• Title/Summary/Keyword: Process Theory

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A Study of a Relapse Prevention Program for Alcoholics focused on Action Methods (행위기법을 중심으로 한 알코올의존 재발방지 프로그램 개발에 관한 연구)

  • No, In-Suk;Kim, Seong-Jae
    • Journal of East-West Nursing Research
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    • v.10 no.1
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    • pp.27-40
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    • 2004
  • Relapse is one of the most series problems in alcoholics treatment. Previous studies have shown that significant proportions of treated alcoholics show an early relapse and go through a chronic phase. It is necessity to find more effective relapse prevention program. The Purpose of this study was to develop a relapse prevention program that emphasis on group activities using various action methods. Previous studies revealed that there was no effective therapeutic strategy to prevent relapse and proposed that action methods were more practical ways to be able ti cope with high-risk situation than verbal methods such as discussions and lectures. The special attempt of this program was the application of various actions methods and the integration of many psychosocial therapeutic strategies as compared with many relapse prevention programs. The theoretical framework of this relapse prevention program was based on mainly the Marlatt's Relapse Prevention model and Prochescha and DiClemente's Transtheoretical model. This Program consists of eight structure sessions. Every session has three phase: Warm-up phase, action phase, and sharing phase as sociodrama structure. Sociodrama is based on many of the principles of adult learning. And sociodrama looks at how groups work through an understanding of systems and role theory. Therefore, in working with a group a therapist might explore with them the roles that people play, roles that are missing at present such a visionary and how people can develop new roles or new ways of playing existing roles. The researchers explained the purpose of this study to all participants after their agreement to participate. Voluntary informed consent was obtained from all participants. Every session allows participants to recognize personal specific high-risk situation and to examine possible coping behaviors creatively. Multiple solutions can be proposed, tested and evaluated dramatically, giving new insights or breakthroughs in thinking. This is vital for the initiation of change, and if appropriate, expanding new role development. The first two sessions aim at understanding of relapse process and recognize of high-risk situations focused on orientation about action methods. The next four sessions deal with high-risk situations. The last two sessions give participants opportunities to venture new life-styles. The methods and approaches used in this program utilized as a tool to explore and practice possible coping strategies. and this program can contribute to prevent relapse episode if tune with the particular high-risk situation by using active practices in safe environment.

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A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

A Study on the Belief Function Model (신념함수모형(信念函數模型)에 관한 연구)

  • Kim, Ju-Taek
    • Korean Business Review
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    • v.14
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    • pp.31-44
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    • 2001
  • The purpose of auditing is to express an auditor's opinion on the fair presentation of the financial position and business operations of companies according to the financial accounting standards, and to raise the reliability of the financial statements and to enable the user of the financial statements to make a proper judgement on the companies. There should be an audit risk in the audit of the financial statements in a modem sense because it is done by the sampling audit not by the detailed one. Audit risk is the risk that an auditor may unknowingly fail to modify appropriately the auditors' report on financial statements containing a material misstatement. The audit risk eventually hurt the reliability of the financial statements when the auditors set up different audit risks because it is determined by the auditor's professional judgement. Thus, there have been negative opinions on the Audit Risk Model suggested in the SAS No. 47 because it cannot explain the process of auditor's judgement and bring different results. In view of the results so far achieved, which influences the auditor's decision making, should be done by the Belief Function Mode Model in a position of raising the reliability of the financial statements and emphasizing the usefulness and effectiveness of the auditing.

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The Daily Life of University Student Athletes (대학 운동부 특기자 학생들의 일상 경험)

  • Kim, Dong-Kee
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.359-369
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    • 2018
  • This study tried to illustrate the process of the experiences of university student athletes in campus who are engaged in study and sports. it is aimed to interpret and describe the everyday life of athlete students, and establishing a desirable human talent and to set the right necessary direction for the education of athlete students. For this, it selected 10 research participants as student athletes in J University located in Chungcheongnam-do and collected data through an in-depth interview. As for the data analysis, concepts were derived according to the grounded theory analysis method suggested by [10] and the research results composing the coding paradigm to clarify the relations between concepts are as following. First, 120 concepts, 17 subcategories, and 10 upper categories were deducted in the open coding. Second, the contextual factors of the campus life motive were "participation in sports" and "participation in study" and the central phenomena were regarded as "the significance of campus life in which study and sports run parallel. The conditions of arbitration were summarized as 'formation of my relations" and "ability improvement" in sports and study, and the operation/interaction strategy were categorized as "importance of study" and "negative thinking." As for the last result, "reflecting campus life", "my own identity", and "planning future" were categorized, and it is judged that the application of the policy to improve the ability of student athletes that comprehend all study and sports.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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Tracing the Evolution of the Global Production Network Discourse: An Alternative to the Firm- and Industry-Centered Governance Analysis (글로벌 생산네트워크 담론의 진화: 기업 및 산업 중심 거버넌스 분석을 넘어서)

  • Lee, Jae-Youl
    • Journal of the Korean Geographical Society
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    • v.51 no.5
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    • pp.667-690
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    • 2016
  • This paper reviews the evolution process of global production network(GPN) discourse, from its origin to the recent theorization, namely GPN 2.0. In so doing, the discursive formation of global production networks is introduced in comparison with a competing discourse global commodity/value chains, with particular attention to conceptual and analytical lacunae in the latter. This article also outlines how the global production network perspective has become a useful discursive and practical tool that allows the examination of the nexus of global economy, transnational corporations, and regional development. Subsequently, a theoretical dearth in the approach is discussed in reference to key critiques, and in this context Yeung and Coe's recent theorization GPN 2.0, which is centered on casual mechanisms and network configurations is reviewed. This paper suggests that the theory adequately addresses the problem of casuality lacking in its precedented conceptual framework, and that it helps exploring the formation and evolution processes of varied production networks(including intrafirm coordination, interfirm control, strategic partnership, and extrafirm bargaining) in connection with competitive dynamics and risky environments. As a result of the theorization, the difference between GPN and the chain approaches has become more apparent, and the idea of extrafirm bargaining is particularly important in the differentiation. Extrafirm bargaining is seen to be a comprehensive networking form inclusive of such GPN 1.0 analytical concepts as value, embeddeness, and power, and research attentive to, and engaging with, the extrafirm networks is expected to help transcending the chain governance approaches' analytical excess of interfirm linkages and industry-centeredness.

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Ordered Macropores Prepared in p-Type Silicon (P-형 실리콘에 형성된 정렬된 매크로 공극)

  • Kim, Jae-Hyun;Kim, Gang-Phil;Ryu, Hong-Keun;Suh, Hong-Suk;Lee, Jung-Ho
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.06a
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    • pp.241-241
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    • 2008
  • Macrofore formation in silicon and other semiconductors using electrochemical etching processes has been, in the last years, a subject of great attention of both theory and practice. Its first reason of concern is new areas of macropore silicone applications arising from microelectromechanical systems processing (MEMS), membrane techniques, solar cells, sensors, photonic crystals, and new technologies like a silicon-on-nothing (SON) technology. Its formation mechanism with a rich variety of controllable microstructures and their many potential applications have been studied extensively recently. Porous silicon is formed by anodic etching of crystalline silicon in hydrofluoric acid. During the etching process holes are required to enable the dissolution of the silicon anode. For p-type silicon, holes are the majority charge carriers, therefore porous silicon can be formed under the action of a positive bias on the silicon anode. For n-type silicon, holes to dissolve silicon is supplied by illuminating n-type silicon with above-band-gap light which allows sufficient generation of holes. To make a desired three-dimensional nano- or micro-structures, pre-structuring the masked surface in KOH solution to form a periodic array of etch pits before electrochemical etching. Due to enhanced electric field, the holes are efficiently collected at the pore tips for etching. The depletion of holes in the space charge region prevents silicon dissolution at the sidewalls, enabling anisotropic etching for the trenches. This is correct theoretical explanation for n-type Si etching. However, there are a few experimental repors in p-type silicon, while a number of theoretical models have been worked out to explain experimental dependence observed. To perform ordered macrofore formaion for p-type silicon, various kinds of mask patterns to make initial KOH etch pits were used. In order to understand the roles played by the kinds of etching solution in the formation of pillar arrays, we have undertaken a systematic study of the solvent effects in mixtures of HF, N-dimethylformamide (DMF), iso-propanol, and mixtures of HF with water on the macrofore structure formation on monocrystalline p-type silicon with a resistivity varying between 10 ~ 0.01 $\Omega$ cm. The etching solution including the iso-propanol produced a best three dimensional pillar structures. The experimental results are discussed on the base of Lehmann's comprehensive model based on SCR width.

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A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

A Study on the Effect of Business Consulting Performance on Organizational Performance - Focusing on Moderating Effect by Organizational Support - (조직성과에 영향을 미치는 컨설팅성과에 관한 연구 - 조직지원의 조절효과 중심으로 -)

  • Kim, Moon-Jun;Chang, Sug-In
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.185-203
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    • 2016
  • This study set up a study model through a previous study and aims to determine the control effect by organizational support in the effect relationship between consulting performance which is an independent variable and organizational performance which is a dependent variable. To do that, the hypothesis was verified by using statistical programs such as SPSS 20.0 and AMOS 20.0 which can be statistically useful with 511 copies except for the copies which cannot be utilized, over 4 weeks from February $25^{th}$ to March $24^{th}$, 2015, focusing companies located in Seoul, Gyeonggi, Incheon. The hypothesis testing result of the study model set by this study shows that firstly, this study has contributed to establishing an additional theory in the research between consulting performance and organizational performance while it has not been enough for consulting performance and organizational performance in previous studies. Second, although the moderating variable of organizational support in the effect relationship between consulting performance and organizational performance didn't show a partial positive (+) role in the hypothesis testing, more detailed analysis in the survey process and the variety on questionnaire configuration were provided in the variable selection. Third, as consulting performance shows a positive effect on organizational performance, a higher consulting performance gives a direct impact on organizational performance so that a realistic action plan on internalizing and enhancing consulting execution result into organizational performance is aggressively required.

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An Exploratory Study on the Continuity of Consumer Empathy Response -Can Consumer Empathy Response expand on a Self-empathetic basis?- (소비자 공감반응의 연속성에 관한 연구 -소비자 공감반응은 자기 공감적으로 확장할 수 있는가?-)

  • Ock, Jung-Wo
    • Management & Information Systems Review
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    • v.39 no.1
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    • pp.75-91
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    • 2020
  • The purpose of this study is to examine the application of in-depth interviews in terms of exploration on the basis of the theoretical basis of various aspects of consumer empathy, and the question of whether the consumer can expand to the process of self empathy. Most studies related to consumer empathy divide the responsive dimension of consumer empathy into rational and emotional dimension based on empathy theory, and look at the empathic response perceived by consumers to the stimulus presented from the current point of view. In this study, however, we want to go one step further and confirm that the consumers themselves can ultimately go to the self-empathy stage by forming a creative street of reproduction and redevelopment. As a result of exploratory research through in-depth interviews, it was indirectly confirmed that consumer's empathetic response to specific marketing stimulus exists at the level of creative and self-empathetic as well as the emphasis of previous studies. Based on these findings, this study confirmed that consumer empathetic responses could go beyond a single dimension to form a multidimensional structure and move toward an expanded structure of empathic self-creation. This suggests that consumers' empathic responses should be grasped in terms of continuity of empathic responses rather than explained in a specific dimension. Although this study is meaningful as an early research of exploratory nature, it is necessary to supplement various content validity and refine the research method through subsequent studies. This study is expected to expand the understanding that consumer's empathy can be extended to other people's empathy and to be self-empathy.