• Title/Summary/Keyword: Self-world

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The Significance of Professional Subjectivity of a Specialist in Taking into Account Educational and Civilizational Changes in the Information Society

  • Podkovyroff, Tatiana Sonia Nanouchka;Golubenko, Natalya;Altanova, Alona;Shkodyn, Alona;Bielikova, Valentyna;Pasynchuk, Kateryna;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.83-90
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    • 2022
  • A forecast foresight of the conditions for the development of educational affairs in the Information Society of Ukraine is presented, taking into account changes in the technique, technologies, and the socio-social sphere. Unresolved problems in Ukraine regarding the modernization and improvement of the education system by means of informatization are highlighted. The need for further improvement of Ukrainian education by means of informatization is noted. Formulated the main goal of future education. The necessary conditions for the successful development of future education are highlighted. The role and place of the key figure of the teacher in the education of the future is determined. The article highlights the theoretical and philosophical foundations of professional subjectivity of the future specialist. Recently, the world's pedagogical thought has increasingly focused on how to build an educational process so that it brings a sense of happiness to all its participants. It is believed that this is a new management philosophy in general, although its origins are in ancient Greek sources, which claim that only a happy life has meaning and value. It is found out that the professional subjectivity of a specialist is an important professionally significant quality of the individual, which provides a purposeful and optimal implementation of their mental, personal resources for solving professional and life problems, which is manifested in the desire for self-definition, self-determination, self-regulation and self-improvement in professional activities taking into account the information society. The structure of this phenomenon is shown.

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.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

The Effect of Group Motor Activity Program on Motor Function and Self-efficacy of Children in the Community Children's Center (집단 운동 활동 프로그램이 지역아동센터 아동의 운동기능 및 자기효능감에 미치는 영향)

  • Kim, Hye Jin;Je, Young Hyeon;Seo, Jeong Min;Kim, Eun Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.18 no.1
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    • pp.23-33
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    • 2020
  • Objective : The current study investigated the effectiveness of group motor activity programs on motor function and perceived self-efficacy of children in the community children's center. Methods : Nine children aged six to nine years participated in this study. We applied the group motor activity program for 7 sessions. Before and after the intervention, children's motor function and self-efficacy were assessed using the Bruininks-Oseretsky Test of Motor Proficiency, Second Edition, Short Form (BOT-2 SF) and the Perceived Efficacy and Goal Setting, Second Edition (PEGS-2), respectively. Results : The group motor activity program enhanced the motor function and self-efficacy of children. Conclusion : This study showed that the group motor activity program was effective for increasing the objective motor function and the subjective self-efficacy of children in the children's community centers. The result suggests that programs using activities in the community centers can facilitate children's self-development.

Effect of Perceived Relational Supports on Entrepreneurial Motivation of Korean and Chinese University Students: Focused on mediating role of self-efficacy (지각된 관계적 지원이 한·중 대학생의 기업가적 동기에 미치는 영향: 자기효능감의 매개효과를 중심으로)

  • Yang, Jun Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.1-13
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    • 2015
  • Strong ties such as family members, relatives and close friends have been widely acknowledged as a vital factor when a potential entrepreneur attempts to initiate entrepreneurial activity. Recent theoretical arguments focus that family social capital, a form of social capital, that is embedded in family relationships can contribute to venture creation as well as to the development of competitive advantage for established firms. Meantime, there have been arguments that the most dominant single entrepreneurial ethnic group in the world is the Chinese people, while the People's Republic of China is widely recognized as fast growing economic power that is driven by entrepreneurial ventures in a large scale. This study tests the effect of perceived relational supports typically being provided by family members, close relatives and friends on forming self-efficacy and entrepreneurial motivation of university students by using samples collected from 4 Korean Universities(Wonkwang, Baekseok, Soongsil and Dankook university) and Guangzhou University in China. The mediating of self-efficacy was also tested to gain better understanding of the role of the variable. The results of the study suggest that 1) both self-efficacy and entrepreneurial motivation are influenced positively by the perceived relational supports, 2) self-efficacy of university students affects their entrepreneurial motivation positively, 3) self-efficacy is appeared to be mediated partially for China in between perceived relational supports and entrepreneurial motivation, but the same variable is exhibited a full mediation in the same path of the research model for Korea, which was a distinction between the students of two countries in this study. Discussion and practical implication on the results are provided.

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A Study on customer satisfaction with self technological - based product (정보화시대의 무인자동화 제품디자인이 고객만족에 미치는 영향에 관한 연구 - 중요사건기법(critical incident technique)을 중심으로 -)

  • 박종찬
    • Archives of design research
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    • v.17 no.3
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    • pp.283-292
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    • 2004
  • Today's fast-paced world is becoming increasingly characterized by technology-facilitated transactions. Growing numbers of customers interact with technology to create service outcomes instead of interacting with a service firm employee. Self-service technologies provide technological interfaces that enable customers to produce a service independent of direct service employee involvement. To investigate on the customer satisfaction with self-technological based product design in Subway. I used the critical incident technique developed by Flanagan(1954) with quantitative measures of attributions. In this research, it results that customers are considered more important the value of technological-function and easy to use than the aspect of automated machine. It is likely that the technological aspect of many self-service options has a unique influence on customer perceptions of self-service encounters. Also, Research has shown that customer's needs are defined as situations in which external environmental factors add a sense of urgency to the transaction and saved time. On the other hand, customers realize that their favorable image of self-technological based product follows as ; first, customers prefer to the simple & modern image on the aspect of product design, secondly, customers prefer to the hitech-functional image to do its job fast in a short time by automated technology on the aspect of functional service, thirdly, customers prefer to the comfortable and sanitary image to be suitable for the underground circumstance.

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Psychology of the self-nature in platform sutra-focused on dynamics in essential and inclusive self-nature (『단경』에 나타난 자성의 심리학 - 본래적 자성과 포괄적 자성의 역동성을 중심으로)

  • Youn, Hee-jo
    • Journal of Korean Philosophical Society
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    • v.146
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    • pp.137-162
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    • 2018
  • Zen Psychology refers to the psychology of Zen Buddhism as a field of Buddhist psychology. This paper examines the psychology of human beings, focusing on the "Platform Sutra" written by Huineng, the founder of Patriarchal Zen, and the southern Zen school. According to the classification of Buddhist psychology, Zen psychology is divided into theory of Zen mind, theory of Zend mind function, and Zen psychotherapy. In theory of Zen mind, Huineng explains the mind based on self-nature, and explains the theory of dharma, theory of humanity, theory of dependent origination, and worldview though self-nature. Every human mind has its own original character of self-nature. When one's own mind with self-nature is revealed, it is the basic mind. When it is covered, it is the mind of common people. Self-nature is characterized by dharma construction, incompetence, non-naming, cleanliness, equality, and self-Buddhahood. In the theory of dharma, dharma is non-dual and is equal. The theory of humanity is divided into two groups according to the sharpness and dullness or capacity of the human being. From theory of dependent origination, you can see the mobility of cover and revealment, enlightment and delusion, sacred and common. In the worldview, the world and phenomena are the functions of self-nature and one's own mind. The theory of Zen mind function deals with wisdom and defilement of common people. The function of wisdom is to know the whole and one at the same time, and is intangible. Defilement of common people is an inner common people that cover the functions of wisdom. In Zen psychotherapy, in order to eliminate the gap between human and dharma, seeing into self-nature is suggested and the goal. In teleology, the goal is to reveal and see the self-nature covered by defilements. As a methodology from cover to revealment, Huineng interprets the traditional methodology as a new interpretation from the viewpoint of the mind, and presents Sammu as its own methodology. Based on the absence of attachment, Huineng proposed a methodology of No-abiding, No-thought and No-form, to gather mind on reality and treat all things equally. Based on this, Huineng proposed a new methodology for dealing with karma through repentance and vows, and a methodology for edification. In view of the Four Noble Truth, it is the phenomenon that self-nature is covered, the cause of defilement and the mind, the aim of seeing the self-nature which is covered, and the way of revealing the covered self-nature is presented. In this sense, the Zen Psychology of Platform Sutra is psychology of self-nature.

Prevalence of Smoking among Female Medical Students in Saudai Arabia

  • Azhar, Ahmad;Alsayed, Nouf
    • Asian Pacific Journal of Cancer Prevention
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    • v.13 no.9
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    • pp.4245-4248
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    • 2012
  • Background: Women make up half of the world's population, and comprise 20% of the world's one billion smokers. The aim of this study was to assess the prevalence of smoking among female medical students in comparison to female non-medical students, and to assess the importance of medical education and knowledge in decreasing the prevalence of smoking among female university students in Saudi Arabia. Method: We used a self-administered questionnaire to collect cross-sectional data from a randomly selected sample of 320 female students attending King Abdul-Aziz University, Jeddah. Medical students comprised 50% of the sample. Results: A total of 310 students (96.9%) completed and returned the questionnaire. The prevalence of smoking was higher in non-medical female students (4.2%) compared to medical female students (0.32%) (P < 0.001). Conclusion: The prevalence of smoking is low among female medical students compared to female non-medical students, presumably because of their awareness, level of education, and knowledge of the risks to health associated with smoking. Our study highlights the need for increased knowledge, health education, and awareness of the risks of smoking to reduce smoking among female university students.

Platform Thinking within the Third Generation Science Park Concept: Emerging Cases from Finland and the Netherlands

  • Kakko, Ilkka;Mikkela, Kari
    • World Technopolis Review
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    • v.5 no.1
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    • pp.30-46
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    • 2016
  • This paper is intended as an opening of a dialog on how to apply platform thinking in the development of innovation environments. It will briefly describe a new STP (Science and Technology Park) concept called 3GSP (Third Generation Science Park), which is gaining momentum in Finland. The paper explains the fundamental changes that are currently taking place in the global innovation environment and explains why platform thinking is becoming an essential element in ecosystem development. The theoretical background and classifications of platforms are described and the benefits to be gained from STP perspective are highlighted. The paper emphasizes especially the role of so called 'competence platforms' and explains the main characteristics of a fully working competence platform. The role of competence platforms in understanding serendipity and as a fundamental factor in building the team is also highlighted. The paper analyses from STP perspective several practical examples, where platform thinking supports the emergence of new innovation environments, including Urban Mill (Finland) and Meetberlage (Netherlands). The requirements for comprehensive competence platform services are presented and their potential to support community building and therefore ecosystem development is illustrated. This analysis will provide STP practitioners with new models for applying platform thinking and will help to establish co-creation, open innovation and serendipity management practices. The case studies presented will help STP management teams to evaluate the benefits of competence platforms in different contexts.

A Study of nursing process by Neuman's systems model in Primary Health Care (Neuman 모델에 의한 일차보건의료에서의 간호과정 적용연구)

  • Han Myung Hwa
    • Journal of Korean Public Health Nursing
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    • v.12 no.1
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    • pp.90-102
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    • 1998
  • The primary health care(PHC) movement officially began in 1977 when the 30th World Health Oranization(WHO) Assembly adopted a resolution accepting the goal of attaining a level of health that permitted all citizens of the world to live socially and economically productive lives. As a WHO member nation, Korea has endorsed primary health care as a strategy for achieving the goal of Health For All by the Year 2000. However, PHC, with its empasis on broad strategies, community participation, self reliance, and a multidisciplinary health care delivary team, is not the primary strategy for improving the of Korean. The Neuman's systems model has been described as a grand nursing theory. A grand nursing theory consists of a comprehensive conceptual framework that defines broad perspectives for practice. This model is an example of a conceptual framework that provides structure for development and analysis of an individual or group of patients in the community or in an oranization. One of the model's strength is that it can be useed ina variey of setting. So The Neuman's model is used a nursing process format for community health nursing. The Neuman's model is fully congruent with concept and philosophy of today's PHC.

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