• 제목/요약/키워드: sense and experience

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도덕성 함양을 위한 숲 체험 활동이 유아의 도덕성 발달에 미치는 영향 (The Effects of Forest Experience Activities for Developing a Moral Sense on Moral Development of Children)

  • 강영식
    • 한국산학기술학회논문지
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    • 제16권4호
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    • pp.2486-2494
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    • 2015
  • 본 연구는 도덕성 함양을 위한 숲 체험 활동이 유아의 도덕성 발달에 미치는 영향을 알아보는 데 목적을 갖고, 충남지역 소재 H 어린이집 만 5세 유아를 대상으로 실험 집단 20명(남아 9명, 여아 11명)과 통제집단 20명(남아 8명, 여아 12명)의 총 40명의 유아를 대상으로 2014년 4월 7일부터 7월 25일까지 실험 집단에게는 숲 체험 활동을, 통제 집단에게는 누리과정 연계 일반 활동을 총 15차시에 걸쳐 실시하였다. 연구결과 첫째, 숲 체험 활동 교육이 유아의 도덕적 판단력 향상에 효과가 있는 것으로 나타났다. 둘째, 도덕적 행동에 있어 질서, 예절, 절제가 숲 체험 활동 교육을 실시한 실험집단에 유의미한 향상을 보여 숲 체험 활동이 유아의 도덕적 행동 향상에 효과가 있는 것으로 나타났다. 이 같은 결과는 유아의 숲 체험활동이 또래와 같이 자연과의 교감과 상호작용을 통해 생명의 소중함과 더불어 또래 간 공동 협동 활동을 통한 질서, 예절, 절제를 인식하게 하는 도덕적 발달을 증진시키는데 유용한 교육임을 입증시켜 준 것이라 할 수 있다.

할머니의 양육경험 이야기 : 자녀 세대와 손자녀 세대 양육을 중심으로 (The Story of Grandmothers' Experience Raising Children)

  • 김윤숙;전연우;조희숙
    • 한국보육지원학회지
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    • 제8권3호
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    • pp.185-208
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    • 2012
  • 본 연구는 할머니의 양육경험을 자녀 세대와 손자녀 세대 중심으로 살펴보고자 하였다. 이를 위해 자녀 세대와 손자녀 세대의 양육을 경험한 세 할머니를 대상으로 심층면담을 통하여 분석하였다. 연구결과 할머니의 양육경험은 양육 환경의 변화, 양육 문화의 변화, 양육가치관의 변화로 크게 3가지 범주로 나타났다. 구체적으로는 양육 환경의 변화는 '혼자 하는 양육에서 성인 자녀와 함께 하는 양육으로', '체력으로 이겨낸 양육에서 체력이 달리는 양육으로' 으로 나타났다. 양육문화의 변화에서는 '전통을 답습하는 양육에서 시대의 흐름을 따라가는 양육으로', '보편적인 양육에서 차별화된 양육으로', '계획되지 않은 양육에서 계획된 양육으로' 으로 나타났다. 마지막으로 양육가치관의 변화에서는 '무조건적 사랑의 양육에서 사랑과 훈육이 조화된 양육으로', '학습최우선의 양육에서 건강최우선의 양육으로', '조바심 내는 양육에서 기다려주는 양육으로' 으로 나타났다. 이러한 결과는 양육 환경, 양육 문화, 양육 가치관에 따라 과거와 현재를 양육하는 할머니의 양육경험이 변화되고 있음을 시사해준다.

임부의 위험상태에 따른 모성역할 획득의 예측인자들 (Predictors of Maternal Role Acquisition by Risk Status)

  • 이선아
    • 대한간호학회지
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    • 제29권4호
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    • pp.940-950
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    • 1999
  • One hundred two high-risk women(HRW) and 115 low-risk women(LRW) were studied at post-partal hospitalization and at 1, 4, and 8 months after giving birth to determine whether they would differ in the achievement of perceived maternal acquisition and whether predictors of maternal acquisition would differ for the two groups over time. The subjects were 102 HRW and 115 LRW, all in the above 27 weeks, admitted to two hospitals and to two clinic in the Kyoungnam area between July 1, 1998 and May 4, 1999. The data were analyzed by a SPSS program and the results are as follows ; 1) Predictors of Maternal role acquisition in the HRW were fetal attachment, maternal attachment, state anxiety, relationships of partner, social support in the early postpartum, maternal attachment, relationships of partner, depression, infant's health status in the postpartal 1 month, relationships of partner, self-esteem, educational degree in the postpartal 4 month, and maternal attachment, social supports in the postpartal 8 month. 2) Predictors of Maternal role acquisition in the LRW were fetal attachment, social supports, perceived experience about labor and delivery in the early postpartum, maternal attachment, sense of mastery in the postpartal 1 month, sense of mastery, experience with infants, relationships of partner in the postpartal 4 month and maternal attachment, experience with infants, social supports in the postpartal 8 month. 3) The hypothesis that HRW would score significantly lower on maternal competency than LRW was rejected. 4) The hypothesis that maternal acquisition would be significantly related to maternal attachment was accepted.

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종묘 정전에 나타나는 누미노제(Numinose) 특성 연구 (A Study on the Characteristics of Numinose appearing in Jeongjeon of Jongmyo)

  • 조은환;이찬
    • 한국실내디자인학회논문집
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    • 제25권5호
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    • pp.3-15
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    • 2016
  • Between various ideological experiences, such as spatial, artistic and religious experiences, a consistent and transcendental sense exists, which is difficult to systemize or establish, in all the senses human beings experience. It shows that the depth of essence may be much deeper than that of religion or science in limits of humans' thinking and experiences. On the premise that we need to rationally understand and systemize such a sublime experience, it is thought that we will be able to expand the system of our senses through a new approach breaking away from the previous concepts used to interpret a spatial experience. Rudolf Otto, a German philosopher and comparative religion scholar, explains such an essential sense through Numinose Theory. As his theoretical analysis and approach are used to explore the mechanism of such a transcendental emotion, which is impossible to express with such words as 'sanctity', 'sublimity' and 'reverence', from various perspectives, but intend to exclude dogmatic logic. Therefore, they seem to become new and useful tools in aesthetically understanding space design and objects of arts. Thus, this study aims to examine what value Numinose Theory has in the aspect of understanding space design, based on which this study intends to use the Numinose concept as a concept of interpreting 'Jongmyo Jeongjeon'.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • 제13권4호
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로- (A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store-)

  • 장주연;전재훈
    • 한국의류학회지
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    • 제42권4호
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

뇌졸중환자의 희망 (The Hope of the Stroke Patients)

  • 김이순
    • 대한간호학회지
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    • 제27권1호
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    • pp.212-227
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    • 1997
  • Cerebrovascular diseases in Korea is an important health problem since mortality and mobidity have been increased rapidly. It marked the 2nd cause of specific death rates in 1993. The stroke causes physical function disorder due to hemiparalysis and emotional disorder, and stroke patients experience helplessness, powerlessness. sense of alienation and loss of hope. These feelings make the rehabilitation difficult because they lose the will of life. The subjects of the study were seven citizens who live in Pusan, are over 50 years old and belong to low income-level. The data were collected from Jan. to Sep. 1995. The researcher as a caregiver and volunteer made confidence of them and asked for their agreement on the purpose of the study. The subjects expressed their experience as openheartedly as possible. The analysis of the data was made through the phenomenological analytic method suggested by Giorgi, which is as follows ; as an unit of description which include the subject' expressions and the researcher's observation, it is examined the theme that express the hope experience with the subject's language(underlining), and the focal meanings are identified. The focal meaning is the crystalization of the theme, which is written in the language of the researcher. After intergrating the focal meaning and make the situated structural description as the meaning of the hope experience identified on each subject's point. After intergrating the situated structural description and make the general structural description as the meaning of the hope experience identified on total subject's point then the systemizing of the structure of the hope experienced phenomena and the flowing of the conciousness was researched. The conclusions of this study was as follows : The ten sources of hope which the subjects experienced were sorted as under 〈mutual relations to others : spouse, children, relatives, fellow believer. health professioner. associate patient group〉, 〈spiritual dependence〉. 〈recovery of physical function〉. 〈rumination of the past life〉, 〈expectation of the future〉. 〈economic power〉, 〈belief〉, 〈ability〉. 〈spontaneous participation〉 and 〈recovery of roles〉. Their hope was spoken out by the following two kinds of linguistics. First. the hope was expressed in the affirmative expression as follows : 〈 to be dependable〉, 〈to make efforts〉, 〈to keep under control〉, 〈to desire〉, 〈to be pleasant〉, 〈to be peaceful〉, 〈to be grateful〉, 〈to give help〉, 〈self-confidence. Courage〉, 〈to be happy〉, 〈to satisfy oneself〉, 〈to share with others〉, 〈to understand〉 and 〈to be affected, be impressed〉 Second, the hope was expressed in the negative on pression as under : 〈to be distressed〉, 〈to be uneasy〉, 〈to be sorry, be unsatisfied〉 〈despair〉, 〈to abandon〉, 〈to be fearful〉, 〈to suffer〉, 〈to bear a burden〉 〈to be confused〉, 〈to be solitary〉, 〈chest trouble〉, 〈to feel heavy〉 〈grief〉, 〈to be daunted〉, 〈to get angry〉, 〈to be uncomfortable〉, 〈to have something regretable〉 and 〈to feel guilty〉. And their hope was expressed by the following four behavioral expressions : 〈physical sphere〉, 〈psychological sphere〉, 〈social support sphere〉 and 〈spiritual sphere〉. The reaction patterns of their hope experience appeared in the following 4 coping method : 〈conquest type〉, 〈dependence type〉, 〈adaptation type〉 and 〈fate type〉. Finally, in the hope structure the sense of certainty don't always coexict with the sense of uncertainty, When the stroke patients try to search for the best quality of life, the senses of certainty and uncertainty make a continual cyclic system in the hope structure.

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만성 신 질환 청소년의 자기관리 경험 (Self-Management Experiences of the Adolescents with Chronic Kidney Disease)

  • 이숙영;신희선
    • 대한간호학회지
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    • 제48권3호
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    • pp.266-278
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    • 2018
  • Purpose: The aim of this study was to develop a substantive theory on self-management conducted by the adolescents with chronic kidney disease from their lived experience. Methods: Data was collected through in-depth interviews from May to December in 2015 with thirteen adolescents with chronic kidney disease. The data collected were analyzed on the basis of Strauss and Corbin's grounded theory. Results: The core of the category found in this study was "overcoming the unstable sense of self- control and integrating disease experience into their life". The causal conditions triggering the central phenomenon were "restriction in daily life" and "manifestation and aggravation of symptom". The central phenomenon in the experience of self-management within the adolescents with chronic kidney disease was "unstable sense of self control". The intervening condition for unstable self control were "micro system support" and "motivational resources". This study found that the adolescents with chronic kidney disease followed a series of strategies when they faced the central phenomenon, including; passive coping, reappraisal of illness, active coping, compliance with treatment, controlling physical activity, and adjusting school life. With these strategic approaches, the adolescents with chronic kidney disease could maintain their active lifestyles and achieve their health behaviors. The process of self-management by these adolescents passed through four phases; limited experience caused by diseases, effort for normalization, reorganizing their daily lives, and integration with daily lives and self-management. Conclusion: This Study explored the process and experience of self-management of adolescents with chronic kidney disease. These findings can be used for basis for developing substantive theory and nursing intervention strategy for adolescents with chronic kidney diseases.

한의과대학생의 유급경험에 관한 현상학적 연구 (The phenomenological study on the Experience of Korean Medicine Students who have academic failure)

  • 신헌태
    • 대한예방한의학회지
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    • 제20권2호
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    • pp.53-67
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    • 2016
  • Objectives : The aim of this study was to explore the academic failure experiences of Korean Medicine Students. The academic failure in a medical school is defined as the situation the student who have academic failure need to repeat their academic year again. Methods : Data were collected through in-depth individual interviews from April to May 2016 and analyzed through Colaizzi's phenomenological methodology. The participants were interviewed twice, for 30minutes to 60minutes per interview. Results : Eight theme-clusters of were identified from 21 themes. The theme-clusters were 'Dream of university life and freedom', 'Meeting Stranger academic field and growing study stress', 'Difficulty of self-management', 'Weak supporting system', 'Feeling of guilty, sense of isolation and decreasing in self-esteem', 'The experience during the vacation after the academic failure', 'The experience of returning to school' and 'Self growing through hard experience'. Conclusions : Understanding of academic failure experience of Korean Medicine Students is an important approach to counsel them and an important way to reach a good model of education at a medical college.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.