• 제목/요약/키워드: sense of identity

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Secure and Efficient Privacy-Preserving Identity-Based Batch Public Auditing with Proxy Processing

  • Zhao, Jining;Xu, Chunxiang;Chen, Kefei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권2호
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    • pp.1043-1063
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    • 2019
  • With delegating proxy to process data before outsourcing, data owners in restricted access could enjoy flexible and powerful cloud storage service for productivity, but still confront with data integrity breach. Identity-based data auditing as a critical technology, could address this security concern efficiently and eliminate complicated owners' public key certificates management issue. Recently, Yu et al. proposed an Identity-Based Public Auditing for Dynamic Outsourced Data with Proxy Processing (https://doi.org/10.3837/tiis.2017.10.019). It aims to offer identity-based, privacy-preserving and batch auditing for multiple owners' data on different clouds, while allowing proxy processing. In this article, we first demonstrate this scheme is insecure in the sense that malicious cloud could pass integrity auditing without original data. Additionally, clouds and owners are able to recover proxy's private key and thus impersonate it to forge tags for any data. Secondly, we propose an improved scheme with provable security in the random oracle model, to achieve desirable secure identity based privacy-preserving batch public auditing with proxy processing. Thirdly, based on theoretical analysis and performance simulation, our scheme shows better efficiency over existing identity-based auditing scheme with proxy processing on single owner and single cloud effort, which will benefit secure big data storage if extrapolating in real application.

사춘기 여성들의 월경경험 (Menstrual Experience of Adolescent Girls)

  • 정현숙
    • 대한간호학회지
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    • 제26권2호
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    • pp.257-270
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    • 1996
  • Studies on menstruation have focused only on menstruation itself and menstrual disorders. The menstruating girls or women have been neglected. So, the purpose of this study was to understand menstrual experience of adolescent girls in their perspective and build a theory on it, The specific purpose of this study were to find initial reaction of the girls, their strategies to adapt to menstruation. consequences of their efforts, influencing factor, and patterns of experience. The subjects of this study were eleven adolescent girls who experienced menarche three months to twenty-six months before the interview time. They were selected purposively. Their ages were in range of twelve and sixteen. One of them was a elementary school girl, three high school girls, and seven middle school girls. Two girls were handicapped because of cerebral palsy. All of them had some knowledge about menstrual physiology and hygiene during menstruation. Data were collected from September, 1994 to July, 1995. Data collection & analysis were done according to the grounded theory methodology by Strauss & Corbin(1990). Data collecting method was the long interviews and observation. Each interview took from 1 hour to 2 hours. Interview were tape-recorded and transcribed later by author. Data were analyzed immediately after interviews. Based on the results of previous interview, next interview were planned until gathered data reached the saturation point. Results were as follows. One hundred and six concepts were found. Those concepts were grouped into twenty eight categories and then fourteen higher categories. Twenty eight categories were as follows. “want to hide”, “bewildered”, “sense of burden”, “sense of heterogeneity”. “gladness”. “sense of superiority”, “negative empathy”, “positive empathy”, “limited hygenic control”, “sense of timing”, “lack of knowledge”, “lack of support”, “advance knowledge”, “informational support”, “emotional support”, “endurance”, “prayer”, “disclosing”, “avoidance”, “diversion”, “sense of powerlessness”, “discovery of sex identity”, “sense of maturation”, “sense of stability”, “acceptance of menstruation ”. fourteen higher categories were as follows. “negative feeling”, “posive feeling”, “exchange of feeling”, “limited hygenic control”, “sense of timing”, “accumulated experience”, “dysmenorrhea”, “level of knowledge”, “need for support”, “perceived support”, “sharing of feeling”, “self-control”, “passive acceptance”, “active acceptance”. The core category was “emotional shaking”, which consisted of “positive feeling” and “negative feeling”. “Emotional shaking”comes up to every adolescent girls experiencing menarche, independently of any contextual conditions, and its dimension has two directions : positive one and negative one. Its influencing factors were time of menarche, advance knowledge, support from the significant persons, expression and self-regulation. Even if they showed different process of adaptation to menstruation, general process of adaptation were as follows : 1. stage of emotional shaking 2. stage of acceptance 3. stage of internalization of the menstrual experience. Seven patterns existed on the process of adaptation to menstruation after menarche. Those are as follows. 1. If girls thought their menarche came too early and they had not much knowledge on menstruation, they had a kind of negative feeling. If they did not get enough support and dysmenorrhea superimposed, they came to accept menstruation passively. 2. If girls had menarche too early. they had negative feeling, even though they had enough advance knowledge. But support helped them accept menstruation easily. 3. If girls had menarche too early, they had negative feeling, even though they had enough advance knowledge on menstruation. But by experiencing subsequent menstruations and disclosing feeling, they began to accept menstruation. 4. If girls had menarche too lately and they had enough advance knowledge on menstruation. they had positive feeling. If dysmenorrhea superimposed later, their feeling turned in to negative one. But they came to accept menstruation positively by disclosing feeling and getting support. 5. If girls had menarche too early, they had negative feeling, even though they had enough advance knowledge on menstruation. In addition to this. if dysmenorrhes superimposed while they did not get enough support, they felt powerless and came to accept menstruation passively. 6. If girls had menarche too early and did not get enough advance knowledge, they had negative feeling. But disclosing feeling and support made them get sense of homogeneity and began to accept menstruation. 7. If girls had handicap, they had negative feeling, even though they had enough advance knowledge and menarche was late. But Menarche made them get feel sexual identity. Their limited hygenic control and negative empathy from their mothers made them accept menstruation passively. To let adolescent girls take their menstrual experience as a part of their lives forming a positive sense of feminine identity, it needs qualified teaching and, support and deep concern of the significant others. Nurses including school nurses should try to develop an educational program, which include menstrual physiology. hygiene during menstrual period, meaning of menstruation and impact of menstruation on the development of female sexual identity.

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"많은 낯선 것들이 힌트로 제공되었다": 피쿼드호 선원들의 조직정체성 형성 관점에서 본 허먼 멜빌의 『모비딕』에 나오는 갬의 의미 ("Many Strange Things Were Hinted": The Meaning of Gams in Herman Melville's Moby-Dick from the Perspective of the Sailors' Formation of Group Identity)

  • 이광진
    • 미국학
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    • 제43권2호
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    • pp.27-56
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    • 2020
  • This paper attempts to interpret the meaning of nine gams in Herman Melville's Moby-Dick. It approaches the topic from an organizational identity perspective. It is the theory which asserts the importance of the reference group in the formation of group members' organizational identity. This paper views the gams as the reference groups for the sailors of the Pequod and shows what meanings or questions each gam presents to them. It divides the nine gams into three groups according to their functions in the organizational sense. This paper argues that the extremely dangerous quest of the Pequod is not led by the captain only, but the sailors, who are given many chances to make their decisions after having gams, eventually choose to obey and follow their leader. The tragic end is partly what they choose, after all.

미국의 '백인성'(whiteness)의 확장성 및 배타성 고찰 (A Study on Expandability and Exclusiveness of American 'Whiteness of America')

  • 이수영
    • 미국학
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    • 제42권2호
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    • pp.1-29
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    • 2019
  • The recent census project that non-Hispanic White will be minority in thirty years has been accepted by the conservative media and politicians as the factor that threatens the authentic American national identity. The concerns about the majority-minority population chance influenced the election of Donald Trump who explicitly claimed the restriction of immigration, promising strong controls over the entry of undocumented immigrants. In the process, 'white-nationalism' based on the connection of racial whites and authentic American identity has been central issues in American society. In this sense, this paper examines who has been included/excluded from 'racial Whites' throughout the American history relating to the American identity politics and how these processes have shown the covert strategies of the whites for maintaining their privileges.

이슬람정원에서 디테일이 장소성에 미친 영향 -'사자의 중정'을 대상으로 - (The Influence of Details on the Sense of Place in Islamic Gardens - Focusing on 'the Courtyard of the Lions' -)

  • 윤미방;김한배
    • 한국조경학회지
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    • 제38권5호
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    • pp.122-133
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    • 2010
  • 인간은 장소와 일체감을 이루고자 하며, 이를 통해 자신의 정체성과 장소의 정체성을 동시에 이루어간다. 인간은 자신들이 속한 문화와 환경에 따라 고유한 관념을 형성하고, 그 관념은 상징을 통해 장소에 표현되는데, 상징은 공간구조와 이를 형태화하는 디테일에 의해 장소에 구체화된 형태를 나타낸다. 본 연구는 이슬람정원을 대표하는 '사자의 중정'을 대상으로 공간구조와 디테일을 비교 검토하여 둘의 상호보완적 관계와 디테일이 장소성에 미치는 영향을 고찰하고자 하였다. 양자 간의 비교는 내재하는 상징과 의미, 디자인 언어, 형성배경과 디테일을 통한 장소체험의 측면에서 이루어졌다. 먼저, 공간구조는 차하르바그의 기본형태로 구성되어 코란에서 표현하는 낙원을 상징하였다. 이슬람교, 아랍문화, 스페인 무슬림왕조의 생활양식을 배경으로 공간구조가 형성되어 전통적인 이슬람정원과 크게 다르지 않았다. 디테일은 공간구조를 형태화하는 동시에 낙원, 왕권, 신성, 자연 등을 상징하고, 이슬람교, 스페인 무슬림왕조의 문화, 아랍문화, 안달루시아의 지역성, 무데하르 양식 등을 나타내고 있다. 디테일은 스페인 무슬림왕조의 일상에 생동감과 변화감을 주어 폐쇄적인 궁전생활에 활력을 주며, 안달루시아지역 왕조의 특성을 갖는 사자조각상으로 중정의 중심을 이루어 다른 이슬람정원에서 볼 수 없는 독특한 분위기를 자아내었다. 사자의 중정의 디테일은 오감을 통한 체험의 대상이며, 인간과 장소가 하나가 되도록 해주어 장소성을 형성했음을 알 수 있었다. 사자의 중정의 디테일을 통해 스페인 무슬림왕조의 일상과 이상을 파악할 수 있었고, 그들과 정원이 일체감을 이루었으며, 디테일은 공간구조보다 더 풍부한 의미와 디자인언어를 담고 있음을 알 수 있었다. 결론적으로 디테일은 장소성을 형성하는 중요한 체험적 대상임이 파악되었다.

Style has no age - Reconstructing age on Pinterest -

  • Babicheva, Eva;Lee, Kyu-Hye
    • 복식문화연구
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    • 제25권6호
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    • pp.719-740
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    • 2017
  • Sociocultural and demographic shifts have resulted in a changing perception of older age. Older women, historically subjected to age-ordering rules of dress, have increasingly refused to be marginalized fashion consumers and have been striving to construct a more positive age identity. Although studies have examined consumers' negotiation of marginalized identities, age identity has not received much attention as a type of marginalized identity. This study argues that Pinterest acts as a platform for identity work by allowing older women to creatively reconstruct their sense of self by saving images and organizing them into thematic boards. Drawing on symbolic interactionism theory and notions of digital self-presentation, this paper seeks to explore the discursive practices that older women employ on Pinterest to resist ageist fashion discourses. The sample consisted of 15 fashion-oriented Pinterest profiles of older women. Netnographic inquiry was employed first to examine what images were saved and what thematic boards were created. Three analytical frameworks for visual data analysis were integrated to further scrutinize the visual texts within the thematic boards. The analyses revealed three main themes-rejecting age, accepting age, and consuming age. The themes that emerged formed the basis for an age identity reconstruction process whereby women attempted to bridge the existing gap between older age and mainstream fashion discourse.

현대패션에 표현된 일본 전통 미의식에 관한 연구 (Study on Japanese Traditional Aesthetic Sense in Modern Fashion)

  • 이선희
    • 한국의상디자인학회지
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    • 제10권3호
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    • pp.15-25
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    • 2008
  • Today, each country's cultural communications are carried briskly and Japan already showed a new trend of world fashion by accepting its own design with aesthetic sense to western Europe in 1970s and built the new area of Japanese fashion. This special traditional aesthetic sense, formed by social, cultural, geographic and religious conditions, is roughly divided into decorated and undecorated beauty; decorated one means splendidness, coquetry, exaggeration and was represented ornamental modification of nature object in dress pattern as ornamental expression means; undecorated one, based on Zen-thought, means simplicity, purity, ugliness and Japan gave rise to the new beauty by receiving and adapting continental culture to its culture openly and creating and developing its own beauty. This study aims to examine the aesthetic sense shown in Japanese traditional dress and understand how traditional beauty is used and applied to modern fashion and analyze the diversity of Japanese traditional aesthetic sense shown in modern fashion. For material analysis, total 220 were collected of photograph related to formative element existence according to aesthetic sense shown in Japanese traditional fashion design using literature research and visual data. The existences of Japanese image among them were confirmed by clothing and fashion department majors so that 7 pieces of which were selected as final analysis object. Likewise, the result suggests that Japanese traditional aesthetic sense creates global design based on folk element-used identity as well as new beauty by adapting continental culture to its culture openly and producing and developing its own creative beauty.

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Constructing Strong Identity-Based Designated Verifier Signatures with Self-Unverifiability

  • Ki, Ju-Hee;Hwang, Jung-Yeon;Nyang, Dae-Hun;Chang, Beom-Hwan;Lee, Dong-Hoon;Lim, Jong-In
    • ETRI Journal
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    • 제34권2호
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    • pp.235-244
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    • 2012
  • An identity-based strong designated verifier signature scheme provides restricted verifiability only for a verifier designated by a signer and proper privacy for the signer. In this paper, we show that strong designated verifier signature schemes do not satisfy the self-unverifiability requirement in the sense that not only exposure of the verifier's secret key but also of the signer's secret key enables an attacker to verify signatures, which should have been the exclusive right of the verifier. We also present a generic method to construct a strong identity-based designated verifier signature scheme with self-unverifiability from identity-based key encapsulation and identity-based key sharing schemes. We prove that a scheme constructed from our method achieves unforgeability, non-transferability, and self-unverifiability if the two underlying components are secure. To show the advantage of our method, we present an example that outputs short signatures and we analyze its performance.

Is Sorting Hat in Harry Potter Identity Identifier for Adolescents?

  • Bahn, Geon Ho;Sun, Je Young Hannah;Hwangbo, Ram;Hong, Minha;Park, Jin Cheol;Cho, Seong Woo
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제28권1호
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    • pp.38-43
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    • 2017
  • This study analyzes the role of the Sorting Hat in structuring the identity of the characters in the Harry Potter series written by J. K. Rowling. In the different stages of adolescence, one explores and re-establishes one's identity. One's sense of identity is determined by the commitments made regarding personal and social traits. However, it is difficult to establish a concrete identity formation process theory that is communicable to adolescents. In Harry Potter, the characters' identities are reflected upon the Sorting Hat and are continuously molded throughout the book. The Sorting Hat provides nurturing experiences based on temperament. Based primarily on their temperament, it sorts the students into four houses, each with their own distinct characteristics. Once sorted, the houses become the living and learning communities in which the students share the same dormitory and classes until their graduation. Within the community, the students seek connections, supportive relationships, and understanding within the group. The taking on of the group identity is an explanatory variable in the formation of individual identity. The Sorting Hat provides the students with stability and a safe boundary. After being sorted based on their temperament, the inexperienced and immature adolescents can explore different options under the guidance of the Hat before making a definite commitment. By presenting them with an appropriate environment (such as a mentor, friend, or family member), the Hat further shapes their identity and integrates the identity elements ascribed in the beginning. By providing experiences and interactions based on their unique temperament and environment, the Sorting Hat plays a crucial role in establishing the students' identities. The Sorting Hat can be an ideal model for finding one's identity during adolescence.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 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.