• Title/Summary/Keyword: play-within-play

Search Result 888, Processing Time 0.032 seconds

Sharing Activities in an Online Fashion Community - Focusing on Erving Goffman's Impression Management Theory - (온라인 패션 커뮤니티의 나눔 활동 - 어빙 고프만의 인상관리 이론을 중심으로 -)

  • Hyunjoo Hur;Jaehoon Chun
    • Fashion & Textile Research Journal
    • /
    • v.25 no.4
    • /
    • pp.449-459
    • /
    • 2023
  • This study focuses on online communities and the ritual conversations of users when participating in sharing activities. The study aims to understand the social and psychological phenomena that occur between users within the context of Erving Goffman's impression management theory. Case studies and a content analysis were conducted by collecting posts and comments related to fashion products in the sharing activities category on Naver Cafe "Family Sale." On the one hand, the study identified various disposition motives among givers, including a desire for recognition, self-expression, activation of the community, emotional sympathy, goodwill, play, and simple disposition. On the other hand, receivers' purchase motives included the need for a product, reciprocation based on a sense of belonging, play, gift-giving, and simple response. Analyzing the posts of givers and the comments of receivers of fashion products using impression management strategies and dramaturgical analysis, the study interpreted users' impression management and revealed propensities in fashion consumption: fashionability, conspicuousness, value orientation, and economic feasibility. Through ritual conversations, users managed to attain emotional stability on an individual level, while they reinforced collective bonds on a social level. They fulfilled their roles with their own narratives to achieve personal and collective goals in a non-face-to-face situations and non-monetary transactions. This study is significant in that it examines normative communication in an online community and user relationships to understand a recent phenomenon in the fashion industry.

The Influence of Feedback in the Simulated Patient Case-History Training among Audiology Students at the International Islamic University Malaysia

  • Dzulkarnain, Ahmad Aidil Arafat;Sani, Maryam Kamilah Ahmad;Rahmat, Sarah;Jusoh, Masnira
    • Journal of Audiology & Otology
    • /
    • v.23 no.3
    • /
    • pp.121-128
    • /
    • 2019
  • Background and Objectives: There is a scant evidence on the use of simulations in audiology (especially in Malaysia) for case-history taking, although this technique is widely used for training medical and nursing students. Feedback is one of the important components in simulations training; however, it is unknown if feedback by instructors could influence the simulated patient (SP) training outcome for case-history taking among audiology students. Aim of the present study is to determine whether the SP training with feedback in addition to the standard role-play and seminar training is an effective learning tool for audiology case-history taking. Subjects and Methods: Twenty-six second-year undergraduate audiology students participated. A cross-over study design was used. All students initially attended two hours of seminar and role-play sessions. They were then divided into three types of training, 1) SP training (Group A), 2) SP with feedback (Group B), and 3) a non-additional training group (Group C). After two training sessions, the students changed their types of training to, 1) Group A and C: SP training with feedback, and 2) Group B: non-additional training. All the groups were assessed at three points: 1) pre-test, 2) intermediate, and 3) post-test. The normalized median score differences between and within the respective groups were analysed using non-parametric tests at 95% confidence intervals. Results: Groups with additional SP trainings (with and without feedback) showed a significantly higher normalized gain score than no training group (p<0.05). Conclusions: The SP training (with/without feedback) is a beneficial learning tool for history taking to students in audiology major.

Germinal Center Formation Controlled by Balancing Between Follicular Helper T Cells and Follicular Regulatory T Cells (여포 보조 T세포와 여포 조절 T세포의 균형 및 종자중심 형성)

  • Park, Hong-Jai;Kim, Do-Hyun;Choi, Je-Min
    • Hanyang Medical Reviews
    • /
    • v.33 no.1
    • /
    • pp.10-16
    • /
    • 2013
  • Follicular helper T cells (Tfh) play a significant role in providing T cell help to B cells during the germinal center reaction, where somatic hypermutation, affinity maturation, isotype class switching, and the differentiation of memory B cells and long-lived plasma cells occur. Antigen-specific T cells with IL-6 and IL-21 upregulate CXCR5, which is required for the migration of T cells into B cell follicles, where these T cells mature into Tfh. The surface markers including PD-1, ICOS, and CD40L play a significant role in providing T cell help to B cells. The upregulation of transcription factor Bcl-6 induces the expression of CXCR5, which is an important factor for Tfh differentiation, by inhibiting the expression of other lineage-specific transcription factors such as T-bet, GATA3, and RORγt. Surprisingly, recent evidence suggests that CD4 T cells already committed to Th1, Th2, and Th17 cells obtain flexibility in their differentiation programs by downregulating T-bet, GATA3, and RORγt, upregulating Bcl-6 and thus convert into Tfh. Limiting the numbers of Tfh within germinal centers is important in the regulation of the autoantibody production that is central to autoimmune diseases. Recently, it was revealed that the germinal center reaction and the size of the Tfh population are also regulated by thymus-derived follicular regulatory T cells (Tfr) expressing CXCR5 and Foxp3. Dysregulation of Tfh appears to be a pathogenic cause of autoimmune disease suggesting that tight regulation of Tfh and germinal center reaction by Tfr is essential for maintaining immune tolerance. Therefore, the balance between Tfh and Tfr appears to be a critical peripheral tolerance mechanism that can inhibit autoimmune disorders.

The Influence of Feedback in the Simulated Patient Case-History Training among Audiology Students at the International Islamic University Malaysia

  • Dzulkarnain, Ahmad Aidil Arafat;Sani, Maryam Kamilah Ahmad;Rahmat, Sarah;Jusoh, Masnira
    • Korean Journal of Audiology
    • /
    • v.23 no.3
    • /
    • pp.121-128
    • /
    • 2019
  • Background and Objectives: There is a scant evidence on the use of simulations in audiology (especially in Malaysia) for case-history taking, although this technique is widely used for training medical and nursing students. Feedback is one of the important components in simulations training; however, it is unknown if feedback by instructors could influence the simulated patient (SP) training outcome for case-history taking among audiology students. Aim of the present study is to determine whether the SP training with feedback in addition to the standard role-play and seminar training is an effective learning tool for audiology case-history taking. Subjects and Methods: Twenty-six second-year undergraduate audiology students participated. A cross-over study design was used. All students initially attended two hours of seminar and role-play sessions. They were then divided into three types of training, 1) SP training (Group A), 2) SP with feedback (Group B), and 3) a non-additional training group (Group C). After two training sessions, the students changed their types of training to, 1) Group A and C: SP training with feedback, and 2) Group B: non-additional training. All the groups were assessed at three points: 1) pre-test, 2) intermediate, and 3) post-test. The normalized median score differences between and within the respective groups were analysed using non-parametric tests at 95% confidence intervals. Results: Groups with additional SP trainings (with and without feedback) showed a significantly higher normalized gain score than no training group (p<0.05). Conclusions: The SP training (with/without feedback) is a beneficial learning tool for history taking to students in audiology major.

An assessment of sanctions on North Korea and the prospect (대북 제재 조치 평가 및 전망)

  • Cheon, Seong- Whu
    • Strategy21
    • /
    • s.31
    • /
    • pp.5-26
    • /
    • 2013
  • The South Korean society has experienced many changes since the sinking of ROKS Cheonan. The government reviewed its defense posture and adopted the 5·24 Measure in its relations with North Korea. As a result, the people of South Korea became more conscious of security situations on the Korean peninsula while North Korea's economy suffered badly. Meanwhile, the South Korean government has taken a flexible stance toward North Korea in terms of exchange and cooperation since September 2011. The flexible stance was to manage inter-Korea relations in a stable manner and relieve the hardships of the North Korean people while preserving the spirits and purposes of the 5·24 Measure. The UN Security Council adopted twenty-six resolutions and statements on North Korea since June 25, 1950. They include thirteen U.N. Security Council resolutions including those concerning nuclear weapons or missile programs, nine Presidential statements, and four press statements. Resolution 82, the first U.N. resolution on North Korea, came when the Korean War broke out. Resolution 825, the first one related to nuclear or missile programs, was adopted in response to North Korea's withdrawal from the NPT. Apart from these U.N. resolutions, the United States has imposed separate sanctions against North Korea. North Korea's nuclear weapons program can be considered in comparison with that of Iran in terms of the consequences they create for the regional security. The Security Council has adopted six resolutions on Iran so far. One should note that the resolutions on Iran have had much stronger sanctions compared to those imposed on North Korea. That is, while the North Korea case may be viewed as a more serious threat to international security from the perspective of nuclear weapons development or proliferation, tougher sanctions have been placed on Iran. There are two approaches that South Korea should take in addressing the related issues. First, we should aim to reduce the gap between sanctions imposed on Iran and North Korea. It is difficult to understand that a country with more serious problems is rewarded with lighter sanctions. We should take measures through the Security Council Sanctions Committee to make individuals and groups in North Korea that play a central role in developing nuclear weapons and missiles subject to additional sanctions. Second, we have to change. Other countries in the international community have become tired of North Korea's nuclear issue and now they look to South Korea for initiative. We should correctly understand this current situation and play a leading role within our capacity. Knowingly and unknowingly, the notion that the North Korean nuclear issue may be left to South Korea has been spread around the international community. Although the situation is grave, we should try to open a new horizon in ushering in the unification era by taking the initiative with confidence that there is a looming hope ahead of us. For these tasks, we should stop thinking in the old way that has been ossified for the last two decades. We should not be pushed around by neighboring great powers in dealing with North Korea related issues anymore; we should take the initiative with resolution that we will play our role at the center of four great powers and with confidence that we can do it. Based on the confidence that the Republic of Korea has become a country with enough capacity to take the initiative, we should establish a 'National Grand Strategy' representing South Korea's strategic vision that the unification is the ultimate solution to the problems related to North Korea's nuclear weapons program.

  • PDF

Developing an Adaptive Multimedia Synchronization Algorithm using Leel of Buffers and Load of Servers (버퍼 레벨과 서버부하를 이용한 적응형 멀티미디어 동기 알고리즘 개발)

  • Song, Joo-Han;Park, Jun-Yul;Koh, In-Seon
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.39 no.6
    • /
    • pp.53-67
    • /
    • 2002
  • The multimedia synchronization is one of the key issues to be resolved in order to provide a good quality of multimedia related services, such as Video on Demands(VoD), Lecture on Demands(LoD), and tele-conferences. In this paper, we introduce an adaptive multimedia synchronization algorithm using the level of buffers and load of servers, which are modeled and analyzed by ExSpect, a Petri net based simulation tool. In the proposed algorithm, the audio and video buffers are divided to 5 different levels, and the pre-defined play-out speed controller tries to make the buffer level to be normal in different temporal relations between multimedia streams using buffer levels and server loads. Because each multimedia packet is played by the pre-defined play-out speed, the media data can be reproduced within the permissible limit of errors while preserving the level of buffers to be normal. The proposed algorithm is able to handle and support various communication restrictions between providers and users, and offers little jitter play-out to many users in networks with the limited transmission capability. The performance of the developed algorithm is analyzed in various network conditions using a Petri net simulation tool.

The Dehistoricization Trend in Historical Plays: Play with History and Everyday Life History Writing (역사극의 탈역사화 경향: 역사의 유희와 일상사적 역사 쓰기)

  • Kim, Sunghee
    • Journal of Korean Theatre Studies Association
    • /
    • no.48
    • /
    • pp.51-84
    • /
    • 2012
  • In Korea, historical plays took an epoch-making turn from the previous historical plays in terms of approaches to topic and material and methods of rewriting history in the 1990s. Historical plays became dehistoricized with individual, everyday life, and faction emerging as major codes of historical plays according to mistrust in history and grand narrative as the original and disappearance of trust in the growth and totality of history. A new trend became dominant of presenting fictionality prominent instead of reproduction of history and freely playing with history outside the context. While modern historical plays were subject to the content of history, post-modern historical plays sought after new history writing to tell a new story on history within a framework of fiction. Focusing on some of the trends in post-modern historical plays since the 1990s, which include play with history, daily life-style history writing, and reproduction patterns of colonial modernity, this study examined the goals, representations, and text strategies of new history writing in three historical plays, Generation After Generation(2000) by Park Geunhyung, The Mercenaries(2000) by Park Sujin, and Chosun Detective Hong Yunshik(2007) by Sung Giwoong. In Generation After Generation, the author adopts a plot of starting with the present and tracing back to the past, breaking down the myth of racially homogeneous nation. At the same time, he discloses that the colonial history is not just by the oppressive force of Japan but also by the voluntary cooperation of Korean people. That is, we are also accountable for the colonial history of the nation. The Mercenaries contrasts the independence movement during the colonial period against the modern history developed after Liberation, thus highlighting the still continuing coloniality, namely post-colonial present. The past is presented as the "phantom of history" making its appearance according to the request of the present hoping for salvation. The author politicizes history and grants political wishes to history by summoning the history by personal memories such as fictional diaries and letters with Messiah-like images opposed to the present of collapse and catastrophe. In Chosun Detective Hong Yunshik, the author makes an attempt at the microscopic reproduction of daily life by approaching the 1930s as the modern period when capitalist daily life started to take root. The lists of signs comprising daily life in colonial Gyeongseong are divided between civilization and savagery and between modern and premodern. With the progress of narrative, however, they become mixed together and reversed in the representation system in which the latter overwhelms the former.

Investment and Economic Ripple Effects from Fostering the Digital Treatment Technology Industry (디지털 치료기술 산업 육성에 따른 투자와 경제적 파급효과)

  • Kim, Jae-Hyun;Moon, Jong Youn;Jang, Jieun;Sim, Jung Yeon;Shin, Jaeyong
    • Health Policy and Management
    • /
    • v.30 no.4
    • /
    • pp.438-443
    • /
    • 2020
  • The digital treatment technology industry is one of the core fostering industries of the Moon Jae-in government along with the global trend. The purpose of this study is to compare and analyze the investment and economic ripple effect on the related industries. To this end, we used the industry-related table, which is the actual measurement data for 2015 that the Bank of Korea actually measured and released every 5 years in 2019. The digital treatment technology industry was not clearly classified within Korea's industrial classification system, so the contents of the industry-related survey were analyzed, and the digital treatment technology industry was reclassified and then analyzed. As a result of the analysis, it was analyzed that the production induction effect of the digital treatment technology-related industry in 2015 was 1.770, the value-added induction effect was 0.875, and the employment induction effect was 19.128, which was higher than that of other industries in Korea. As a result of the analysis of the economic ripple effect (scenario 1), the production inducing effect was about 370 billion won, the added value inducing effect was about 185 billion won, and the employment inducing effect was 4,044 people. The results of this study are expected to play a large role in economic revitalization as the effect of inducing production, increasing employment, and creating added value through fostering the digital treatment technology industry is expected to play a large role in activating the economy. It is expected to play a large role in providing central medical services. Therefore, it is expected that policy support for revitalizing the digital treatment technology industry through active investment support and tax benefits from the government to foster the digital treatment technology industry is necessary.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
    • /
    • v.19 no.3
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Compromised Sexual Territoriality Under Reflexive Cosmopolitanism: From Coffee Bean to Gay Bean in South Korea (이성애 중심 공간에서 조화로운 게잉과 게이의 성적 수행 공간으로: 종로구 '게이빈' 사례를 중심으로)

  • Hamilton, Robert
    • Journal of the Korean association of regional geographers
    • /
    • v.23 no.1
    • /
    • pp.23-46
    • /
    • 2017
  • This article examines the sexualization of place under conditions of the compressed modernization and reflexive cosmopolitanism. In particular, I adopt Michel de Certeau's spatial didactic model of strategy and tactic to investigate the dynamics at play in the gay labelling of a Coffee Bean & Tea Leaf (Coffee Bean) in South Korea, and explore the 'gaying' that takes place within preconceived heteronormative space. Using interview data, I additionally explore the negotiation tactics and coping mechanisms at work when gays compete with heterosexuals for non-gay place. The results illustrate how gays gay in heteronormative space and how heteronormative space harmoniously embodies gay men. The findings suggest that spatial location and tactic play important roles in stimulating compromise of sexual territory. Gay Bean benefits from being nestled between locations with histories of tolerance, while it also prospers from reflexive cosmopolitan ideals of diversity and acceptance of others. Gay identity and gaying is interpreted as foreign in Korea, which buttresses gay performativity in spaces welcoming of foreigners and so-called "deviance." However, how gaying functions within place relies not only on spatial histories of tolerance outside, but also on the tactics of identity negotiation within. The findings suggest that spatial and tactical conditions induce gay individuals to police other gay-identified individuals when gays gay in so-called heteronormative places.

  • PDF