• Title/Summary/Keyword: Self-View

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Effect of Expectancy-Value and Self-Efficacy on the Satisfaction with Metaverse Learning (메타버스를 활용한 교육에 대한 학습자의 기대 - 가치와 자기효능감이 교육 만족도에 미치는 영향)

  • Shin, Ji-Hee;Chung, Dong-Hun
    • Informatization Policy
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    • v.29 no.4
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    • pp.26-42
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    • 2022
  • In order to evaluate the usefulness of metaverse learning from the learner's point of view, this study 1) evaluated whether the expectancy-value of the class was satisfied before and after the learner used the metaverse learning platform and 2) verified factors affecting metaverse learning satisfaction with regard to the self-efficacy and expectancy-value of learners. Expectancy-value was evaluated by the learning effect, communication, class involvement, and learning attitude, whereas self-efficacy was evaluated by preference for task difficulty, self-regulation efficacy, and self-confidence. As a result of a study targeting 70 college students who applied for a few courses using the metaverse platform at a university in the northeastern part of Seoul, learners were found to have high expectations and values for learning before using the metaverse platform, but both were not statistically satisfied after use. In addition, the higher the self-efficacy of the learner, the higher the satisfaction with the metaverse learning, and statistically significant results were found in the task-difficulty preference and self-regulatory efficacy among the sub-factors of self-efficacy. There is a negative causal relationship between expectancy-value factors and satisfaction with metaverse learning. This study implies that it is a learner-centered evaluation of metaverse learning, revealing the expectancy-value effect and factors influencing the satisfaction with metaverse learning.

Daesoon Jinrihoe's View of Human Beings (대순진리회의 인간관)

  • Ko, Byoung-chul
    • Journal of the Daesoon Academy of Sciences
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    • v.28
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    • pp.1-34
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    • 2017
  • This paper aims to understand the Daesoon Jinrihoe's view of human beings within the context of Korean religious history. Here, the context of Korean religious history refers to the view that every religion, including its doctrine, ritual, and organization is created in a specific historical context. In accordance with the purpose of this research, this paper consists of three main parts: firstly, chapter 2, 'An approach to the preceding research,' focuses on the previous studies on Daesoon Jinrihoe's view of human beings. In this part, I have divided the previous studies into psychological, philosophical, educational, and comparative approaches. These prior studies show that studies on the view of human beings started with approaches based on psychology and scriptural interpretations which were later extended to philosophical, educational, and comparative fields of study. However, these studies suggest that there are more suitable explanatory factors to explain the view of human beings. Secondly, chapter 3 (Daesoon Jinrihoe's view of human beings) explains the view of human beings through the utilization of six factors. This six factors are as follows: the origin of human beings, components of human beings, the final judgment after death, the independence and subjectivity of human beings, the purpose(s) of life, and the practices of life. In comparison with previous studies, these explanatory factors may contribute to a more specific explanation of the view of human beings. Thirdly, chapter 4 ('Remaining problems') focuses on future research tasks based on the six factors mentioned above. In this part, I pointed out various research tasks that have to be considered in future studies of Daesoon Jinrihoe's view of human beings, especially in connection to other religions. Finally, in the conclusion, I present two tasks for active research on the Daesoon Jinrihoe's view of human beings. One is the task of incorporating the terms related to humanity into Daesoon Jinrihoe's dictionary of scriptural terms. The other is the task of establishing a department to discuss doctrine and related issues.

A Cross-Sectional and Short-Term Longitudinal Study on Bullying/Victimization and Interpersonal Behavior Characteristics: The Participant Roles Approach (또래 괴롭힘과 대인간 행동특성에 관한 횡단 및 단기종단연구 : 참여자 역할을 중심으로)

  • Sim, Hee-og
    • Korean Journal of Child Studies
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    • v.26 no.5
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    • pp.263-279
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    • 2005
  • This study explored the participant roles and the cross-sectional and longitudinal relationships between interpersonal behavior characteristics and bullying/victimization. The subjects were 4th and 5th grade children and instruments were the Participant Roles Scale, Self-Report Coping Scale, Teenage Inventory of Social Skills, and Social Anxiety/Avoidance. They were contacted again one year later. In the distribution of participant roles at Time 1, defender of the victim was highest, then outsider; at Time 2 outsider was the highest and then defender. There was a tendency of gender difference in distribution of participant roles only at Time 1. Males were more in the group of reinforcer; females were more in the group of defender and victim. There were high positive correlations among bully/reinforcer/assistant scores. In the concurrent view, children who used approach coping strategies and showed higher social skills were more likely to be defender. Children who had lower social skills and higher social anxiety and social avoidance were more likely to be victim. In the longitudinal view, children who had developed higher social skills were more likely to be defender. Children who had employed less approach coping strategies and had showed lower social skills and higher social avoidance were more likely to be victim.

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The Costume in the Era of Practical Science (II) - The Bukhak idea in the late of the 18th century - (실학사상기의 복식문화(II) - 18세기 후반 북학사상을 중심으로 -)

  • 정혜경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.18 no.1
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    • pp.101-112
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    • 1994
  • The objectives of this study are to find out the process of changes of the costume in the era of practical science, and to search the bukhak's view of the costume. Conclusions are described as follows 1. The bukhak pursued the function and the rationality in men's costumes, and healed with the welfare point of view in the commons and humbles clothes, and criticized the phenomenon of over-fashion in women's costume. 2. They contended for thrift against the luxury. But as they had also a modem thinking at the same time, they seemed to have a flexibility. Therefore they persued the essential courtesy in manners and costume. 3. The common people of Yi dynasty had the idea that Yi dynasty is a small China replace by Ming dynasty. But the bukhak had a self-existent standpoint and a realistic idea to the Ch'ing dynasty. But they would have received the Minis culture as the reactionism in the costume. Chinese envied or ridiculed the korean costume. 4. It was the pursuit of the rationality that the Bukhak presented the direction of the costume. They contended for the growth of the business and the development of technique in order to reform the clothing industry.

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User Evaluation of Common Spaces in Cultural Facilities in Local Area - From the Universal Design Point of View - (지역문화시설의 공용공간 디자인에 대한 사용자 평가 - 유니버설 디자인 관점에서 -)

  • Oh, Chan-Ohk
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.53-61
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    • 2011
  • As the standard of living has raised and the local self-governing body has enforced, cultural facilities have been increased in local areas. These cultural facilities should be designed to consider various users. However, most facilities were designed to focus on size or visual expressions. Therefore, this study was intended to evaluate common spaces of two cultural centers in local area from the universal design point of view. Two cultural centers located in large apartment complex were selected. The evaluating tool consisted of 46 elements related to universal design. The common space were pathway to entrance, parking lot, entrance, all over building, corridor, and restroom. Each 100 users of these two cultural centers evaluated them using by 5-point Likert scale. The results were as follows; The users rated them positively, but not highly. This means that some improvement were needed. Generally, the consideration for upgrading the quality of design such as material, pattern and color needed, and for various users including wheelchair users and seniors were needed. Also, when considering the users' behavior pattern and purposes, installing canopy over entrance, and providing seating places at corridor or pathway were needed.

Children's Wear Purchasing Behavior by Retired Women and the Missy Group with a View to their Shopping Orientation (의복쇼핑성향에 따른 집단별 유아동복 구매행동의 세대 간 차이 -뉴실버세대와 신세대 주부를 중심으로-)

  • Chung, You-Jin;Hwang, Choon-Sup
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.1
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    • pp.84-98
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    • 2012
  • This study examines the children's wear purchasing behavior of younger generation women (the missy group) and in the new-silver generation (retired). The data collected in the study were examined with a view to establish effective marketing strategies within the children's wear market, a market where the age and characteristics of the actual purchasers of the products have become more diverse. A descriptive survey method using a self-administered questionnaire was employed. The sample consisted of 398 females between the ages of 28 and 64 residing in Seoul and the Gyeonggi-do area. Data collected were analyzed by frequency, t-test, ANOVA, factor analysis, cluster analysis, and Cronbach's alpha coefficients. Respondents were classified into 4 groups by their clothes shopping orientation: conformable/brand conscious purchasing type, planned purchasing/enjoy shopping type, store/brand loyal impulse-oriented type, and dependent/low shopping interest type. There were differences between the missy and the new- silver generations under consideration. It is clear from the study that, even though some individuals of the missy group and of new-silver group belonged to the same shopping orientation type, individuals still showed differences with regard to children's wear purchasing behavior.

An Observational Study on the Behaviors of 4-to 5-Year-Olds in the Cooperative/Competitive Situation (경쟁/협동상황에서의 4-5세 아동의 상호작용 관찰 연구)

  • Kim, Pan Hee
    • Korean Journal of Child Studies
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    • v.17 no.1
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    • pp.5-21
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    • 1996
  • The purpose of the present study was to investigate how 4-to 5-year-olds approach a competitive/cooperative task to obtain a resource. Sex and age differences were examined for the behavior and resource utilization of this task. The subjects were 74 same-age, mixed sex groups of 4 children each in three kindergartens in a large city. Each group of 4 children were classmates. The children were videotaped in a play situation where one child could view a cartoon movie (i. e. acquiring a resource) with the assistance of two children (one to turn the film tape and one to push the light-button), and the fourth child was a bystander. Time at each position and physical and verbal behavior constitute the data which were analyzed by ANOVA and ${\chi}^2$. The results of the time analysis showed that children cooperated quickly and were able to view the cartoon(resource utilization) for a large part of the session. High resource utilizers compared with low resource utilizers, exhibited more self-assertive and helping behaviors. Boys achieved more viewing time while girls were bystanders for a greater amount of time. Boys showed more physical and verbal behaviors during the task. Four-year-olds achieved less viewing time than 5-year-olds, indicating 4-year-olds were less effective in eliciting the help of their peers.

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A Study of Fashion Influenced by Dystopian Ideas (디스토피아 관념의 영향을 받은 패션 연구)

  • Kwon, Sanghee;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.7
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    • pp.837-851
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    • 2013
  • This study investigates the relationship between dystopian ideas and fashion since the $20^{th}$ century and examines the social meaning of fashion influenced by dystopian ideas. From the 1900s to the 1950s, the idea of dehumanization by authoritarian governments and technology gave rise to fashion for freedom and self-introspection, which includes surrealistic fashion and beat style. In the 1980s and 1990s, a society marked by monopolistic power and the hi-tech control of humans was regarded as dystopia. It influenced a fashion that expressed dehumanization by hi-tech means such as cyberpunk style and designs that depicted or used electronic elements. The ongoing fear of ecological disaster since the late $20^{th}$ century also influenced designers to present collections concerned with environmental problems. Designers have created designs with printed messages on environmental issues or designs that express environmental devastation, and protective designs that use hi-tech fabrics or mechanical devices. Fashion influenced by dystopian ideas expressed contemporary fears, provided a critical view of society through defamiliarization, and sought problem-solving actions and alternatives to change or cope with the dystopian situation. Dystopian fashion gave society a chance to face contemporary problems and pursue a better society.

MultiView-Based Hand Posture Recognition Method Based on Point Cloud

  • Xu, Wenkai;Lee, Ick-Soo;Lee, Suk-Kwan;Lu, Bo;Lee, Eung-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2585-2598
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    • 2015
  • Hand posture recognition has played a very important role in Human Computer Interaction (HCI) and Computer Vision (CV) for many years. The challenge arises mainly due to self-occlusions caused by the limited view of the camera. In this paper, a robust hand posture recognition approach based on 3D point cloud from two RGB-D sensors (Kinect) is proposed to make maximum use of 3D information from depth map. Through noise reduction and registering two point sets obtained satisfactory from two views as we designed, a multi-viewed hand posture point cloud with most 3D information can be acquired. Moreover, we utilize the accurate reconstruction and classify each point cloud by directly matching the normalized point set with the templates of different classes from dataset, which can reduce the training time and calculation. Experimental results based on posture dataset captured by Kinect sensors (from digit 1 to 10) demonstrate the effectiveness of the proposed method.

Design and Implementation of web based cyber counseling system (웹기반 사이버 상담시스템의 설계 및 구현)

  • Lee Jae-Inn
    • The Journal of Information Systems
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    • v.12 no.2
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    • pp.21-39
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    • 2003
  • Many people including teachers and students' parents must assist each student who will be a hero of future to develop their potential abilities and acquire various skills. Counseling is a fundamental thing to achieve this goal. But, in reality, it is usually difficult to do counseling which makes it possible to establish desirable self-view and world view expertly and systema tically because of burdensome task of teachers, spatial and time limit and students' extracurri cular activities. Taking advantages of computer networking, this research was designed to solve various problematic situations we can usually face with in school and home, to reduce limitations among three parties: teachers, parents and students, and to keep record continuously on the process and contents of counseling. And, also, this research is focused to web-based counseling network that makes possible to build database system easily adapts to specialty of each schools. Web based counseling system will provide these advantages: 1. Through analyzing and editing which will be done by expert In of accumulated database, to realize more systematic and expert database will be possible. 2. Owing to the physical characteristic of cyber space, counseling will be done any time and anywhere the computer is. 3. Because it is possible to minimize social limitations on physical condition, communication channel and anonymity of cyber space, counseling will be relatively easy to perform. 4. The contents of counseling will be automatically recorded on the database.

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