• Title/Summary/Keyword: Sense of alienation

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A Comparison of Related Variables According to Children's Stress Types Using the Data Mining Method (데이터마이닝 기법을 활용한 아동의 스트레스 유형별 관련변수 비교)

  • Lee, Hye-Joo;Jung, Eui-Hyun
    • Korean Journal of Child Studies
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    • v.33 no.2
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    • pp.111-127
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    • 2012
  • This study compared a number of related variables according to children's stress types using the data mining method. The sample population was taken from the Korean Youth Panel Survey (KYPS) data (2688, sixth-grade elementary students). The results of the decision tree model revealed that : (1) Parental expectations in terms of study, life satisfaction, self-esteem, parental attachment, aggression, the spousal relationship, other cognition (one's own misdeeds), and study related worries were all related to parent stress. (2) Life satisfaction, study related worries, admitting one's own misdeeds, gender, other cognition (one's own misdeeds), aggression, the spousal relationship, and a sense of alienation in the school were all related to appearance stress. (3) Study related worries, parental expectations in terms of study, aggression, life satisfaction, self-esteem, parental attachment, satisfying parental expectations, parental attachment, and teacher attachment were all related to academic stress. (4) A sense of alienation in the school, mixing with peers in the school, aggression, self-esteem, other cognition (one's own misdeeds), study related worries, parental abuse, and life satisfaction were all significantly related to friend stress. These results suggested that children's diverse conditions should be considered according to the stress types if we are to understand and cope with these stress types more efficiently.

The influence of North Korean defectors' psychological characteristics on their alienation (탈북자들의 심리적 특성이 소외감에 미치는 영향 - 탈북자들과 남한주민들 간의 비교를 중심으로 -)

  • Jae-Chang Lee;Young-Man Kim
    • Korean Journal of Culture and Social Issue
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    • v.11 no.3
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    • pp.41-66
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    • 2005
  • The goal of this study was to investigate factors influencing North Korea defectors's psychological alienation by comparing South Koreans and North Korean defectors in the sense of values, lifestyles, attribution styles and stereotypes. To pursue this goal, a questionnaire was distributed to 143 South Koreans and 99 North Korean defectors, According to results, in comparison with South Koreans, North Korean defectors placed more values on 'nation' than 'individual or family', on the 'support of parents' than 'a great success', In the lifestyles, the North Korean defectors than South Koreans put higher significance in 'traditional familism', 'traditional collectivism', 'social consciousness', and 'traditional hierarchy'. As for stereotypes, South Korean people considered the North Korean defectors defiant, critical, egoistic, and competitive people. Also, South Koreans perceived North Korean defectors as more negatively than North Korean defectors did themselves. In case of alienation, North Korean defectors reported that their workplace was the most common place where they were alienated. As a result of investigating factors investigating the North Korean defectors' alienation, it showed that 'affluent life' in their values, 'cultural openness' in the lifestyles, and 'inside attribution' in the attribution styles were critical. Finally, it discussed limitations of the present study and the research required in the future.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

Enhanced User Choice of Voucher Program and its Impact and Implications on Care Worker (바우처 제도의 이용자 선택권 강화가 돌봄노동자에게 미친 영향과 그 의미)

  • Kim, Song Yi
    • Korean Journal of Social Welfare Studies
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    • v.47 no.4
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    • pp.281-307
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    • 2016
  • This study is to analyze experiences and perceptions of care workers for enhanced user choice since the introduction of voucher in Korea. The analysis shows that as it has increased the influence of service users on care workers'employment, dismissal, labor intensity, and so on, more and more care workers appear to experience 'labor alienation'such as weakened position in the labor domain, the sense of loss and frustration in the meaning of work, and identity confusion as a care work. Because the labor alienation felt by them possibly has a negative impact on quality of social service, it suggests to address improving service users'rights as well as protecting human rights and rights to work of care workers to provide a high quality social service.

The Recognition Change of Standard of Living of Retirees (은퇴자의 은퇴 이후 생활수준 변화 인식에 관한 연구)

  • Kim, Joo-Hee;Lee, Ki-Young;Choe, Hyun-Cha
    • Journal of Family Resource Management and Policy Review
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    • v.13 no.4
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    • pp.73-93
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    • 2009
  • The purpose of this study was to examine retirees' attitudes towards change of living standards. The data were drawn from the 2007 Korean Retiree Survey, as carried out by the Korean Investors Education Foundation. The major findings are as follows: 1) Some retirees were not well-prepared for retirement, i.e., they lacked financial consultation, had low personal financial literacy, and lacked sufficient wealth. Retirees suffered from health difficulties, loneliness or a sense of alienation, family conflict, or lack of pastimes. 2) Certain groups recognized the change of living standards for retirees as either positive or negative. Retirees who recognized the change of living standards as negative were not well-prepared for retirement, had low personal financial literacy, and lacked sufficient wealth. They also suffered from health difficulties, loneliness or a sense of alienation, family conflict, or lack of pastimes. 3) There was a strong probability for the negative recognition group not to be well-prepared for retirement, having low personal financial literacy, and lacking in sufficient wealth. There was a strong probability for the negative recognition group to suffer from health difficulties or lack of pastimes. Based on these findings, this research suggests that retirees should prepare for retirement with a positive attitude.

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A Study on the Negative Emotion of Using Social Networking Services and Its Discontinuance Intention (소셜네트워크서비스(SNS)사용의 부정적 감정과 사용중단의도에 관한 연구)

  • Park, Kyungja;Ryu, Il;Lee, YunHee
    • Knowledge Management Research
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    • v.15 no.2
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    • pp.89-106
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    • 2014
  • As an empirical study on the psychological side effects of using Social Networking Services (SNS), this study aims to identify the reality of negative emotion of using SNS and to predict its consequences. To this end, a measurement tool was developed through literature review, in-depth interview with users and expert review to induce negative emotional factors that can arise while using SNS. An exploratory factor analysis was performed for a total of 24 measurement items, which then were divided into the following 6 factors: 'concern over privacy,' 'burden from undesired connection,' 'relative deprivation,' 'a sense of alienation,' 'concern over reputation' and 'negative feeling about simple relationship.' Also, the relationship between the 6 negative emotional factors and psychological dissonance was analyzed. The results indicate that all the factors, except relative deprivation and a sense of alienation, affect psychological dissonance. It was also found that psychological dissonance, which implies a conflicting condition from using SNS, significantly affects the behavior that possibly reduces and limits the use of SNS. In other words, the users who have experienced psychological dissonance respond passively by avoiding the use of SNS to resolve the dissonance. The results of this study provide the base for explaining the psychological side effects of using SNS, which have been understood at a phenomenal level, such as 'Facebook depression' or 'SNS stress.' In addition, this study is of significance as it helps understand the psychological mechanism by identifying the relationship between negative emotion and use behavior with the theory of cognitive dissonance.

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Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Effects of Cinema Therapy on Decreasing a sense of Uneasiness and Improving Interpersonal Relationship;Focusing on Schizophrenia Patients (영화치료가 정신분열증 환자의 불안감 감소와 대인관계성 향상에 미치는 효과)

  • Yu, In-Chul;Bae, Jin-Ah
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.103-110
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    • 2008
  • In order to verify the effects of cinema therapy on decreasing a sense of uneasiness and improving interpersonal relationship, this study carried out 7 sessions of cinema therapy and consultation with 10 schizophrenia patients. According to the qualitative analysis, the participants were found to be emotionally relaxed through improving their sense of alienation and nervous behaviors as well as revealed the improved interpersonal relationship with communicating lively and expressing actively, Meanwhile, according to the quantitative analysis, 7 of 10 displayed more stable figures than the average of normal people in uneasiness quotient and 6 of 10 showed higher numbers in interpersonal relationship measure. Based on these results, it can be concluded that the treatment applying the cinema therapy has significant effects on decreasing a sense of uneasiness and improving interpersonal relationship.

A Study on the normativeness of Modern Fashion through Arte Povera (아르떼 포베라(Arte Povera)가 현대패션에 미친 조형적 특징에 관한 연구)

  • 엄소희
    • The Research Journal of the Costume Culture
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    • v.10 no.3
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    • pp.270-282
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    • 2002
  • This study was established to understand how Arte Povera has affected the contemporary fashion based on the analyses of its characteristics and may provide a prospective view to predict style of future fashions. The results were as follows : 1) “The poverty” shows such characteristics as patch work, intentional mismatch, and tendency to prefer slightly used style. This meaning can be explained as direct expression from a sense of alienation, against to consumer economy, and dual-expression between poverty and wealth. 2) “Anti-formativeness” can be described for misinterpretations of creation, arrangement, and informal silhouette due to distortion of the human body. This expression includes such meanings as against to traditionalism, ignorance of rationality, and disorganization of the concepts between the beauty and the ugly. 3) “Naturalism” indicates as characteristics of use of natural materials and primitive expression. This expression could be generated from adaptation to the nature and desire toward uncivilized society due to skepticism about modern society. 4) “Symbolism” shows such expressions as an isolated feeling from society, and metaphoric sense from specific situations because there are too many applications of imported materials. This tendency can be also explained with the creations of spaces for opened concepts through disorganizations of territory, obscurity, and irregularity.

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A Study on the Characteristics of the Costumer's Cultural Trend (21세기 소비자 문화 트렌드 특성 연구)

  • Yang, Hee-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.2
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    • pp.199-214
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    • 2012
  • $21^{st}$ century customer is voluntary actor, who has hegemony of communication based on digital surrounding. They are co-creator dismantling boundary between production and spending, and digital homonarrance of digital storyteller acting on the emotion. What is more, they prove the utility of 5 sense, value, experience, and story in market. 20th century Me generation is changing into We generation, who overcomes a sense of alienation and aim at smart life style for harmonious symbiosis with earth environments. Customer cultural trends are as follow as that 1) personalization of taste and experience, 2) spreading and sharing about personal use and experience, 3) consumption centered the value, 4) retreat and healthcare, 5) counter trend comes into the reaction about the forceful major trend. Contemporary customer changes essence of the life on the ground of emotion, symbol, image, and value not a commodity, function, and logos, and demands into change about direction of business to mostly enterprises. Customer's need and desire are on the increase as various emotion and value. Therefore, change of customer cultural trend is barometers for the growth and development of new fashion industry in $21^{st}$ century.

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