• 제목/요약/키워드: physical, social and emotional interaction

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IT 기반 서비스환경이 고객의 정서적 몰입에 미치는 영향 (The Influence of IT based service environment and Emotional Commitment)

  • 유정민;서용모
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2015년도 추계학술대회
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    • pp.743-745
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    • 2015
  • 본 연구의 목적은 서비스 환경 내에 있는 고객들은 서비스 경험에 대한 만족에 잠재적으로 영향을 미치는 수많은 자극들에 노출되어 있다. 특히, IT 기반의 온라인 서비스 환경은 이용자 본인의 특성과 더불어 해당 서비스에 대한 이용자의 정서적 몰입에 영향을 미칠 수 있는 중요한 요인이다. 본 연구는 고객들이 서비스 접점에서 평가하게 되는 서비스 환경을 물리적 환경과 사회적 환경으로 나누어 보고, 이들 요인이 지각된 서비스 품질과 사회적 상호작용성을 통해서 정서적 몰입에 어떻게 영향을 미치는지를 살펴보고자 하였다. 또한, 서비스 환경 지각에 있어서 최적 자극수준이나 사회적 적합성향 같은 개인 특성이 어떠한 조절효과를 미치는 가를 실증적으로 확인하고자 하였다.

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사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 - (A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media -)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제21권4호
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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모아상호작용(Mother-Child Interaction)에 대한 개념 분석 (Concept Analysis of Mother-Child Interaction)

  • 박성희;방경숙
    • Child Health Nursing Research
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    • 제17권2호
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    • pp.120-126
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    • 2011
  • Purpose: The purpose of this study was to explore the concept of Mother-Child Interaction (MCI). Methods: The concept analysis method described by Walker & Avant (2005) was used. Results: The attributes of MCI were as follows; 1) MCI involves positive or negative affective and verbal communication. 2) MCI involves mother, child, and dyadic activity. 3) MCI involves sensitivity, responsiveness, and child developmental stimulation. 4) MCI is reciprocal, goal-oriented partnership process. The antecedents of MCI are need for goal attainment, relationship, and child development (cognitive, physical, emotional, and social). The consequences of MCI are goal attainment, promotion of mother-child relationship, and promotion of child development. Conclusion: MCI is a reciprocal, goal-oriented partnership process and is an important concept in child development and health. Appropriate instruments to operationalize the concept need to be developed.

스마트패션제품 개발 동향에 관한 연구 (A study on smart fashion product development trends)

  • 서성은;노정심
    • 복식문화연구
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    • 제23권6호
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    • pp.1097-1115
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    • 2015
  • ICT in the IOT era is the core basis of modern society. This study investigated and analyzed the recent commercialization trends of smart fashion products internationally and domestically, to utilize them as the basis of data for developing user-friendly smart fashion products that can meet the needs of consumers. Keyword research using the most representative search engines, Google and Naver was conducted for searching for various wearable items commercialized actively since 2010. The final 78 products were classified by the physical area, and the key features and benefits were analyzed. Smart fashion products were classified as four physical types for the head and face, torso, arms and hands, and ankles and feet. Smart fashion products for each body part were developed in various ways, such as hats, glasses, lenses, virtual screens, earphones, headsets, clothing, watches, wrist bands, gloves, rings, wallets, bags, anklets, shoes, socks, and insoles. The main features were music playback, bluetooth, a camera based on NFC, virtual effects, health and safety protection through measuring heartbeat and momentum, and social network sharing of all kinds of information, based on inter-working with a smartphone. These functions represent the physical, social, and emotional interactions among users and their surroundings, as well as the users, themselves. The research results are expected to be used in future studies on planning user-friendly and marketable products through in-depth analysis of the design characteristics of smart fashion products as well as consumer responses.

The Impact of Movement Education Programs on the Empathy Ability of Disabled Children

  • Yun-Mi Min
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.277-285
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    • 2023
  • The purpose of this paper is to understand and express emotions and experiences from the perspective of others through empathy, which is crucial for maintaining social relationships. The smooth formation of interpersonal relationships through the physical activity of children with disabilities holds significant meaning. Children with disabilities often lack opportunities for interaction with their peers compared to typical children, and the absence of effective communication methods poses difficulties in forming relationships. Therefore, this study aimed to investigate the effects of a movement education program on enhancing empathy in children with disabilities. The program was implemented for 12 weeks from April to June 2023, involving five children with disabilities. The movement education program comprised 12 topics, encompassing physical, emotional, and cognitive domains. Empathy was measured in two areas: cognitive empathy and emotional empathy. The results indicated improvement in both cognitive and emotional empathy after the program compared to the pre-assessment. The rate of progress varied depending on the type and severity of the disability, but overall, positive changes in the development of empathy were observed. Through this research, it is hoped that movement programs can be practically utilized as a valuable resource.

소셜 로봇 서비스의 유형화에 따른 유형별 고려 요소 (Considerable Factors According to Classification of Social Robot Services)

  • 이기림;정민지;최승연;박재완
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제8권8호
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    • pp.883-892
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    • 2018
  • 최근 물리적 편리성과 정서적 교감을 지원하는 소셜 로봇에 대한 관심이 높아지고, 사물인터넷이 발전함에 따라 소셜 로봇은 단순히 로봇 기능을 넘어 다양한 서비스로서의 진화되고 있다. 따라서 소셜 로봇 서비스의 효과적 개발을 위해서는 사용자와 소셜 로봇 서비스 간의 교감 방법과 기능 적용에 관한 연구가 요구되고 있다. 이에 본 연구는 소셜 로봇 서비스를 유형화하고 서비스 개발 시 고려될 필요가 있는 유형별 요소를 제안하는 것을 목적으로 한다. 이를 위해 본 연구에서는 소셜 로봇의 이론적 정의 및 특성을 기반으로 심도 깊은 사례 조사와 분석을 수행한 후, 교감과 기능을 기반으로 소셜 로봇 서비스의 유형화 작업을 통해 소셜 로봇 서비스를 1) 정서지원형, 2) 동반자형, 3) 안내형, 4) 생활지원형 4가지로 분류하였다. 또한, 효과적인 소셜 로봇 서비스의 개발을 돕기 위해 분류된 유형에 따른 고려 요소를 도출하였다. 본 연구는 소셜 로봇을 활용한 다양한 서비스의 이해 및 개발을 돕는 연구로써 공헌할 것이다.

The effectiveness of group combined intervention using animal-assisted therapy and integrated elderly play therapy

  • Kil, Taeyoung;Kim, Hak-man;Kim, Minkyu
    • Journal of Animal Science and Technology
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    • 제61권6호
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    • pp.371-378
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    • 2019
  • The purpose of this study was to investigate the effects of group combined intervention that combined animal-assisted therapy and integrated elderly play therapy on the depression, self-esteem, and emotional expression of geriatric patients residing in nursing homes. This was achieved by providing cognitive, physical, and emotional activities and social interaction at the same time. The group combined intervention method was applied to twelve elderly patients (six in the control group, six in the experimental group) aged 65 or older who live in a nursing home for the elderly in C province, from May 3, 2019 to June 21, 2019, for a total of 8 times (once a week, 50 minutes at a time). The quantitative evaluation was analyzed through SPSS 21.0 for comparison before and after the program was implemented, using the Korean version of the depression and the self-esteem scale. The qualitative evaluation compared emotional expression pre-test and post-test. The major results of the study were as follows: First, the group combined intervention was effective in reducing depression levels of the experimental group among the elderly patients. Second, it was effective in improving the self-esteem of the experimental group among the elderly patients. Third, it showed a significant difference in the emotional expression of the experimental group among the elderly patients. Therefore, it was found that group combined intervention reduces depression and improves self-esteem and emotional expression of the elderly. Based on these results, it is hoped that this study will be a cornerstone in the development of concrete programs for the benefit of elderly patients living in facilities.

만성질환 및 기능손상노인 가족수발자의 재가복지서비스 이용 결정요인에 관한 연구 (The Determinants of Community Service Utilization Among Family Caregivers of the Impaired Older Persons)

  • 이인정
    • 한국사회복지학
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    • 제56권3호
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    • pp.183-205
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    • 2004
  • 본 연구는 간병과 일상생활에서 수발을 요하는 만성질환 및 기능손상노인의 가족 수발자들을 대상으로 재가복지서비스의 이용자와 비이용자 간의 차이를 비교하고 서비스 이용여부와 이용수준에 영향을 미치는 요인들을 파악하고자 하였다. 재가복지서비스 이용여부는 164명의 가족 수발자를 대상으로 그리고 이용수준은 그 중 114명의 이용자에 대해서 소인요인, 가능성요인, 욕구요인, 욕구요인과 사회적 지지의 상호작용 변수들을 단계적으로 투입하여 회귀분석 하였다. 주요 분석결과는 다음과 같다. 첫째, 재가복지서비스 이용자가 비이용자보다 교육수준, 정서적 지지, 노인의 인지적 기능손상 수준이 더 높고 월 가족수입은 더 낮았다. 둘째, 재가복지서비스 이용여부에 대해서는 수발자의 교육수준이 높을수록, 가족수입이 적을수록, 도구적 지지의 수준이 낮을수록 재가복지서비스를 이용하는 경향이 있고 수발자의 건강상태가 나쁘더라도 도구적 지지의 수준이 높으면 재가복지를 이용하지 않는 것으로 나타났다. 셋째, 재가복지서비스 이용수준에 대해서는 정서적 지지의 수준과 수발자의 우울 정도가 낮을수록 서비스 이용수준이 높고 노인의 신체적 기능손상이 심하더라도 도구적 지지와 정서적 지지의 수준이 높으면 서비스 이용수준이 낮았다. 이러한 연구결과에 따라 재가복지서비스 이용에 대한 실천적 함의가 제시되었다.

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The Function Assumed of the Sports Leisure Industry in the Improvement of Living Standards for Senior Citizens

  • KIM, Ji-Hye
    • 산경연구논집
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    • 제14권1호
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    • pp.1-11
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    • 2023
  • Purpose: The purpose of the current research is to investigate the contribution of the sports and leisure sector to raising elderly citizens' quality of life. Through this investigation, the sport and leisure sector may give seniors a sense of safety and security by creating a safe atmosphere in which they can engage in activities and feel a part of their communities. Research design, data and methodology: Literature data were extracted from previous studies between the role of the sports leisure sector and living quality for senior citizens using a standardized data extraction form by two independent reviewers after articles have been included in the review. Each study's data extraction includes details on the study's design, exposure, outcome metrics, and findings. Results: Based on the qualitative textual approach, the present author had figured out total four Functions assumed as follows: (A) Physical Activity and Exercise, (B) Socialization and Interaction, (C) Opportunities for Learning and Development, and (4) Emotional Wellbeing. Conclusions: All in all, professionals should try to give elders chances for social interaction and peer participation in order to foster a feeling of community and belonging. This might entail setting up groups or leagues for elders to engage in meaningful social activities, like hiking or sports.

한국문화에서 주관안녕에 영향을 미치는 사회심리 요인들 (Correlates of Subjective Well-being in Korean Culture)

  • 한덕웅
    • 한국심리학회지 : 문화 및 사회문제
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    • 제12권5호_spc
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    • pp.45-79
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    • 2006
  • 필자와 공동연구자들(2002)이 선행연구에서 개발한 주관안녕척도를 사용하여 한국문화에서 주관안녕에 영향을 미치는 변인들을 알아낸 연구 결과들을 개관하고, 국내외 연구들과 비교하여 시사점을 논의하고, 장래 연구할 과제들도 제안하였다. 먼저 주관안녕에 영향을 미치는 선행요인들로 ① 개인차와 인구통계 변인들, ② 개인과정 요인들, ③ 대인과정 요인들 및 ④ 한국문화의 요인으로 사회규범에 따른 행동을 다룬 연구 결과들을 개관했다. 또한 노인을 대상으로 주관안녕이 동시점에서 신체건강의 예측에 기여하는 수준과 아울러 1년 이상이 경과한 시점에서 종단적으로 신체건강이나 생사에 어떤 영향을 미치는지도 알아냈다. 본 논문은 한국문화에서 필자와 공동연구자들이 수행한 실증연구의 결과들과 연결시켜서 주관안녕을 연구하는데 따르는 이론, 방법 및 과제들을 구체적으로 논의함으로써 장차 문화비교 연구와 아울러 국내 연구에 시사점들을 제시한데 의의가 있다.