• 제목/요약/키워드: Self-released effect

검색결과 17건 처리시간 0.022초

Effect of Kinetic Degrees of Freedom on Hierarchical Organization of Multi-element Synergies during Force Production and Releasing Tasks

  • Kim, Kitae;Song, Junkyung;Park, Jaebum
    • 한국운동역학회지
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    • 제30권2호
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    • pp.131-144
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    • 2020
  • Objective: The purpose of this study was to examine the effect of degrees of freedom on the multi-synergies in two hierarchies of human hand system during force production and releasing tasks. Method: In this study, the constrained movements of the aiming and releasing actions using both hands and fingers during archery-like shooting were implemented as experimental tasks. The participants produced a pulling force holding the customized frame (mimicking an archery bow, with a set of force transducers) and kept it consistently for about 5 seconds, and released fingers as quickly as possible in a self-paced manner within the next 5 seconds. An analytical method based on the uncontrolled manifold hypothesis was used to quantify the stability index (synergy index) in two hierarchies including two hands (upper hierarchy) and individual fingers (lower hierarchy). Results: The results confirmed that the positive synergy pattern showed simultaneously at the upper and lower hierarchies, and the kinetic degrees of freedom were associated with the increment of hierarchical synergy indices and the performance indices. Also, the synergy indices of both hierarchies showed significant positive correlations with the performance accuracy during the task. Conclusion: The results of this study suggest that the human control system actively uses extra degrees of freedom to stabilize task performance variables. Further increasing the degree of freedom at one level of hierarchy induces positive interactions across hierarchical control levels, which in turn positively affects the accuracy and precision of task performance.

낙인에 대한 출소자의 인식이 대인관계에서 신뢰에 미치는 영향 (The Effect of Ex-prisoner's Perception of Stigma on Trust in Interpersonal Relationship)

  • 공정식
    • 시큐리티연구
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    • 제57호
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    • pp.57-84
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    • 2018
  • 본 연구는 낙인에 대한 출소자의 인식이 대인관계에서 신뢰에 영향을 줄 것이라고 가정하였다. 선행연구들은 일반인들이 출소자를 기피하고 차별하는 의식들의 근저에는 낙인이 있다고 하였다. 이는 결국 출소자들의 재범에도 영향을 준다고 하였으나, 낙인에 대한 출소자 스스로의 인식에 관한 연구는 국내외적으로 거의 없는 편이다. 낙인은 다양하게 설명될 수 있지만, 본 연구에서는 낙인의 하위척도를 대중낙인, 개인낙인, 그리고 자기낙인으로 구분한 Phillips(2016)의 견해에 기초하였다. 그는 출소자들이 자기 낙인보다는 대중낙인을 더 크게 인식한다는 것을 주장하였다. 이러한 결과는 본 연구와도 일치한다. 그런데 출소자들이 자기낙인보다 대중낙인을 더 크게 인식하면서도, 대인관계에서 상대에 대한 신뢰에 있어서는 대중낙인보다 자기낙인의 영향을 더 받는다는 것에 주목할 필요가 있다. 이는 출소자들이 외면적인 사회적 인식보다는 내면적인 심리적 인식에 더 민감하다는 것을 의미한다. 따라서 출소자의 내면적 자기낙인을 극복하기 위한 프로그램의 개발과 개입이 요구된다. 본 연구결과, 첫째 낙인은 대인관계에서 신뢰에 영향을 주는 것으로 나타났는데, 특히 자기낙인이 대부분의 대인관계에서 신뢰에 영향을 주었다. 따라서 자기낙인이 심할수록 대부분의 대인관계에서 신뢰가 감소한다는 것을 알 수 있다. 둘째 구체적으로 가족관계 중에서는 자녀, 사회관계 중에서는 직장동료, 그리고 일반관계 중에서는 자신과의 신뢰에 낙인이 가장 큰 영향을 미치는 것으로 나타났는데, 이는 낙인이 출소자들의 삶에 있어서 중요한 타자들과의 관계에 큰 영향을 주는 요인이라는 점을 확인해준다. 셋째 출소자들은 자기낙인을 극복하기 위한 노력들이 필요한데, 자기낙인은 자아정체성을 부정적으로 재정립하여 스스로를 일탈자로 인식하고 불량한 생활양식을 보이며, 경력범죄자로 발전해가는 것을 의미하는 바, 자아정체성을 긍정적으로 인식할 수 있는 프로그램의 개발과 개입이 요청된다. 넷째 본 연구는 남성범죄자를 대상으로 하였으나, 성별에 따라 낙인을 인식하는 것에 차이가 있을 것으로 보이고, 또한 낙인은 대인관계 뿐만 아니라 결국 사회 내 재통합과 재범에도 영향을 줄 것으로 보이는 바, 이를 추후 연구과제로 제시한다.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.

에너지 자립을 위한 도시농업 활성화 추진정책 방안 (Driving Projects of Urban Agriculture for the Energy Independence)

  • 나영은
    • 한국환경농학회지
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    • 제29권3호
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    • pp.304-308
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    • 2010
  • This study compared and analyzed existing studies and released papers to identify the "definition and scope of urban agriculture" which correspond to the circumstances of Korea based on the fact that urban agriculture was selected as one of the measures to pursue green growth by the Presidential Committee on Green Growth (PCGG) and the discussions and deliberations among PCGG, government, academia, civic organizations, and experts. It also aims to present the ways of policy to facilitate the development of urban agriculture based on the mentioned identification. This research proposes the definition of urban agriculture as 'all agricultural activities that incorporates multi-functional public benefits of agriculture performed within the administrative district of a city. However, the scope of urban agriculture should exclude the agricultural sites, the methods, and the activities that are against the multi-functional public benefits of agriculture, which will be determined depending on the spaces, methods, and purposes of planting food crops. In order to facilitate the development of urban agriculture, the government should implement the policy measures as following: (1) to analyze spaces for farming, and provide the spaces to the citizens; (2) to prepare legislation and institution that will allow citizens to use the farming spaces continuously; (3) to develop Korean-style urban agriculture model that fully reflects the features of Korean cities; (4) to develop a system where the urban citizens can easily learn and experience the urban agriculture; and, (5) to provide incentives that will attract active participation of urban citizens such as carbon mileage. (6) to analyze effect of urban agriculture to save energy and food self-sufficiency.

당발효에 미치는 Lactobacillus helveticus YM-1 과 Streptococcus lactis ${ML}_3$의 상호작용 (Interaction of Lactobacillus helveticus YM-1 and Streptococcus lactis ${ML}_3$ on the Sugar Fermentation in Skim Milk)

  • 박정길;류인덕;윤성식;유주현
    • 한국식품과학회지
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    • 제19권1호
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    • pp.42-49
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    • 1987
  • L.helveticus YM-1 과 Str.lactis ${ML}_3$를 탈지유, 배양여액및 함성배지에 단독및 혼합배양 하였을때 산생성량과 당이용성 그리고 상관관계를 검토하였다. 자기자신의 배양여액보다 상대편의 배양여액에서, 단독배양보다 혼합배양의 경우가 산생성 촉진효과가 컸었다. 유당의 이용성은 12시간 배양했을때 Str. lactis ${ML}_3$ 의 경우 0.4%, L.helveticus YM-1은 0.85%. 혼합배양시는 1.05%였다. L.helveticus YM -1의 단독배양과 두균의 혼합배양의 경우 8시간후 배지에 생성된 포도당은 0.22%와 0.10%를 나타낸 다음 점차 감소하였다. L.helveticus YM-1에 의해서 생성된 포도당은 Str.lactis ${ML}_3$의 산생성을 촉진한다고 생각된다.

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The Role of China Douyin Short Video App During COVID-19

  • Zhou, Yaqi;Lee, Jong Yoon;Liu, Shanshan;Fan, Hao
    • International Journal of Contents
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    • 제18권2호
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    • pp.1-17
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    • 2022
  • As of September 2021, COVID-19 is still seriously impacting people globally. To better control the epidemic, the Chinese government adopted a nationwide quarantine policy at the early stage of the discovery of COVID-19, which has significantly changed people's production and life. China's Douyin app (International version: TikTok) is an extremely influential entertainment and social tool. During COVID-19, a large number of short videos about COVID-19 appeared. Publishers included government agencies, professionals, and self-media. The content released has made Douyin a tool for people to receive COVID-19 information in addition to entertainment and social functions. This is a quantitative study. By exploring the impact of the Douyin app on Chinese college students during COVID-19, this study provides suggestions from the level of social media such as TikTok to enable Korea's epidemic prevention to be more effective. This study established variable questions such as Douyin's information perceived value, information usage channels, information awareness, anti-epidemic policy attitude, trust of public institution and preventive behavioral intention, and conducted a questionnaire survey. Using SPSS to analyze the obtained data, this study found that: 1. The short video information usage channels about COVID-19 in Douyin have a positive impact on the audience's information awareness; 2. The information perceived value in Douyin has a positive impact on the audience's information awareness; 3. Information awareness and trust of public institution in Douyin have a positive impact on the audience's anti-epidemic policy attitude; 4. Information awareness and trust of public institutions in Douyin have a positive impact on the audience's preventive behavioral intention; 5. The audience's anti-epidemic policy attitude has a positive effect on preventive behavioral intention.

법무보호대상자의 진로자본 회복과정에 관한 연구 (A Study on the Recovery Process of Career Capital for Rehabilitation Protection Recipient)

  • 박혜경;한순옥;박시연
    • 한국산학기술학회논문지
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    • 제18권12호
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    • pp.400-413
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    • 2017
  • 출소 후 건전한 사회복귀를 위해서는 법무보호대상자(이하 보호대상자)들은 반드시 진로자본을 회복해야 하는 과제를 안고 있다. 그들의 진로적응 실패는 개인은 물론 사회안전망에 불안을 가중시킬 수 있기 때문에 진로자본 회복에 대한 연구는 매우 중요하다. 본 연구를 위해 한국법무보호복지공단에서 지원을 받고 있는 보호대상자 10명에 대해 심층 인터뷰를 진행하였다. 질적 내용분석 방법으로 보호대상자들의 진로자본 손상에 따른 어려움과 그 어려움을 극복하기 위한 노력, 극복하는데 도움이 된 요인, 직업생활에 적응하기 위한 요건 등 진로 주제를 심도 있게 분석하였다. 분석 결과 보호대상자들은 수감생활로 진로자본 손상을 경험하며, 사회적 자기에 대한 부정적인 개념, 사회적 낙인의 두려움, 자기에 대한 평가절하가 진로자본 회복과정에서 자신감 결여와 소극적인 태도로 나타났다. 또한 부정적 평가에 대한 두려움 등이 사회적 관계를 더욱 어렵게 하는 요인이었다. 한편, 진로자본 회복과정에서 사회적 지지는 긍정적인 영향을 미친 것으로 나타났다. 특히 배우자, 고용주, 가족, 친구들의 정서적 지지가 가장 큰 도움이 된 것으로 분석되었다. 직업적응을 위한 노력으로 진로에 대한 적극적이고 주도적인 태도와 긍정적인 자세가 중요하며 가족관계, 사회적 관계에서의 긍정적인 평가와 인정, 진로 성공경험 등이 일에 대한 자신감 상승으로 나타났다. 종합하면 진로자본 회복과정에서 역기능적 신념은 부정적인 영향을 미치고, 사회적 지지는 긍정적으로 영향을 미치는 것으로 분석되었다.