• 제목/요약/키워드: Social Reality

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Effects of sensory stimulation on upper limb strength, active joint range of motion and function in chronic stroke virtual reality training

  • Kim, Dong-Hoon;Lee, Suk-Min
    • Physical Therapy Rehabilitation Science
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    • 제9권3호
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    • pp.171-177
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    • 2020
  • Objective: This study aimed to investigate the upper limb strength, active joint range of motion (AROM), and upper limb function in persons with chronic stroke using virtual reality training in combination with upper limb sensory stimulation. Design: Two-group pretest-posttest design. Methods: 20 subjects were divided into two groups of 10, the sensory motor stimulation and virtual reality training (SMVR) and virtual reality training (VR) groups. The training was conducted for 30 minutes per session, three times a week for 8 weeks.The participants' upper limb strength was measured via the hand-held dynamometer, joint angle AROM was measured via dual inclinometer, function was measured using the Jebson-Taylor hand function test and the manual function test. Results: Significant differences were observed in all groups before and after the training for upper extremity strength, AROM, and function (p<0.05). Between the two groups, the SMVR group showed significant improvement in muscle strength, AROM, and Jebsen-Taylor hand function test scores compared with the VR groups (p<0.05). Conclusions: In this study, we confirmed that sensory stimulation and VR had positive effects on upper extremity strength, AROM, and function of persons with chronic stroke. The results suggest that in the future, VR in combination with sensory stimulation of the upper limb is likely to become an effective method (a rehabilitation training program) to improve the upper limb function of persons with chronic stroke.

Influence Maximization Scheme against Various Social Adversaries

  • Noh, Giseop;Oh, Hayoung;Lee, Jaehoon
    • Journal of information and communication convergence engineering
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    • 제16권4호
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    • pp.213-220
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    • 2018
  • With the exponential developments of social network, their fundamental role as a medium to spread information, ideas, and influence has gained importance. It can be expressed by the relationships and interactions within a group of individuals. Therefore, some models and researches from various domains have been in response to the influence maximization problem for the effects of "word of mouth" of new products. For example, in reality, more than two related social groups such as commercial companies and service providers exist within the same market issue. Under such a scenario, they called social adversaries competitively try to occupy their market influence against each other. To address the influence maximization (IM) problem between them, we propose a novel IM problem for social adversarial players (IM-SA) which are exploiting the social network attributes to infer the unknown adversary's network configuration. We sophisticatedly define mathematical closed form to demonstrate that the proposed scheme can have a near-optimal solution for a player.

Continuing Marxist-Leninist Perspectives of Literature in Vietnam: Social Criticism in Vietnamese Ecocriticism

  • Thanh T. Ho;Chi P. Pham
    • 수완나부미
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    • 제15권2호
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    • pp.245-270
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    • 2023
  • Many publications of ecocritical research papers and translations of ecocriticism occur in Vietnam in recent years. This paper examines ecocritical scholarly writing in Vietnam, understanding how it corresponds to-reflects and attends to-contemporary Vietnamese society and politics. Specifically, this paper contextualizes Vietnamese ecocriticism in contemporary social and political concerns-embodied in journalistic and administrative documents-about the modernity-oriented postcolonial nation-building of Vietnam. In revealing critiques of political and social degenerations implied in ecocritical writings in Vietnam, this paper suggests that the emergence of ecocriticism in present-day Vietnam indicates a recent "political turn." More importantly, such emergence reflects and engages with the continuing Marxist perspective of literature as an instrument for social criticism and cultural revolution in Vietnam. Vietnamese ecocritics bear the mission of prophets of the time, public educators, and soul engineers, writing is an act of engaging with and influencing reality. Writing (literary and scholarly) still forms an idealized ideological instrument in the struggles for national homogeneity and sovereignty and social democracy in present-day Vietnam.

애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 - (A Study on Expressed in Animations - Focused on Incredible -)

  • 전정숙;손영범
    • 디자인학연구
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    • 제19권2호
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    • pp.273-282
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    • 2006
  • 초기의 애니메이션은 단순히 삽화에 움직임을 줌으로서 살아있는 듯한 표현의 리얼감을 목표로 하였다. 이후 애니메이션은 미디어 기술의 발달과 인간의 의식변화, 그리고 사회현상들의 다양한 변화에 의해 영향을 받고, 영향을 끼쳐왔다. 그 중에서도 1946년에 처음 등장한 컴퓨터는 애니메이션의 리얼리티 표현의 도구를 더욱 다양화시켰고, 나아가 표현 매체의 지적능력 향상을 초래하여 새로운 시각영역의 확대와 의식을 확장하는 다원적인 영상정보 환경으로 바뀌었다. 또한 이 기술은 모든 영역에 있어서 보편적 질서의 해체와 다의적이고 다양함과 모호함, 그리고 때로는 서로 모순적인 요소들이 함께 내포하고 있는 포스트모더니즘 속에서 애니메이션은 기존의 리얼리티(지각적 리얼리티와 반영적 리얼리티)에서 새로운 돌파구를 찾아야만 하였다. 따라서 애니메이션은 단순한 화상처리라는 기술의 벽을 넘어서서 논리적인 지각과정의 경로보다 빠르고 즉흥적이고 감성적으로 지각할 수 있는 리얼리티로의 전환을 이루게 된 것이다. 이를 본 연구에서는 '감각적(感覺的) 리얼리티'라고 명명하며, 이에 관한 연구의 일환으로서 질 들뢰즈(Gilles Deleuze,)의 공간에 관한 리얼리티를 실제 애니메이션영화에 적용하여 해석하고 있다.

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Constructivist Research in Smart Tourism

  • Hunter, William Cannon;Chung, Namho;Gretzel, Ulrike;Koo, Chulmo
    • Asia pacific journal of information systems
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    • 제25권1호
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    • pp.103-118
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    • 2015
  • Smart tourism is a social phenomenon arising from the convergence of information technology with the tourism experience. New ways of doing business, new patterns of experience and new problems concerning tourism destination image management and marketing are emerging due to the ubiquitous presence and influence of the internet and mobile devices. New conceptual tools are also available to enable researchers to further understand the social implications as well as the practical implementation of these new virtual and augmented smart tourism ecosystems. To this effect this paper introduces the constructivist paradigm and associated research methodologies as another toolbox for interpreting how smart tourism works as a form of soft power. The implications revealed by constructivism are that through smart tourism ecosystems, destination commodification and commoditization, experience and image formation are increasingly self-perpetuating, autonomous and organic social constructions. Researchers in information technology can use constructivist research to further explore these dynamic developments in smart tourism.

1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구 (Study on the Fashion Trend of Contemporary Men's Wear Since 1990)

  • 김혜정
    • 패션비즈니스
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    • 제14권5호
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

의학교육에서의 에듀테크(EdTech)의 활용과 효과 (Applications and Effects of EdTech in Medical Education)

  • 홍현미;김영전
    • 의학교육논단
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    • 제23권3호
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    • pp.160-167
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    • 2021
  • Rapid developments in technology as part of the Fourth Industrial Revolution have created a demand for educational technology (EdTech) and a gradual transition from traditional teaching and learning to EdTech-assisted learning in medical education. EdTech is a portmanteau (blended word) combining the concepts of education and technology, and it refers to various attempts to solve education-related problems through information and communication technology. The aim of this study was to explore the use of key EdTech applications in medical education programs. A scoping review was conducted by searching three databases (PubMed, CINAHL, and Educational Sources) for articles published from 2000 to June 2021. Twenty-one studies were found that presented relevant descriptions of the effectiveness of EdTech in medical education programs. Studies on the application and effectiveness of EdTech were categorized as follows: (1) artificial intelligence with learner-adaptive evaluation and feedback, (2) augmented/virtual reality for improving learning participation and academic achievement through immersive learning, and (3) social media/social networking services with learner-directed knowledge generation, sharing, and dissemination in medical communities. Although this review reports the effectiveness of EdTech in various medical education programs, the number of studies and the validity of the identified research designs are insufficient to confirm the educational effects of EdTech. Future studies should utilize suitable research designs and examine the instructional objectives achievable by EdTech-based applications to strengthen the evidence base supporting the application of EdTech by medical educators and institutions.

전통인형극 <꼭두각시놀음>에 나타난 몰입과 소격의 변증법 -브레히트의 소격효과이론을 중심으로- (The Dialectic of Immersion and Fire in Traditional Puppetry : Focusing on Brecht's Theory of Effectiveness)

  • 최배석
    • 한국콘텐츠학회논문지
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    • 제19권3호
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    • pp.197-212
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    • 2019
  • 몰입과 소격의 이중구조로 되어 있는 <꼭두각시놀음>에서는 상충하는 두 요소가 어떻게 변증법적으로 통합되고 그것이 주는 수용미학의 의미와 가치는 무엇인가를 탐색해 보고자 본 논문은 수행되었다. 연구결과 첫째, 브레히트가 제시한 소격 효과 기법들이 <꼭두각시놀음>에서는 몰입 기법으로 기능할 수 있음을 보여주었다. 둘째, 관객의 참여성 확대를 위한 산받이의 역할은 몰입 효과와 함께 소격 효과를 동시에 산출한다. 이러한 산받이의 이중적 기능은 변증법적으로 통합되며 관객의 이성적 현실 성찰과 웃음과 즐거움, 그리고 유희성을 동시에 거양(擧揚)해 낸다. 셋째, 인형극은 현실묘사의 방법이 아니라 현실 바라보기 방법으로서 유효하다. 그런 면에서 인형극 <꼭두각시놀음>은 대항 담론의 생산방식으로 표현의 확장성이 무한하며 어느 공연양식보다 효과적이라는 것을 보여준다.

공익제보자들이 경험하는 이상과 현실의 차이: 현상학적 분석 (Analysis of the difference between ideal and reality that whistle-blowing people experience: focus on phenomenological method)

  • 허성호;이근영;정태연
    • 한국심리학회지 : 문화 및 사회문제
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    • 제23권1호
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    • pp.25-52
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    • 2017
  • 본 연구의 주요 목적은 공익제보 과정에서 공익제보자들이 경험하는 동기, 기대, 결과, 태도의 측면을 탐색하는 것이다. 이를 위해 전국에서 공식적으로 공익제보자로 등록되어 있는 공익제보자 14명을 대상으로 얻은 인터뷰 자료를 현상학적 접근에 기초해서 분석하였다. 그 결과 동기적 측면에는 직업정신과 도덕적 가치 특성이 두드러진 것으로 나타났고, 이들이 기대하는 것은 공익의 증가와 공적 지지였다. 그러나 결과적으로 돌아오는 것은 개인의 피해 경험과 사회적 관계 파괴, 조직적 차별 처우 등의 부정적인 결과가 압도적으로 많았으며, 일부 긍정적인 사회변화의 경험이 포함되어 있었다. 즉, 공익제보자들이 기대한 것과 현실간의 괴리는 상당히 큰 것으로 나타났다. 그럼에도 불구하고, 이와 같은 상황에 다시 처하게 되는 경우 공익제보에 대한 태도를 분석했을 때, 제보의지가 매우 높게 나타났다. 또한, 공익제보에 따른 부정적 결과에는 문화적 특성 중 수직적 집합주의의 영향력이 큰 것으로 나타났고, 그 개선을 위한 제도적인 장치들이 제시되었다.

What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey

  • JeongSil Choi;Heakyung Moon;Mijeong Park
    • 여성건강간호학회지
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    • 제29권3호
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    • pp.208-218
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    • 2023
  • Purpose: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. Methods: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. Results: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1-5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=-.18, p=.030), and cyber sickness (β=-.21, p=.001) were identified as having a significant influence. Conclusion: When developing HMD-based VR content, strategies to improve users' personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.