• Title/Summary/Keyword: 사회적 수용

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The Research of Exploring Factors Impact on User's Continuance Usage of Chinese Short-clip Application: Based on the Unified Theory of Acceptance and use of Technology (UTAUT) and Flow Theory (중국 쇼트 클립 어플리케이션 지속 이용의도 연구: 플로우 이론과 통합기술수용모형을 바탕으로)

  • Xiang, Yue;Nam, Yoonjae
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.568-580
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    • 2019
  • This research explored how the various of factors including performance expectancy, effort expectancy, social influence and facilitating conditions and some external factors consisting of critical mass, attention, perceived enjoyment, and time distortion had impacts on users' usage of short-clip application based on flow theory and the UTAUT model. The research employed SEM with 263 valid questionnaires. The results showed that social influence and satisfaction factors had positive impacts in sustainable usage of mobile short-clip application, while the other factors have no special effect on it. The results also indicated that time distortions had a negative effect in the intention of continuous usage. Furthermore, performance expectancy, perceived enjoyment, and time distortions had positive impacts in users' satisfaction. The beneficial effects of critical mass on social influence had been recognized through this study.

The Effects of both Social Class of Adolescents Formed in Online Game World and Gaming Time on the Acceptance of Moral Issues (온라인 게임세계에서 형성된 청소년의 사회적 지위와 게임 시간이 도덕적 문제 수용에 미치는 효과)

  • Lee, Guk-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.759-778
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    • 2021
  • This study was carried out to verify whether there were any differences in accepting moral issues between adolescents who played using characters of high status (either objectively or subjectively highly ranked within a game) in the online game world and those who played using characters of low status (either objectively or subjectively lowly ranked). It also investigated whether there were moderating interactional effects for the amount of time spent on playing games and the influence of adolescents' social statuses in games over accepting moral issues. Results showed that, overall, adolescents who played using a lower-ranking character in the game world displayed a higher acceptance of moral issues than those who played using characters of the two other categories (equal to average level or higher). Furthermore, interactional effects were observed for those who played using a low-ranking character and spent longer hours playing games, as they were more likely to accept moral issues. This study is significant in that it offers many implications, as a rare study that verified the effects of cyberspace status on moral judgements made in the real world.

Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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Effect of movie on viewer's political and social recognition (영화 <카트>가 수용자의 정치적, 사회적 인식에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.365-371
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    • 2015
  • This experimental research explores the effect of the movie that can be classified as non-news media on viewers' political and social attitude on the theoretical basis of priming effect, focused on the movie 'cart' that deals with non-regular workers' labor movement. For this experimental research, one group of subjects composed of university students were exposed to movie 'cart', and the other not to the movie. After watching a movie, each group of subjects responded to questions that are designed to measure the seriousness of non-regular workers' problem, the necessity of labor movement, support of opposition party, support of the current government. This research found that subjects exposed to the movie 'cart' consider non-regular workers' problem more serious and supports opposition party more positively than subjects not exposed to movie 'cart.' However hypotheses that expected the positive support of treated subjects on labor union and less positive support of treated subjects on current government were rejected.

우리의 문화경제학적(文化經濟學的) 과제(課題)와 대응방향(對應方向)

  • Ju, Hak-Jung
    • KDI Journal of Economic Policy
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    • v.13 no.3
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    • pp.3-30
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    • 1991
  • 전통적(傳統的)인 좁은 경제학(經濟學)의 시각(視角)을 벗어나 여기서는 "러스킨"의 정치경제학(政治經濟學)과 "센"의 복지경제학(福祉經濟學)을 접목시킨 문화경제학(文化經濟學)의 정립(定立)을 시도하였다. 문화경제학(文化經濟學)은 인본주의(人本主義)에 입각하여 국민(國民)의 행복하고 건강한 삶을 뒷받침하는 것을 목적(目的)으로 과학(科學) 위에 서고 기술(技術)을 관리하며 일정한 수준의 도의문화(道義文化)를 필수요건으로 한 법(法)과 행위(行爲)의 시스템의 전개(展開)를 연구대상(硏究對象)으로 삼는다. 따라서 이러한 시각(視角)에서는 재화(財貨)의 소유(所有)보다 삶을 더 중요시 한다. 먼저 "러스킨"의 정치경제학(政治經濟學)과 "센"의 복지경제학(福祉經濟學)의 이론적 특징을 살펴본 후 삶의 질(質)을 향상시키는 데 있어서 법질서(法秩序)와 행위(行爲)와 수용능력(受容能力)과 도의문화(道義文化)의 중요성(重要性)을 부각시킨 후, 이러한 이론적(理論的) 시각(視角)을 우리나라의 대중교통생활(大衆交通生活)에 적용하여 구체적으로 대중교통망(大衆交通網)의 과학성(科學性), 교통질서(交通秩序)와 운전행위(運轉行爲), 그 사회적(社會的) 비용(費用)과 그 분담(分擔), 교통(交通)서비스의 수용능력(受容能力) 등 문화경제학적(文化經濟學的) 과제(課題)를 제기(提起)하였다. 이러한 예시적(例示的) 과제(課題)는 우리의 교통생활(交通生活)뿐만 아니라 정치(政治), 경제(經濟), 사회(社會), 언론(言論), 문화(文化) 등 모든 분야(分野)에 있어서 정도의 차이는 있으나 유사한 문제점(問題點)을 안고 있을 것으로 예상(豫想)된다. 여기서 대응방향(對應方向)으로서 제시된 경제사회질서(經濟社會秩序)의 확립(確立), 사회적(社會的) 보상체계(報償體系)의 합리화(合理化), 수용능력(受容能力)의 순화(淳化)와 배양(培養), 도의문화(道義文化)의 함양(涵養) 등은 결코 새로운 것은 아니지만 문화경제학(文化經濟學)의 시각이 도입되어야 이러한 대응(對應)이 경제학(經濟學)의 틀에 수용(收容)될 수 있으며 이러한 시각(視角)의 원용(援用)은 우리 경제(經濟)가 당면한 경제적(經濟的) 난제(難題)들을 근본적(根本的)으로 해결하는 데 새로운 접근(接近)의 모색을 가능케 할 것으로 생각된다.

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Mediating and Moderating Effects of Self-esteem, Social Participation and Discrimination Experience in the Relationship between Acceptance of Disability and Social Competence in Adults with Physical Disabilities (지체장애인의 장애수용과 사회적 유능감 간의 관계에서 자존감, 사회참여, 차별경험의 매개 및 조절효과)

  • Kim, Do-Hee
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.377-386
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    • 2019
  • The purpose of this study is to identify effective strategies for promoting psycho-social adjustment by examining the mediating effects of self-esteem (SE) and moderating effects of social participation (SP) and discrimination experience (DE) in predicting social competence (SC) with acceptance of disability (AD). The subjects of the study were 1943 adults with a physical disability (1338 males and 605 females) and 233 adults with brain lesions (160 males and 73 females) aged between 19 and 65 years. Data were analyzed using SPSS and Process macro software, and conditional process analysis (model 18) in which the degree and onset of disability were controlled was performed. The results are as follows. First, SE was found to partially mediate the relationship between AD and SC. Second, the relationship between SE and SC was found to be moderated by SP but not by DE, and the relationship between SP and SC was found to be moderated by DE. In addition, the mediating effects of SE, which was moderated by SP, were found to not be moderated by DE. The clinical implication and suggestion for future research is discussed.