• Title/Summary/Keyword: 심리학 이론들

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A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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The effects of political skills on work innovative behavior through empowering leadership: Focusing on the leader's implicit followership prototype (정치적 기술이 임파워링 리더십을 통해 업무혁신행동에 미치는 영향: 리더의 내재적 팔로워십 프로토타입을 중심으로)

  • Hyunjoo Lee;Minseop Joung;Jiseon Shin
    • The Korean Journal of Coaching Psychology
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    • v.7 no.3
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    • pp.127-152
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    • 2023
  • Employees' innovative behavior is crucial for organizations to maintain competitiveness and foster growth. Empowering leadership coaching styles, which delegate authority and responsibility to organizational members while respecting their autonomy, create opportunities for members to solve problems and present innovative ideas. Drawing on signal theory, this study aims to clarify the process through which political skill influences employees' work innovative behavior, mediated by empowering leadership. Additionally, we examine whether the leader's implicit followership prototype moderates the relationship between employees' political skills and empowering leadership. Survey data were collected in two rounds with a two-week lag from 180 employees in a manufacturing company in South Korea. The results revealed that political skill was related to empowering leadership and subsequent work innovative behavior. Furthermore, the leaders' implicit followership prototype strengthened the relationship between political skill and empowering leadership. This study provides meaningful theoretical and practical insights into empowering coaching styles.

A Study Integrated Teaching/Learning Information Literacy Subject and the Other School Subjects (정보교과목과 타 교과목의 통합적 교수/학습에 관한 연구)

  • Yoo Soyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.4
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    • pp.53-81
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    • 1997
  • The first purpose of this paper is to disclose the reason why integrated teaching/learning between Information Literacy Subject(ILS) and the other school subjects is necessary in order to enhance students creativity. Postulated creativity is generated from integration of information, the author discusses about the function of human mind and brain by studying Schema theory of Jean Piaget and the human celebral cortex. The author then, discloses the function of human information process(thinking process) is an integrating process of information within the mind and brain. The fact that a thinking process is an integrating process of information implies the necessity of integrated teaching/learning between ILS and the other school subjects. The second purpose of this paper is to find out the urgent points to implement the integrated teaching/learning between ILS and the other subjects at present school situation. The findings from the survey shows that school libraians and teachers are primarily positive about the integrated teaching/learning in connection with enhancing students creativity. However, they are not familiar with about the integrated teaching/learning. Therefore, the writer draws following recommendations. The curriculum for school library media specialist to be at library school should include the rationale, contents, methods and effects of integrated teaching/learning and school library collections are ready to implement the integrated teaching/learning between ILS and the other school subjects.

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A Study on the Cognition Effect as to the illustration Layout in Children's Picture Books (어린이그림책일러스트레이션의 화면구도에 따른 인지효과 연구)

  • Yoo, Dong-Kwan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.263-272
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    • 2005
  • The layout in picture book is a visual statement that arouses children's psychological reaction upon pictorial positions and those disposition, and that indicates a correlation between theme and background and characters' movements. This study firstly confirmed that children's perception and experience are variously formed according to age, past experience, psychological action, physiological impulse, mentality, growth environment, etc., in order to analyze how the pictorial layout in children's picture book has influence on children visually and psychologically. Likewise, visual and psychological perception was carried out targeting on the children between 4 and 7 years old, based on the perceptive specific and process that have been studied by previous researchers. In addition, the children's picture books published overseas or domestically were presented as the related cases, in order that the facts analyzed may be drawn to harmonious and effective pictorial layout. Lastly, it is expected that the conclusion suggested by this study may be of help to illustrators to design picture books individually and creatively, as well as be applied to studying effective expression in the educant who learn about illustration.

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User Generated Storytelling based on Social Network in MMORPG - " World of Warcraft", "Mabinogi" - (MMORPG에서의 사회적 네트워크 기반 사용자 스토리텔링 - "월드오브워크래프트", "마비노기"를 중심으로 -)

  • Song, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.187-196
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    • 2009
  • This paper studied out the prototype and the structure of UGS(User Generated Storytelling) based on social network in "World Of Warcraf" and "Mabinogi" as MMORPG(Massively multiplayer online role-playing game) and started with issues based on SNS(Social Network Service) in Internet. SNS has been supported by storytelling which is made by users to go through the contents in game space as well as by developers. This study drew elements toward social network in game and its new possibility as storytelling applied by communication theories based on social psychology. Today SNS is a major topic in web environment and this issue has influenced the game design and UGC. Under this situation, this study has a significant meaning because it proves that the factors toward social network in MMORPG is analyzed by UGCs.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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The role of positive emotion in education (교육에서의 긍정적 감성의 역할)

  • Kim, Eun-Joo;Park, Hae-Jeong;Kim, Joo-Han
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.225-234
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    • 2010
  • To investigate the role of positive emotion in education, we have reviewed the previous studies on positive emotion, learning and motivation. In the present study, we examined the definition of positive emotion, and influences of positive emotion on cognition, creativity, social relationship, psychological resource such as life satisfaction, and interactive relationship among positive emotion, motivation and learning. To investigate the role of positive emotion on motivation and learning more scientifically, we examined the recent results of neuroscience. In other words, we have reviewed diverse research on positive emotion, learning and motivation based on brain-based learning. We also examined the research of autonomy-supportive environment as the specific example of improving positive emotion. As one of the most effective methods for emotional education, we discussed brain-based learning, the new research field. As the future prospects, we discussed the implications, possibilities and limitations of brain-based learning.

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An exploratory study for conceptualizing a communication model in choral music (코랄 커뮤니케이션 모델의 개념형성을 위한 시론적 연구)

  • Kim, Hyung-Il
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.413-422
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    • 2015
  • This study is conducted for the purpose of conceptualizing a choral communication model. first, the musical communication models analyzed to know how it can apply in the choral music. As a result, we take the music communication is the interaction between composers, performers and audience. But the choral music have properties not found in the general music. The choral music is the need for internal communication process before performing music. First, the conductor is to interpret the music. Next, choral members are shared the interpretation of music. This internal communication be conducted properly, musical communication with the audience will be successful. The trial model provided for in this study will be a guideline for successful communication in the choral music, theoretically or practically.

User Perception on Character Clone of Crowds based on Perceptual Organization (군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.819-830
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    • 2009
  • When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

The Relationship Between Cultural Intelligence with Experiences and Personality: Among Korean Students Studying Abroad (문화 지능과 성격, 문화 경험의 관계 탐색: 해외 유학생 표본을 중심으로)

  • MinHee Kim;MyungChol Kim
    • Korean Journal of Culture and Social Issue
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    • v.21 no.2
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    • pp.159-176
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    • 2015
  • This study was conducted to revalidate CQS and to examine the factors influencing cultural intelligence among Korean students studying abroad. 143 Korean students in USA and Canada were participated in the survey. Confirmatory factor analysis identified a model with four factors and CQS has negative correlation with acculturation stress and academic stress but positive correlation with subjective wellbeing. This findings suggest that CQS is a reliable and valid scale. Hierarchical regression analyses confirmed that personality is more significant predictor than cultural experiences for CQS. Discussion focuses on the importance of the findings, limitations and future directions.

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