• Title/Summary/Keyword: beliefs and actions

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Formation of a Person's Value Attitude to the Worldview Using Information Technologies

  • Yakymenko, Svitlana;Drobin, Andrii;Fatych, Mariia;Dira, Nadiia;Terenko, Olena;Zakharevych, Mykola;Chychuk, Antonina
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.183-190
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    • 2022
  • The article analyzes the features of the formation of a person's value attitude to the worldview by means of information technologies. The present considers it necessary to form a person's value attitude to the perception of the world by means of information technologies. The explosive development of information and telecommunications technologies has become a determining factor in the development of modern society, which is called the information or Global Information Society. It is not yet fully formed, and we are all participants in the development of the Global Information Society. The article considers the basics of a harmonious worldview of a person, which is the basis for the formation of outlook ideas, views, knowledge, beliefs about the surrounding world, which determine the place and role and motivate actions in relation to the surrounding reality through the prism of value orientations. Worldview is considered as an integrity of relatively stable schemes, behaviors, feelings, thinking, vision of the surrounding world, inherent in an individual child, ethno-cultural and socio-cultural groups. The concept of "worldview" as a component of the multi-level structure of the individual's outlook is defined. The features that characterize a person's perception of the world are revealed. The main educational value of information technologies in the formation of a person's value attitude to the perception of the world is highlighted, which consists in the fact that they allow you to create an immeasurable brighter multi-sensory interactive learning environment with almost unlimited potential opportunities that fall at the disposal of both the teacher and the student. The trend of forming a person's value attitude to the perception of the world is clearly developing in the direction of mixed learning as a process that creates a comfortable information educational environment, communication systems that provide all the necessary educational information. The approach to student development by means of the educational environment and the formation, while in the person of a value attitude to the perception of the world by means of Information Technologies, has many pedagogical advantages, which is considered in the article.

A Study on the Characteristics of Daesoon Thought as Seen through the Articles in The Canonical Scripture: Focusing on Historical Figures (『전경(典經)』의 기사(記事)를 통해 살펴본 대순사상의 특징에 관한 연구 - 『전경』 속 인물을 중심으로 -)

  • Park Geon-woo
    • Journal of the Daesoon Academy of Sciences
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    • v.47
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    • pp.105-138
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    • 2023
  • The purpose of this study is to examine the significance of various figures in The Canonical Scripture and their contents. The Canonical Scripture (jeon-gyeong 典經) is a record of the beliefs and deeds of Kang Jeungsan, composed through the memories of the followers of Kang Jeungsan who followed the words of The Canonical Scripture. In other words, The Canonical Scripture is understood as the scripture of Daesoon Jinrihoe that contains the religious deeds and teachings of Kang Jeungsan. It is divided into seven parts and 17 chapters. Those seven parts, some of which contain more than one chapter, are as follows: Acts, Reordering Works, Progress of the Order, Dharma, Authority and Foreknowledge, Saving Lives, and Prophetic Elucidations. In particular, The Canonical Scripture records the deeds of historical figures from both China and Korea, and this prominently includes the life history of Kang Jeungsan, and this is an especially pronounced feature of the sections Acts, Progress of the Order, and Prophetic Elucidations. In addition, each chapter describes the teachings and faith-inspiring acts of Kang Jeungsan and presents the gist of the Daesoon Thought while referring to the lives and actions of various historical figures. In this paper, introductions to the figures that appear in each section are provided to help readers better understand the contents of The Canonical Scripture. Therefore, this study focuses on the major figures introduced in The Canonical Scripture in connection with the religious values of Daesoon Thought. Through this, a contribution is made to the academic development of Daesoon Thought by specifically exploring and examining the contents of the figures who appear in The Canonical Scripture. This is a surprisingly underdeveloped area of study in Daesoon Thought.

Is Religion Possible in the Age of Artificial Intelligence? - From the View of Kantian and Blochian Philosophy of Religion - (인공지능시대에도 종교는 가능한가? - 칸트와 블로흐의 종교철학적 관점에서 -)

  • Kim, Jin
    • Journal of Korean Philosophical Society
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    • v.147
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    • pp.117-146
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    • 2018
  • This paper discusses, whether religion is possible even in the age of artificial intelligence, and whether humans alone are the subject of religious faith or ultra intelligent machines with human minds can be also subjects of faith. In order for ultra intelligent machines to be subjects of faith in the same conditions as humans, they must be able to have unique characteristics such as emotion, will, and self-consciousness. With the advent of ultra intelligent machines with the same level of cognitive and emotional abilities as human beings, the religious actions of artificial intelligence will be inevitable. The ultra intelligent machines after 'singularity' will go beyond the subject of religious belief and reign as God who can rule humans, nature and the world. This is also the common view of Morabeck, Kurzweil and Harari. Leonhart also reminds us that technological advances should make us used to the fact that we are now 'gods'. But we fear we may face distopia despite the general affluence of the 'Star Trec' economy. For this reason, even if a man says he has learned the religious truth, one can't help but wonder if it is true. Kant and Bloch are thinkers who critically reflected on our religious ideals and highest concept in different world-view premises. Kant's concept of God as 'idea of pure reason' and 'postulate of practical reason', can seem like a 'god of gap' as Jesse Bering said earlier. Kant recognized the need for religious faith only on a strict basis of moral necessity. The subjects of religious faith should always strive to do the moral good, but such efforts themselves were not enough to reach perfection and so postulated immortality of the soul. But if an ultra intelligent machines that has emerged above a singularity is given a new status in an intellectual explosion, it can reach its morality by blocking evil tendencies and by the infinite evolution of super intelligence. So it will no longer need Kant's 'Postulate for continuous progress towards greater goodness', 'Postulate for divine grace' and 'Postulate for infinite expansion of the kingdom of God on earth.' Artificial intelligence robots would not necessarily consider religious performance in the Kant's meaning, and therefore religion will also have to be abolished. Ernst Bloch transforms Kant's postulate to be Persian dualism. Therefore, in Bloch, even though the ultra intelligent machines is a divine being, one must critically ask whether it is a wicked or a good God. Artificial intelligence experts warn that ultra intellectual machine as Pandora's gift will bring disaster to mankind. In the Kant's Matrix, a ultra intelligent machines, which is the completion of morality and God itself, may fall into a bad god in Bloch's Matrix. Therefore, despite the myth of singularity, we still believe that ultra intelligent machines, whether as God leads us to the completion of one of our only religious beliefs, or as bad god to the collapse of mankind through complete denial of existence.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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