• Title/Summary/Keyword: Identity and the Other

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Sex Role Identity by Gender & Socioeconomic Status and the Association with Academic Performance: A Comparison of American and Korean Student Groups

  • Yang, Jang-Ae
    • International Journal of Human Ecology
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    • v.10 no.2
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    • pp.79-85
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    • 2009
  • This survey examined sex role identities (androgyny, masculinity, femininity, and undifferentiated), gender, and academic achievement scores from an international sampling of college students. For a comparison, American students and Korean students responded to survey questions on the Bem Sex Role Inventory and the Korean Sex Role Inventory respectively, reported family socio-economic status and achievement scores on the American College Testing (ACT) or Korean Scholastic Ability Test (KSAT). Results in this study indicate that a higher percentage of American students report an androgynous or undifferentiated gender role identity than do Koreans, while Korean students are more likely to show a feminine gender role identity than Americans. Although American students reported higher levels of androgyny in their gender role identity, those who fit the feminine gender role identity group showed higher ACT scores than other gender role identity types. However, in the Korean sample, the masculine gender role identity produced a higher academic achievement for both males and females.

The Family System Types of Circumplex Model and Ego Identity Development in Adolescence (복합순환모델에 의한 가족체계유형과 청년기 자아정체감발달과의 관계)

  • 박장희;정옥분
    • Journal of the Korean Home Economics Association
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    • v.40 no.10
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    • pp.49-63
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    • 2002
  • The purpose of this study was to investigate the relationship between the family system types of circumplex model and ego identity development in adolescence. The subjects of this study were 115 middle school students, 116 high school students, and 120 college students in Seoul. The types of family system were assessed by FACES II and the ego identity of adolescents was assessed by Ego Identity Scale. The major findings of this study were as follows : A significant difference among family system types was found with the adolescents of‘balanced families’reporting higher ego identity than the other three family system types. College students reported the highest ego identity, followed by high school students, and middle school students. Females demonstrated higher ego identity than males.

On Identity Between Truth Bearer and Fact (진리담지자와 사실 사이의 동일성에 대하여)

  • Kim, Donghyun
    • Korean Journal of Logic
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    • v.21 no.2
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    • pp.207-231
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    • 2018
  • The identity theory of truth insists that a truth bearer is identical with a fact. First, I will consider how we can make the thesis intelligible. For this, I classify the identity relation which the identity theory discusses into two kind; trivial and non-trivial relation. And I show that the trivial one is not adequate to be qualified to be applied to the identity theory. The non-trivial relation can be adopted in robust or modest way. I argue that the robust kind of identity theory is incoherent itself. Then, I explain why we should compare the modest identity theory with the deflationism. From this comparing, I will draw the consequence that two choices are left to the modest theory. If they choose one way, there is no reason for us to prefer the identity theory to deflationism. On the other hand, in case that they choose the other way, I argue what kinds of interesting problem is left to be solved by the modest theorists. Finally, I will evaluate the limit and prospect of the result of the problem in case that the identity theorists achieve their goal.

The Study on the Gender Role Identity & Sex Stereotypes of College Students (대학생의 성역할정체감 유형과 성 고정관념)

  • Nam, Seung-Hee;Kim, Myung-Ae
    • Korean Journal of Adult Nursing
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    • v.17 no.4
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    • pp.561-572
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    • 2005
  • Purpose: The purpose of this study was to identify gender role identity and stereotypes and to explore the relationship between gender role identity and stereotype among college students. Method: The subjects consisted of 245 college students in Daegu. Each participant was administered the KGRII of Lee, Kim, Koh(2002) and Sex Stereotype scales modified by Kim, Dongil(1999). The collected data were analyzed using descriptive statistics, ANOVA, $x^2-test$, Sheffe test with SPSS 11.0 PC Program. Result: 1. For male students, masculinity type(32.4%) was most prevalent but for female students, feminity type (29.3%) was most common. 2. Female students were inclined to oppose traditional sex-role rather than male students. And the over 23 years old group tended to resist traditional sex-roles rather than other aged group. 3. The Androginy typed group had more progressive sex-role compared with undifferentiated typed group. Conclusion: These results suggest that gender role identity and sex stereotype were difference in sex and age. And the androgyny typed group had more progressive sex-role compared with other gender role identity typed group.

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A Study on the Community Identity Design of Local Self-government Bodies -Focusing on the Analysis on the Basic Visual Elements- (국내 자치단체의 커뮤니티아이덴티티 디자인에 관한 연구 - 시각요소 중 기본요소의 현황분석을 중심(中心)으로 -)

  • Kim, Hoon
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.5-14
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    • 2005
  • Local self-governing bodies have created community identity to activate local communities. community identity is one of the very effective ways to establish a different image from other self-governing bodies and to raise locals' love of hometown and sense of belonging. In addition to community identity., there are several things to form identity such as symbols (like flowers, birds, and animals) of local self-governing bodies or characters visualizing figures, tradition, and specialties of the region. Recently local governments have introduced various programs such as brand planning like city brand, and local events. This study analyses the basic elements, like symbol mark, logotype, and color, among visual elements of the current local self-governing bodies community identity. and conducts a comparative analysis of the visual elements of symbols and characters. The results show that those community identities and other design elements lack differentiation and consistency among visual elements. To create differentiated image of local self-governing bodies, it needs to develop unique and various themes of the region and to generate synergy effect through consistency and interactions among various visual effects based on community identity.

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Framing Space and Identity - Examining Through the Space of Scholarship -

  • Kim, Jung-In
    • Architectural research
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    • v.12 no.1
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    • pp.15-23
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    • 2010
  • This paper will discuss three different ways of framing relationships between identity and built forms mainly through the theoretical frame works of David Harvey, Christine M. Boyer, Jane M. Jacobs, Doreen Massey, Paul Rabinow, and Michel Foucault. From these scholars, this paper will argue the relationships between identity and built forms are categorized as such: "Becoming", "Politics of Difference", and "Construction of Self". Besides these three approaches of framing identity and built forms, relevant ideas will be drawn from the work of other scholars in so far as their theoretical positions relate and support these three key frameworks. To approach the critical points of each debate, these three categories are further analyzed by juxtaposing the epistemological positions between them. Through the comparisons, this paper illustrates the interrelationships and interdependence of these three categories whose discursive power gains rapid popularity in Western scholarships. By incorporating the three ways to view the relationship between built form and the identity of social groups, drawn is a suggestion for a broader imagining of new spatial identity.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Proposal for a Peer Decentralized Identity System Using Short-Range Wireless Communications (단거리 무선 통신을 이용한 개인 간 분산 신원증명 시스템 제안)

  • Yeo, Kiho;Park, Keundug;Youm, Heung Youl
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.959-972
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    • 2021
  • Decentralized Identity is based on the concept of self-sovereign identity, in which holders manage and provide their own credentials. However, a procedure is required to obtain credentials from issuers, and there is a risk of mess personal information leaking due to negligence of the issuers. In this paper, we propose a peer decentralized identity system based on Peer DID technology that allows only participants to verify their identity in 1:1 or 1:N small groups by matching the holder with the issuer. It is directly connected to a mobile device using short-range wireless communications such as bluetooth, and the holders create and provide their own credentials in person to the other party, thus fully realizing the self-sovereignty identity. The proposed system can simplify the identification process, improve security and privacy, and reduce costs. Furthermore, an extended architecture is possible to connect the proposed system and the distributed ledger to identify users in other domains. In the future, based on various technologies, it is also necessary to expand research on identity systems that can be utilized for human-to-thing and things-to-things authentication.

Ego-Identity of School-Aged Children: Effects of Level of Income and Perceived Parental Behaviors (가정의 소득수준과 지각된 부모의 양육행동 및 학령기 아동의 자아정체감간의 관계)

  • 이강이
    • Journal of the Korean Home Economics Association
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    • v.40 no.10
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    • pp.65-76
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    • 2002
  • The purpose of this study win to examine the relation between level of income, perceived parental behaviors, and ego-identity of school-aged children. The subjects were 356 children in the 6th grade selected from six elementary schools in Seoul and Keunggi-Do. The subjects were asked to complete the questionnaire on ego-identity and perceived parental behaviors. The data was analyzed by Mean, SD, Cronbach's α, Pearson's correlation and Multiple Regression. The major findings were as follows : 1. The level of income(antecedent variable) was significantly related with perceived parental behavior(mediator) and ego-identity of school-aged children(dependent variable). 2. The effects of level of income on ego-identity of school-aged children became lower after control of the effects of perceived parental behaviors. In other words, perceived parental behaviors partially mediated the effects of level of income on ego-identity of school-aged children.

A Study on The Dispute about The Identity of Oriental Medicine - Focused on Oriental Medical Classics (한의학(韓醫學) 정체성 논의에 대한 연구 - 원전학(原典學)을 중심으로)

  • Baik, You-Sang
    • Journal of Korean Medical classics
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    • v.23 no.5
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    • pp.123-132
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    • 2010
  • In this paper, on the assumption that the dispute about the identity of Oriental Medicine(OM) will finally act as an developmental element of Oriental Medicine otherwise total Korean Medicine, at first we think about what are he meaning of identity and it's essential elements, and search how to establish the standard of the identity of Oriental Medicine. From this working, the direction of the research in the Oriental Medical Classics that is one of the detail field in OM will be drawn out. The identity of Oriental Medicine must be decided according to what is the mission or existence value contributing for Korean Society, not to the form of materiality or immateriality. The core of the identity of Oriental Medical Classics is relevant to being a help to other research fields through reinterpreting the Classics. And the most important issue of research are the analysis of thinking pattern In OM, and systematization of OM knowledge and information.