisfaction)

  • 박명희
    • 대한가정학회지
    • /
    • 제23권1호
    • /
    • pp.59-69
    • /
    • 1985
  • Consumer satisfaction/dissatisfaction is a concept which is receiving increased attention from consumers, public policy makers, and marketers alike. The literature in this field is still meager, has been growing rapidly byt with diversity of direction. The purpose of this study is to review the conceptualization and taxonomy of CS/D in consumer research. Three types of the basic process in a general theory of CS/D are suggested; system CS/D, enterprise CS/D and product-service CS/D. It is also classified into macro marketing system CS/D, micro marketing system CS/D and consuming mix CS/D. The conceptualization of CS/D begins with a basic model of how CS/D results from the individual product purchase experience of individual consumer. Basic CS/D models are classified into process model which contains experience, information search, prepurchase evaluation and comparison process variables and psychological model which is derived from cognitive dissonance theory. Theoretical and empirical foundations about expectation model are asimilatin, contrast, generalized negativity and assimilation contrast theories.

  • PDF

몰입이론에 기초한 MMORPG의 디자인 방법론 (A Methodology for MMORPG Design Based on the Flow Theory)

  • 최동성;조성현
    • 한국게임학회 논문지
    • /
    • 제8권2호
    • /
    • pp.13-23
    • /
    • 2008
  • 본 논문에서는 먼저 MMORPG 플레이어의 행동 유형을 살펴보았으며, 각 행동 유형에 필요한 디자인 요소를 MMO의 관점과 RPG의 관점에서 재조명해 보았다. 그리고 MMORPG 게임에서 활용될 수 있는 디자인 요소가 재미라는 플로우 경험과 어떻게 연결될 수 있는지를 분석하였다. 본 연구는 기존의 다양한 게임에 관한 연구 결과와 플로우 이론을 바탕으로 MMORPG 게임을 어떻게 디자인해야 할 것인지에 관련된 방법을 제안하였다.

  • PDF

Designing an Interdisciplinary Learning Environment for Conservatory Students: Using the Liberal Arts to Expand Education and Better Support Performance Interpretation

  • Auh, Yoonil;Shin, Yeon Sook
    • International Journal of Contents
    • /
    • 제10권2호
    • /
    • pp.1-8
    • /
    • 2014
  • This paper discusses designing an interdisciplinary learning environment to promote learning of the liberal arts for advanced music students in order to expand the boundaries of their education experience beyond the technical mastery of their musical instruments. The paper discusses the utilization of salient features of information, communications, and technology and the use of instructional theory to promote the understanding of how individual pieces of music can be connected to knowledge of the context in which they were created to support the understanding of the relationship between experience in the world and musical composition.

Consumers' Channel Selection Behavior Based on Psychological Distance Cue: Regulatory-Focus as Moderator

  • Jungyeon Sung;Sangcheol Park
    • Asia pacific journal of information systems
    • /
    • 제29권2호
    • /
    • pp.248-267
    • /
    • 2019
  • As merging online and offline channels into one single platform, individuals could easily and frequently switch between online and offline channels. In order for understanding such unique behaviors, this study attempts to explore why and how consumers choose their channels to search and purchase a product. We have drawn on multiple theories that have been used to explain individuals' judgment and decision making (i.e., construal level theory and regula-tory focus theory) in order to develop and tested two-way ANOVA based models of how both regulatory focus (e.g., promotion vs. prevention) and product types (e.g., experience goods vs. searching goods) including the psychological distance cue separately and jointly affect individuals' channel selection behavior (e.g., intention to use single channel vs. intention to use cross-channels). Our results have indicated that consumers with promotion-focus are more likely to use a single channel in experience goods rather than in searching goods when there exists the psychological cue. Based on our findings, the implication for both research and practice are discussed.

TRIB이론과 응용 (The TRIZ Theory and it′s Application)

  • 이장용
    • 한국산학기술학회논문지
    • /
    • 제2권2호
    • /
    • pp.25-31
    • /
    • 2001
  • 제품의 개념설계 단계에서 효과적으로 사용될 수 있는 TRIZ 이론이 소개 되었으며, 그것의 몇가지 응용 예를 기술하였다. 제품의 개념설계 단계에서는 지금까지 비정형화된 방법 기존의 설계결과물 및 설계자의 경험과 직관에 상당부분 의존하여 작업이 수행되 었는데, TRIZ이론에서는 이것을 체계적인 방법으로 수행할 수 있는 기법들을 제공한다. 본 논문에서는 이런 기법들 중 공학 설계 부분에 많이 이용되는 것들을 중심으로 설명하였으며, 이것을 고속철도 개념설계 단계에 적용하여 기존의 설계결과를 TRIZ 이론을 통하여도 얻어낼 수 있음을 보여주었다.

  • PDF

Will a U.S. Earned Ph.D. Help a Teacher Educator Apply Theory to Practice in Korea?: A Case Study

  • Lee, Yoo-Jean
    • 영어어문교육
    • /
    • 제15권3호
    • /
    • pp.199-222
    • /
    • 2009
  • As great attention is given to a high quality of English education in Korea, more and more in-service and pre-service English teachers are looking for an opportunity to study in an English speaking country to become better qualified teachers. However, after receiving a degree in an English speaking country, many teachers fail to apply what they have learned to their own teaching due to their tensions of identity, beliefs, knowledge, and professionalism within the changes of sociocultural settings. By using sociocultural theory as a theoretical framework, this paper explores how formal training and Ph.D. studies in the U.S. have influenced a Korean teacher educator in applying theory to practice in relation to her identity, beliefs, knowledge, and professionalism during 30 years of her teaching experience. Rather than facing tensions, the teacher educator has been willing to change her roles, broaden and deepen her beliefs in teaching and knowledge about theory of teaching and learning, and continue her professional development. Limitations and implications of the study are provided.

  • PDF

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
    • /
    • 제6권2호
    • /
    • pp.59-67
    • /
    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.