• Title/Summary/Keyword: human psychology

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Efficacy Analysis of Developed Course for Promoting Character Education with Women's University Students (대학교의 인성교육진흥을 위한 교양교과 개발 및 효과성 연구)

  • Kim, Ji-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.481-491
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    • 2015
  • This research has verified the efficacy of character education course in Liberal Art Curriculum in accordance with the objective of K Women's University of which is the 'mind sharing through mindfulness, SMART human resources development'. Most of the content of character education is organized aiming to promote values of "appreciation". The subjects are experimental group and control group, of which are 229. Research methods were t-test of between groups. The effects of the course have shown that the experimental group students were higher on the level of connectedness sub-scale in Gestalt Contact Boundary Scale than those of the control group students(t=2.323, p = .021). Although the 'character education' course increased connectedness, but it no positive effect on mindfulness skill and self-esteem. This results showed that character education course is effective to promote mind sharing and connectedness in part. It was discussed about a way of further refining course contents and the need to reflect educational philosophy of the K Women's University.

Effects of Indirect Forest Experience on Human Psychology (간접적 산림체험이 인체의 심리에 미치는 효과)

  • Jeon, Jin young;Shin, Chang Seob
    • Korean Journal of Environment and Ecology
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    • v.31 no.4
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    • pp.420-427
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    • 2017
  • The purpose of this study was to investigate the indirect effects of forest using the forest healing factors such as landscape and hearing factors on mood improvement. The experiment was conducted for about 2 months from October 5, 2016 to November 30, 2016 targeting 30 healthy college students ($23.6{\pm}1.7$ years old). After making 3 factors(image factor, sound factor and image+sound factor) using scenery and sound of both forest and urban space, participants undergone the test in a room. And the effects of these 3 factors on the mood improvement were compared and analyzed using SPSS 18.0 program. Profile of Mood State test (POMS) and Semantic Differential method (SD) were used to measure mood improvement as a psychological test. As a result, indirect forest stimulation showed effects of suppressing tension, fatigue, anger, confusion, depression, and enhancement of vitality. No significant difference was observed in the comparison between forest stimuli. However, Compared with the urban stimuli, the stimulation of the forests has the effect of enhancing pleasant, natural feeling and calmness.

The Effect of the Color Mind Expression Program on the Psychological Mindedness of University Students (색채마음표현 프로그램이 대학생의 심리적 마음상태에 미치는 효과)

  • Baek, Hyeon-Gi;Yun, Ji-Won;Ha, Tai-Hyun
    • Journal of Industrial Convergence
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    • v.18 no.3
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    • pp.117-124
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    • 2020
  • In addition to education, the effects of color on humans have been studied in various areas such as human emotions, behaviors, and relationships between bodies. This study is based on the assumption that the color expression of University students can be observed to understand the inner and inclinations of University students, and that color expression activities can be a means of psychological expression, self-expression, and emotional relief. This study is aimed to find how much the color mind expression program effects the psychological mind state of University students. As a result of the study, the color mind expression program influenced the expression of inner feelings and emotions of University students, and had a positive effect on color psychology and utilization. In addition, overall, the color mind expression program was effective in positive and psychological recovery of negative emotions, such as being able to honestly express the difficulties felt in the process of preparing for employment.

A Study on the Model of Safety Guideline based on Affordance Design (어포던스 디자인 관점의 안전가이드라인 개발 모형 연구)

  • Kim, Hwoikwang;Kimm, Hyoil
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.447-454
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    • 2017
  • Human desires start from the factors that make up the basic living environment. The development model of the safety guidelines will start from a sense of departure from collective psychology and systemic environment, at the time of inducing threats to threats. The design and methodology of the safety guidelines should be drawn up repeatedly by the sequence of iterative models, and the design methodology should be designed in the chronological order of the public services through the methodology of service design methodology. Various and complex threats attempt to derive insights from the user's perspective and to derive insight into the development of the safety guidelines and the sophistication of the user experience, and to extract insights from the perspective of a user's perspective and supervision model. This derived insight can be implemented as a multi-dimensional service model derived from the same problem consciousness methodology.

Practical Project Behavior Management Methods for Large-scale IT Projects (대규모 IT 프로젝트를 위한 실용적 행태관리 방안)

  • Kim, Min-Seon;Song, Sung-Hwan;Kim, Yong-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.7
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    • pp.4897-4911
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    • 2015
  • Technology developments accelerate the change of the society and companies with unparalleled pace, so large scaled projects are in progress urgently. Large scaled projects deal with high technologies and massive tasks, and these need enormous labor force and costs, it is necessary to manage strategic conflicts based on human psychology and complex system theory. However, traditional management plan fails to suggest practical mechanism for successful projects. We study failure cases and key elements, leadership for projects, and suggest project management plan with psychological and behavioral economy approach by focusing on complexity and conflict structure on large scaled projects. Project behavior management plan, suggested in this study, is designed with phased strategy and practice to solve the failure of large scaled IT projects originally and preemptively. We verified the effectiveness of behavior management plan suggested by investigating experts and working groups, and stable projects are to be progressed with introducing this plan on large-scaled projects.

A Study on Effect of Perceptual Orientation to the Army Nurses′Effectiveness Introduction (군 간호원의 지각 향상이 근무효율성에 미치는 영향)

  • Chung, Sook
    • Journal of Korean Academy of Nursing
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    • v.3 no.1
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    • pp.67-83
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    • 1972
  • This study is designed to reveal the relationship of Army Nurses′ effectiveness to their perceptual orientation. Studies on nurses are very few despite of highly professional duties which deal with human lives. Effectiveness of nurses could be seen from both within and without. At present study, however, the researcher tried to work on the point of view of perceptual psychology. The study was designed !o fined the relationship of "Perceptual Orientation Scale"to their ratings training courses and experiences. The subjects are limited to nurses serving in the Army of the Republic of Korea. Many researches on nurses, such as Young Bok Lee(1970), Sook Ja Yoo(1971) Young Sook Hong (1970), Ik Do Choi (1966), are dealt with their attitude, morale, how to see their profession, adjustability and college lives, tut no one ever studied their subjective perceptual orientation. Method "Perceptual Orientation Scale"(Chunghoon Choy, 1971) was administered to 315 Army Nurses during the period of June to November 1971, and the relationship with their ratings by their supervising officers, training courses and their experiences were tested. All the relationship were calculated by the method of Chi-Squares. Result 1) There is no significant relationship between "Perceptual Orientation Scale" and their ratings. 2) There is no significant relationship between "Perceptual Orientation Scale" and their training courses. 3) There is no significant relationship between "Perceptual Orientation Scale" and their experiences. Conclusion As far as calculated result are concerned the research could not fined any Significant relationship. Therefore we can conclude that "Perceptual Orientation Scale"of the nurses has nothing to do with nurses effectiveness. It means the Army Nurses rating method has to be modified at once. Also we have to continue to fined mole significant effectiveness criteria and other researches be encouraged.

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A Study on the Design Guide of Fee Charging Residential Facility for the Elderly reflected in Color Perception Characteristic (노인의 색지각적 특성을 고려한 유료 노인주거 실내공간의 설계지침에 관한 연구)

  • Song, Choon-Eui;Kim, Moon-Duck
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.247-256
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    • 2007
  • Aging brings color-weakness to the eye due to yellowed eye sight. The 87% of information required for human behavioral decisions are visually perceived. Therefore, the color-weakness will affect behavior in many ways. Most of previous research regarding color planning for the aged focuses on discovering their preferred colors and reflecting the colors on facility color planning. But such research failed to identify the confused range of color cognitions due to the color weakness of the aged. The purpose of this study is to propose a design guide for fee-charging residential facilities for the elderly, reflecting upon color perception characteristics. An experimental simulation on aged vision using the UV filter and Y-2 filter, YA-3 filter alternating for general eyesight, 70 year-old and late 80 year-old was conducted. The results of this study are as follow : color perception is changed by crystalline lens aging process and yellowed eye sight. The recognition arrangement of colors was preferred to contrast harmony rather than similarity harmony and the dominant color is a warm color rather than a cool color.

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Software Development Process Improvement Training and Collaboration Capabilities Optimized to the Psychological Type of ICT Engineer (ICT 기술자의 심리유형에 맞춰진 소프트웨어 개발 프로세스 교육 및 협업 능력 향상 방안)

  • Lee, Jae-Yong
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.105-111
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    • 2015
  • Most of the software development is determined by the hard skills of project participants and capacity management and operations. However, failure of the current software development is very high. Since the development of the exploration of human psychology continues, the study that there is an association between the preferences of personality and work preference has been actively conducted. It is found out that there is a relationship of preferences in MBTI, the test tool of psychological typology, and those for the work of the ICT engineers tuned to the software development cycle. By using the information on the soft skills associated with software development for the psychological typology, it can be understood the preference of the software development process. In this paper, we develop a program for software development process to allow personality type to be classified with using the soft skills to find ways to improve education and collaboration capabilities of ICT engineers.

A Study On Trend of S/S Jeans in 2005 by Using Fashion-ware Development Design (2005년 S/S Trend에 나타난 Jeans의 패션경향과 패션상품 개발을 위한 디자인 연구)

  • Kim, Young-Ran;Kim, Byeong-Mee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.2
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    • pp.17-26
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    • 2006
  • As fashion is a reflection of a way of life, jean fashion seems to be a reflection of the background and process of social-human psychology. Modern jeans reflect personality and trend rather than traditional practicality as indicated by the concept and emphasis of fashion. Since the early 1990s, practical use of jeans has appeared consistently in products for interior use, various kinds of fashion-ware and fashion properties, as well as in fashion that is a conversion and interpretation of an outstanding fashion trend. And the search, providing that various symbols of jeans are sensualism, deviation, ostentation, amusement and multi-culture, shows that jeans represent the multifarious aspects of fashion culture. For the purpose and necessity of this search to meet different consumers' desires by the practical use of jeans and the development of fashion-ware. First, investigate the trend of jeans in 2005. Second, try to change the various uses of jeans by reflecting the trend of jeans. Finally, extend the range of choice by developing various goods. As a result, basic jeans have the strength of function, activity, and originality. Use of ornamental jeans can fully show their value as well as their emphasis of individuality in beauty. If we consider these points, we can minimize the limitations of jeans and make a practical use of the fashion trend, If we make the function of jeans stand out through the use of varieties of materials, the modem characteristic consumption will be met by the various change of use as well as by the clothes.

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Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.62-69
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    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.