• Title/Summary/Keyword: personality development

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A study for the analysis of the program' efficacy with multimedia to enhance brain activity (뇌파 분석을 통한 두뇌 훈련을 위한 멀티미디어 프로그램의 효과 분석)

  • Roh, Heon-Jun
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.15-23
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    • 2006
  • The hamonious development of human brain has been an indigenous objective of each age. A variety of training programs related to the purpose have turned up at an educational market and a commercial market, as well. I'd like to indicate, however, that these training methods are somewhat prejudiced and have some elements, inherently, which are against the development of human brain for one's whole personality. Therefore, the most desirable brain training program is to induce it to respond to various stimuli, to educate for itself and to generate continuously, to create and strengthen an innumerous synapse among brain cells, so as to form a nero-network. In this study, I have used a brain training program with multimedia which have been produced for a specific purpose. With this method, by measuring directly the effectiveness of human brain development, I have analysed more objectively and more quantitatively.

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A Study on Personality Expression and the Awareness of Body Type - Focusing on Korea's Jeonnam Province and Yanbian, China College Students -

  • Jeong, Mi-Ae;Choi, Mee-Sung
    • Journal of Fashion Business
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    • v.13 no.3
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    • pp.12-24
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    • 2009
  • This paper aims to investigate if a total of 266 college students from Yanbian, China, and Korea's Jeonnam Province are satisfied with their face and body type, and to find out an image-development method, depending on body characteristics. For this, a questionnaire survey using the 5-point Likert Scale was conducted, and an SPSS program has been used for data analysis. Besides the descriptive analysis, crosstab analysis, t-verification, and frequency analysis have been conducted. As body shape, posture, costume, accessories and makeup play an important role in image formation, this paper intends to form positive ego through exact awareness of the body shape by providing base data to a set image-development strategy. Then, the result has turned out as follows: First, in terms of the body index (i.e., Rohrer index), both Korea's Jeonnam Province and China's Yanbian college students were included in a category of the mean value. In terms of satisfaction with their body shape, on the contrary, China's China's Yanbian college students were higher than Korea's Jeonnam Province college students. Second, male China's Yanbian college students were slightly higher than female China's Yanbian college students in terms of satisfaction with their facial shape. However, the male students showed no big interest in facial care. Third, in terms of facial shape, an egg-shaped face was the most preferred in both China's Yanbian and Korea's Jeonnam Province college students, followed by an inverted triangle-shaped face in China's Yanbian college students and a diamond-shaped face in Korea's Jeonnam Province college students, showing significant difference ($p{\le}.001$). Even though both college students live in Northeast Asia, their preference on facial shape turned out to greatly differ, which indicates their different social environments. This paper will be helpful in global marketing for college students who are the major consumers in the future as Korean-Chinese exchange increases.

Development of the curriculum for enhancing practical competence of nail beauty - Focused on the National Competency Standards - (네일 미용 역량기반 교육과정 개발 - NCS 기반으로 -)

  • Lim, Soo Eun;Kim, Mun Young
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.414-428
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    • 2022
  • The goal of this study was to develop a curriculum based on practice and job competency, reflecting opinions on the required job competence of nail practitioners and professionals related to nail beauty. Through in-depth interviews with nail experts, the research focuses on developing nail beauty competency-based curriculum and curriculum profiles that reflect practitioners' needs of job competence in the field. In-depth interviews with 11 field experts and surveys of 154 people were conducted to develop a competency-based curriculum for beginner nail hairdressers. The results of this study show that the existing 38 National Competency Standards (NCS) job competencies were reduced to 21 job competencies. In addition, based on the common opinions of experts who reflect the current trend, two tasks on "eyelashes" and "waxing" were added, and they were modified and supplemented with 23 core competencies. The development of a competency-based curriculum and educational programs for nail beauty was performed based on the requirements of the core competencies investigated and the development of a systematic map for the core competencies of beginner nail technicians and hairdressers. In conclusion, the need for professional education and training for nail hairdressers is growing, and it can be seen that a curriculum building multi-faceted abilities is needed for their qualifications as experts. This study found that it is necessary to develop interpersonal communication skills that include marketing elements other than practical skills such as personality and customer response methods in the nail beauty curriculum.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

Epidemiology of Psychosocial Distress in Korean Employees (우리나라 직장인 스트레스의 역학적 특성)

  • Chang, Sei-Jin;Kang, Myung-Gun;Cha, Bong-Suk;Park, Jong-Ku;Hyun, Sook-Jung;Park, Jun-Ho;Kim, Seong-Ah;Kang, Dong-Mug;Chang, Seong-Sil;Lee, Kyung-Jae;Ha, Eun-Hee;Ha, Mi-Na;Koh, Sang-Baek
    • Journal of Preventive Medicine and Public Health
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    • v.38 no.1
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    • pp.25-37
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    • 2005
  • Objective : To estimate the magnitude of psychosocial distress and examine eligible factors associated with the development of psychosocial distress in Korean employees, using a nationwide sample. Methods : A total of 6,977 workers were recruited from 245 companies. A structured questionnaire was used to assess sociodemographics, health-related behaviors, job characteristics, social support at work, personality traits (locus of control, type A behavior pattern), self-esteem, and psychosocial distress. Results : The results showed that 23 % of workers were categorized as high stress, 73% as moderate, and 5% as normal. Hierarchical multiple regression analysis showed that psychosocial distress was more common in younger workers, both male and female. Regular exercise was negatively associated with increase of psychosocial distress. In job characteristics, as expected, low decision latitude, high job insecurity, and low social support at work were related to high psychosocial distress. Personality traits such as locus of control and type A behavior pattern, and self-esteem were more powerful predictors of psychosocial distress than general characteristics, health-related behavior, and job characteristics. There were some gender differences. While men who are less educated and single (unmarried, divorced, and separated) experienced higher levels of psychosocial distress than those who are educated and married, women who feel high job demand experienced higher levels of psychosocial distress than those who feel low job demand. Conclusions : The proportion of the high stress group was higher than expected, and psychosocial factors like social support and personality characteristics (e. g. locus of control, type A behavior pattern and self-esteem) were more significant factors for psychosocial distress than other variables. This finding suggests that some psychosocial factors, especially inadequate social support, low self-esteem and lack of internal locus of control for the development of psychosocial distress, will also operate as an intervention strategy in the worksite stress reduction program. It is strongly required that worksite stress reduction programs should be established in at both occupational and level as well as in individual levels.

A Usability Assessment Metric for Ubiquitous Services: Quantification of the Interactivity Attribute in Inter-personal Services

  • Lee, Joo-Hwan;Song, Joo-Bong;Yun, Myung-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.63-76
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    • 2012
  • Objective: The main objective of this study is to propose a user-centered assessment metric for ubiquitous services. Background: As the ubiquitous era took off, the interactions between ubiquitous services and users have come to take an important position. It is essential to conceptualize a new assessment model that considers human-system interaction capability with a user-centered design perspective. Method: The evaluation model for the interactivity of ubiquitous service was approached from the concept of usability and inter-personality of services. As a validation study, suggested assessment metric was utilized to evaluate the u-Home service. Priority weighting of each assessment metric was derived using the quantification type-I analysis. Results: To evaluate interactivity, this study suggested a quantitative metric for user testing performed after classifying the interactivity characteristics to contextualization; ubiquity; user experience; and service capability. Conclusion: This study suggest the metric for the ubiquitous service that are experienced in real life, and introduced the concept of ubiquitous service interactivity. Application: The suggested evaluation metric can be used to evaluate interactivity level of ubiquitous service and identify the potential problem and usability requirements at the early stage of service development.

An Empirical study into the relationship of team performance and learning transfer influenced by leadership types (학습전이와 상사 리더십의 효과적 팀 성과를 위한 모델 개발의 실증적 연구)

  • Jung, Sang-Mu;Park, Hee-Yong;Song, Kwan-Bae;Kang, Kyung-Sik
    • Journal of the Korea Safety Management & Science
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    • v.15 no.4
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    • pp.383-392
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    • 2013
  • In order to promote social responsibility, a company reads to engage in various activities to increase their competitiveness to ensure stable and continuous development. One of the activities is to input human/material resources in order to draw and develop the core abilities of member for the productivity improvement of the company. This study is concerned with capability improvement of members in relation to core company performance, the focus of the study is to identify how education training in a company may contribute to team performance by leaning transfer through empirical study. As a result of this study, it was found that the personality of members, as well as the training programs, within the company can be a significant factor for improving productivity and performance of the company. In addition, team members noted that learning transfer take place when effectively lead through the leadership of a boss and identified that this leadership ultimately has a significant effect on team performance.

The Sensibility Engineering D/B of Image Source for the Shoe Design (신발 디자인을 위한 이미지 소스의 감성공학적 D/B)

  • Kang, Jae-Cheol;Lee, Dong-Choon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.69-78
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    • 2006
  • Nowadays, the design and development of footwear are focused on not only to protect feet against some injuries also to satisfy its personality and high-quality based on customer' subjective sensibilities. Many image source based human sensibility is needed to establish concept of footwear by new idea in design process. For satisfying costumer's and designer's disires, this study is concerned to evaluate and analyze images using human sensibility and construct image source D/B according to the result. The image evaluation performed by internet is used 1,000 Images classified into four groups(structure or architecture, transportation device, natural articles and home appliance), and 300 subjects are participated. Finally, the web D/B is constructed by the result of image evaluation that is performed statistical analysis(basic statistic, factoranalysis and multi-scaled analysis).

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Effects of Self-Esteem, Healthiness of Family, and Sociodemographic Variables on the School Life Adjustment in Rural Adolescents (자아존중감, 가족의 건강성, 사회인구학적 변인이 농촌청소년의 학교생활적응에 미치는 영향)

  • Yang, Soon-Mi;Yoo, Young-Ju
    • Journal of the Korean Home Economics Association
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    • v.41 no.9
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    • pp.121-134
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    • 2003
  • This study examined the degree of school life adjustment in rural adolescents as well as related variables. For this purpose, the data of 192 persons from 40 villages in 8 provinces were analyzed using a SAS 8.1 program. The results of the analysis were as follows : 1) The overall degree of school life adjustment was quantified as about 67 points out of a 100 possible points. 2) The variables that affected the level of adjustment were self-esteem, healthiness of family, age. 3) The explanatory power of such variables as sex, religion, personality, school grades, father satisfaction, and mother satisfaction partially affected significantly in four sub-areas (teather relation, friend relation, attitude of classwork and rule of school areas) of adjustment. The groundwork of this study could be used as basic materials to develop an educational program to improve the adjustment of school life for rural adolescent.

A Study on Costume Feature of Italian Masque Commedia Dell'arte and Korean Masque (이태리 가면희극 코메디아 델라르테(commedia dell'arte)와 한국 가면극의 복식특성 연구)

  • Kim, Hee-Jung
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.15-26
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    • 2009
  • The purpose of this study is to research development process of commedia dell'arte and Korean masque that have similar figure, grasp similarity and difference and find the meaning of masque and costume in both theatrical arts. Italian commedia dell'arte and Korean masque are performed by wearing standardized mask and costume depending on the role. As common points, first, the characters have unique names and possess unique features of character, costumes, masks and playing styles. Through the feature, the audiences can understand role of actor and the actors can devote themselves to their role by wearing masks and costumes. Second, although background plays an important role in commedia dell'arte, the role of costume is more important. Because masque speaks for poverties of general people indirectly, the costumes of general people were used as they are. As different point, first, most of Korean masks cover entire face, restricting speech of actor but masks of commedia dell'arte cover only upper part of face and expos mouth and chin of actor, enabling actors to express various emotions depending on the character. Second, priority is given to personality of actor and origin area and current silhouette, material and color that changed by century is reflected in the costume of commedia dell'arte but silhouette, material and color of the Age of Joseon Dynasty were adopted in Korean masque.