• Title/Summary/Keyword: 인지몰입

Search Result 310, Processing Time 0.026 seconds

A Study on the Effectiveness of the Positive psychology based mental promotion program (긍정심리학 기반 정신건강 증진 프로그램의 효과성연구 -예비간호사를 중심으로-)

  • Kang, Min Soo
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.2
    • /
    • pp.95-106
    • /
    • 2019
  • This study examines how mental health promotion programs based on positive psychology brings changes in pleasant life, engaged life and meaningful life. This research considers 15 programs featuring 178 students during one semester. Pre-and-post examination of psychological well-being, depression and optimism were conducted to identify changes before and after the program. 56 students (32%) showed positive changes in all 3 factors. 15 students among them were selected for an in-depth interview for a qualitative case study. As a result of the quantitative study, a mental health promotion program based on positive psychology showed statistically significant positive changes in the pre-and-post examinations of psychological well-being, depression and optimism. Mental health promotion programs based on positive psychology showed positive changes in mental, cognitive and behavior perspectives in the fields of pleasant life, engaged life and meaningful life of college students. Specifically, positive psychology and thinking programs influenced students to become more enthusiastic and active in pursuing a pleasant life. Secondly, positive psychology intervention concerning engaged life brought a recognition of higher 'self-acceptance'. Thirdly, each individual spent more time and effort to experience more satisfaction and accomplishments. Lastly, subjects showed greater optimism after the program. Through the searching gratitude program, study subjects expanded their appreciation of their relationships with others.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.5
    • /
    • pp.139-145
    • /
    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

Self-distancing as a Cognitive Tool for Emotion Regulation: Its Concept, Measurement, and Effect (인지적 정서조절 기제로서 자기거리두기: 개념, 측정과 효과 소개)

  • Cho, Myung Hyun
    • Science of Emotion and Sensibility
    • /
    • v.23 no.3
    • /
    • pp.103-120
    • /
    • 2020
  • This study reviewed the literature on the self-distancing method for emotion regulation. Self-distancing refers to taking a step back in dealing with one's own experiences and interpreting them in a relatively objective manner. Studies have indicated that self-distancing affects cognitive and emotional processes, which are particularly beneficial in regulating negative emotions. Therefore, this study focused on organizing previous results to summarize their meaning, assess means of measurement, and analyze possible effects. Above all, the related concepts of an observer's rational perspective and self-reflection were presented to clarify the definition of self-distancing, followed by a discussion of its measurement. Based on this, the effects of self-distancing were introduced according to their emotional, cognitive, physiological, developmental, and behavioral aspects. However, despite repeated verification of the positive effects of self-distancing, there are several inconsistencies that require consideration. Finally, we suggested the study's academic and practical implications and recommended directions for further research.

The Effect of the Appreciation of Artwork in the Workplace on Creativity (업무공간에서의 미술품 감상이 직장인의 창의성에 미치는 영향)

  • Bae, Ji Hye;Lee, Seung Hyun;Wang, Yeun Ju;Kim, Sun Young
    • Korean Association of Arts Management
    • /
    • no.54
    • /
    • pp.33-57
    • /
    • 2020
  • This study aimed to empirically analyze the effect of the appreciation of artwork in the workplace on creativity. To this end, two virtual workspace images with and without artwork were created, and an online survey was conducted with office workers. A regression analysis was performed on the results to investigate whether and how much the appreciation and recognition of artwork was effective for the creativity. As a result, among the factors of recognition according to the appreciation of artwork, "intellectual development" and "thinking" showed positive effects on the five sub-factors of creativity at work, such as original flexibility, alternative problem-solving skills, pursuit of adventure and freedom, individual independence, and exploratory immersion. Unlike most previous studies, however, "understanding" had a negative effect on original flexibility. In conclusion, it was found that some of the factors of the appreciation and recognition of artwork had a positive effect on creativity at work. This study provides implications that the appreciation of artwork in the workplace is effective for improving creativity at work and that it is important for each company to develop a streamlined approach based on its goal of pursuing a creative environment. In addition, it is expected that this study will contribute to the widespread use of artwork sharing services at workplaces as well as encouraging more empirical studies to be done on the effect of the services.

Harmony Arrangements using B-Spline Tension Curves (B-스플라인 텐션 곡선을 이용한 음악 편곡)

  • Yoo, Min-Joon;Lee, In-Kwon;Kwon, Dae-Hyun
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.393-399
    • /
    • 2006
  • 음악을 들을 때 사람이 인지할 수 있는 긴장감을 뜻하는 텐션(tension)은 조성음악의 기본을 이루는 중요한 요소이다. 본 논문에서는 임의의 곡의 텐션의 움직임을 B-스플라인 곡선을 이용하여 표현하고 이 곡선을 수정하여 음악의 긴장도를 조정할 수 있는 방법을 제안한다. 먼저, 우리는 음악에서 사용되는 다양한 코드들의 긴장도를 측정하는 방법세 가지를 제안한다. 첫 번째는 러달이 제시한 5도권 기반의 코드 거리 측정방식을 개량한 것이며, 두 번째는 츄가 제시한 나선형 모델의 거리 측정 방식을 응용한 것이며, 세 번째는 크럼한슬이 제시한 특정한 조성에서 각 구성 음들의 안정도와 구성 음들 사이의 음정의 조화성을 이용한 방법이다. 이 방법들을 이용하여 우리는 음악이 지니고 있는 긴장도를 수치적으로 나타낼 수 있다. 다음으로 B-스플라인 곡선을 이용하여 전체 곡의 텐션의 움직임을 표현한다. B-스플라인 곡선으로 표현된 텐션 곡선은 수정이 가해져 원곡의 긴장도를 변화시키는데 사용될 수 있다. 본 논문에서는 텐션 곡선의 높이를 이용하여 곡 전체의 긴장도를 변화시키는 방법과 스페이스-타임 최적화를 사용하여 특정 부분의 긴장도를 변화시키는 방법을 제안한다. 또한 B-스플라인 곡선을 통하여 새로운 코드 진행을 얻을 수 있는 방법을 소개한다. 게임이나 영화, 애니메이션에서 긴장되는 장면을 연출할 때 긴장감 있는 음악의 사용은 필수적인 요소이다. 본 논문에서 제안하는 방법을 통하여 음악의 긴장도라는 인지적인 요소를 B-스플라인 곡선이라는 수치적인 형태로 표현함으로써, 우리는 실시간으로 음악의 긴장도를 자동적으로 변화시킬 수 있다. 따라서 본 논문에서 제안하는 방법은 게임 같은 인터렉티브한 환경에서 사용자의 몰입성을 증가시키는 방법으로 특히 효과적으로 사용될 수 있다.

  • PDF

Development of the Reading Attitudes Test Tool for Children (아동의 독서태도 검사도구 개발)

  • Park, Ju-Hyeon
    • Journal of Korean Library and Information Science Society
    • /
    • v.47 no.2
    • /
    • pp.329-358
    • /
    • 2016
  • The purpose of this study is to develop a test tool that can be measured in various aspects for the reading attitudes of children. For that it was set the configuration based on the preceding reading attitude survey and models and tacit knowledge of attitude toward reading and wrote the questions for reading attitudes. It conducted a primary and secondary test for elementary school students in grades 4-6 to verify the validity and reliability of measurement tools. 8 factors of the reading attitudes measurement tool were extracted through exploratory factor analysis and it described 66.29% of total variable. the r-value for inter-item consistency about reading attitudes were above 0.4 on all questions. The Cronbach ${\alpha}$-value of reliability coefficient about reading attitudes measurement tool was 0.950. Therefore Reading attitude test tool have reading usefulness, reading efficacy, leisure, stiumulation, flow, expression, study, assertiveness as sub factors of reading attitude has been shown that it can serve as a useful tool for measuring various aspects of the reading attitude for children.

The Influence of Product Types and Consumer Involvement on Consistent and Inconsistent Brand Extensions (모 브랜드의 제품유형 및 관여유형이 일치.불일치 확장브랜드 평가에 미치는 영향)

  • Choi, In-Hyok;Kim, Ki-Suk;Park, Ju-Young
    • Journal of Global Scholars of Marketing Science
    • /
    • v.15 no.3
    • /
    • pp.67-92
    • /
    • 2005
  • This study investigates the influence of the mother brand's product types on the consumers' brand evaluations on consistent and inconsistent brand extensions. The study shows that brand extensions consistent with the mother brand's product type have better brand evaluations than inconsistent brand extensions. The study also shows that brand extensions consistent with utilitarian mother products are much more important than consistent brand extensions with hedonic mother brands. Furthermore, results show that the types of consumer involvement influence the consumers' brand evaluations by interacting with types of mother brands and consistency of brand extensions.

  • PDF

The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.3
    • /
    • pp.132-140
    • /
    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

The Effect of Perceived Justice on Organizational Commitment and Innovative Behavior in a Simplified Personnel System : Focusing on the Roles of Cognitive Attitude and Cognitive Intensity (조직구성원의 직급단계축소에 대한 공정성 지각이 조직몰입과 혁신적 업무행동에 미치는 영향 : 인지태도 및 인지강도의 역할을 중심으로)

  • You, Jong-Ok;Yang, Sung-Byung
    • Journal of Information Technology Services
    • /
    • v.18 no.4
    • /
    • pp.1-22
    • /
    • 2019
  • Companies have attempted to build a rational and future-oriented new personnel system in order to adapt and survive in a rapidly changing environment. Recently, Samsung, LG, SK, and CJ, which are large domestic corporations, have been introducing new types of simplified personnel systems competitively. Although there are several prior studies that tried to classify these simplified personnel systems from a strategic point of view, there is a lack of empirical research in terms of the specific types from the perspective of employees. Therefore, in this study, an empirical study on the simplified personnel system which has currently been highlighted was carried out. The relationship between perceived justice (i.e., distributive justice and procedural justice) and organizational effectiveness (i.e., organizational commitment and innovative behavior) were tested. In addition, the mediating role of cognitive attitude as well as the moderating role of cognitive intensity in the simplified personnel system were investigated. The results of structural equation model using 157 survey data show that both distributive and procedural justice have a positive effect on cognitive attitude toward the simplified personnel system, which in turn leads to increased organizational commitment and innovative behavior. Interestingly, it is found that cognitive intensity intensifies the effect of distributive justice on cognitive attitude, whereas it attenuates the influence of procedural justice as expected. This study is among one of the first empirical studies focusing on the simplified personnel system and expands the concept of related variables such as perceived justice, cognitive attitude, and cognitive intensity in this context. Moreover, by clarifying the causal relationship between perceived justice and organizational effectiveness through the roles of cognitive attitude and cognitive intensity, it could provide several practical implications to managers who are interested in the introduction and early settlement of simplified personnel systems in a successful manner.

A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.6
    • /
    • pp.105-113
    • /
    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.