• Title/Summary/Keyword: Cyber experience

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Comparison of Internet Ethics between Gifted and General Students (영재학생과 일반학생의 인터넷 윤리의식 비교)

  • Lee, Jaeho;Lee, Kangmin
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.71-80
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    • 2019
  • With the spread of smart phones, the Internet became a major 'space' of students' daily life and, at the same time, negative aspects of the internet are affecting their life. However, it doesn't seem that there is enough research on this subject. This study was conducted on 278 students in Gyeonggi. The results were as follows. First, gifted students' information and communication ethics index was higher than general students. Second, there was no statistically significant difference according to the gender of information and communication ethics index. Urban districts showed lower index in the upper grades than the lower grades. Third, about 10% of the students had experience of contact with harmful content, and about 1% of students had experienced cyber-wrongdoing. Through the results of this study, systematic education of IT ethics at the elementary school grade level can be expected to prevent school violence, improve information and communication culture, and serve as a future work ethic.

A Study of wild-geese fathers' experiences of decision-making and maintenance in separated families (기러기 아빠의 분거가족 결정과 유지경험에 관한 연구)

  • Kim, Ju-hyun;Song, Min-kyoung;Lee, Hyun-joo
    • Korean Journal of Social Welfare Studies
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    • v.41 no.4
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    • pp.107-133
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    • 2010
  • This research identified the normal structures of separated families, "wild-geese families"(husbands living in Korea apart from their wives and children who are studying abroad) as we called, in Korea. In particular, this study conducted in-depth interview, using qualitative research method, with 7 wild-geese fathers (fathers who are in order to understand their experiences of separated families. The research findings classified the wild-geese father's experiences into three phases which as "decision-making," "initial," and "maintenance." These phases can be described by five higher factors. First of all, in the phase of decision-making "internal or external needs of children studying abroad at early age" was found to be a crucial factor. Liberation and deficiency as results of separation" mainly described the initial phase. In the phase of maintenance, families experience "exhausted solitary lives," "filling up the families' empty space," and "double jeopardy-worry about both reunifying the family or separating the family, as the longer they are separated."

The Development and Validity of the Korean Wisdom Scale (한국판 지혜 척도의 개발 및 타당화 연구)

  • Sulim Lee ;Seong Ho Cho
    • Korean Journal of Culture and Social Issue
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    • v.18 no.1
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    • pp.1-26
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    • 2012
  • The purpose of this study was to develop the Korean Wisdom Scale and examine the validity of the scale. The Korean Wisdom Scale was developed and identified its validity by exploratory and confirmatory factor analysis, correlation analysis. The Korean Wisdom Scale consists of five factors, which are 'Outlook and Insight', 'Adjustment of Emotion', 'Perspective Taking', 'Integration of Experience', 'Concern and Comprehension'. Those five factors indicated the reasonable fit index by confirmatory factor analysis. In addition, this scale identified a significant positive relation with psychological well-being such as satisfaction and meaning of life, satisfaction of relationship. On the other hand, it indicated a negative relation with psychological symptoms such as neurosis and clinging. Also, the scale was differentiated from Adult Self-transcendence Inventory. Therefore, the results indicated that this scale has a reliable criterion-related validity. Finally, implication and limitation of this study were discussed in relation with future studies.

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The cost of pressure to achieve in Korea (III): The psychological dynamics and factors influencing delinquent behavior (한국 사회와 교육적 성취 (III): 성취의 그늘, 한국 청소년 일탈행동의 형성과 심리적 역동)

  • Young-Shin Park;Uichol Kim
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.223-253
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    • 2008
  • This article examines the cost of pressure to achieve in Korea, which is the theme of the special issue focusing on the psychological dynamics and factors influencing delinquent behavior among Korea adolescents. This article reviews empirical studies of delinquent behavior among Korean adolescent and articulate policy and programs necessary to prevent the rising trend. First, in order to prevent delinquent behavior and enhance their self-efficacy, programs need to be developed to allow them to succeed in non-academic areas. Second, adolescents who engage in delinquent behavior are likely to experience problems in interpersonal, such as parental rejection, social exclusion from friends and hostility from teachers. Third, adolescents delinquent behaviors are influenced by negative parental socialization practices, delinquent behavior of their peers, moral disengagement and their previous participation in delinquent behavior. Fourth, the importance of indigenous psychological approach to increase the quality of life for adolescents who engage in delinquent behavior is outlined.

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Examination of the moderating effect of age on the relationship between regulatory focus and happiness (조절초점과 행복감 간의 관계에 대한 연령의 조절효과 분석)

  • Kwak, Yun Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.190-199
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    • 2017
  • People's interest in how to lead a happy life when they get older is increasing because of the extension of life span due to thedevelopment of medical technology. Factors that can affect happiness or the strength of the influence of those factors may vary according to age. Previous studies, have found that individuals with promotion focus are more likely to experience happiness than those with prevention focus. However, whether this effect of regulatory focus on happiness is consistent regardless of age has not been sufficiently investigated. Therefore, 1,250 Korean adults from each age group and residence were randomly selected as thesample, and the moderating effect of age on the relationship between regulatory focus and subjective well-being was examined. The results indicated that promotion focus and age have a significant interaction effect on subjective well-being, while the interaction effect of prevention focus and age was not significant. More concretely, the positive effects of promotion focus on life satisfaction and affective balance grew stronger with increasing age. This finding implies that it is especially important for old adults to use promotion focus by actively setting challenging goals and motivating themselves to gain a sense of accomplishment to experience subjective well-being. In addition, social support is proposed as being especially important to activate their promotion focus.

A Technique on the 3-D Terrain Analysis Modeling for Optimum Site Selection and development of Stereo Tourism in the Future (미래입체관광의 최적지선정 및 개발을 위한 3차원지형분석모델링 기법)

  • Yeon, Sang-Ho;Choi, Seung-Kuk
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.415-422
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    • 2013
  • The contents development for the Internet and cyber tour has been attempted in a number of areas. 3D topography of the spatial environment, land planning and land information contents as a 3D tour of the future ubiquitous city safe for tourism due to the implementation of information made available major area. Domestic service, and in urban areas of the country where land and precise spatial information in order to shoot satellites and aircraft in the area you want to mount the camera on a variety of photo images taken by conducting 3D spatial that is required is able to obtain the information. Geo spatial information in a variety of direct or indirect acquisition of the initial spatial data into a database for accurate collection, storage, editing, manipulation and application technology changes in the future by establishing a database of 3D spatial by securing content organization ubiquitous tourist to take advantage of new tourism industry was greatly. As a result of this study for future tourism using geo spatial information and analysis of 3D modeling by intelligent land information indirectly, with quite a few stereo site experience and a variety of tourist spatial acquisition and utilization of information could prove.

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.481-487
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    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

A Study on the development of Ocean Education Model Course using Ocean Literacy -Focus on Busan Metropolitan City- (해양리터러시 개념에 기반한 해양교육 모델코스 개발에 관한 연구 -부산지역을 중심으로-)

  • Jeong, Woo-Lee;Moon, Serng-Bae
    • Journal of Navigation and Port Research
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    • v.38 no.5
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    • pp.437-442
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    • 2014
  • Ocean Literacy is an understanding of the ocean's influence on you and your influence on the ocean. This research developed the 7 ocean education model courses using ocean literacy based on the analysis of ocean education programs which executed 23 agencies in Busan. These model courses are combined in the type of indoor theory, indoor experience, field study and field experience. Also, this makes the guide map for ocean education in a 76cm*56cm size to distinguish and choose the course easily. This map is the format combined in geological location and tourist attraction spots in Busan, includes education centers, contents, lead time and so on, and it is possible for educatees to handle their preference and seasonality elastically. This map including ocean education model course is a milestone to activate ocean education, and is helpful to reach the goal of ocean education and to lead ocean professionals. In addition, this research presents the development of teaching materials, training aids to complement the weakness of indoor education, the development of cyber education through making video contents as the activation measures of ocean education.

The Effects of Direct Experience with School Violence on Internet Game Addiction and School Adjustment -Focusing on the Mediating Effect of Depression- (학교폭력피해경험이 게임중독과 학교적응에 미치는 영향 -우울의 매개효과를 중심으로-)

  • Lee, Seo-Won
    • Journal of the Korean Society of Child Welfare
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    • no.40
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    • pp.109-137
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    • 2012
  • The purpose of this study is to examine the effects of direct experience with school violence on internet game addiction and school adjustment focusing on the mediating effect of depression. A survey of 559 middle school students in Seoul, Gyeonggi Province, and Pusan was conducted. The data were analyzed using AMOS 18.0. The results are as follows. First, 43.9% of the study sample experienced school violence in the previous year. In terms of internet game addiction, 45.9% were identified to be potentially addicted, and 6.6% were considered to be addicted to internet games. Second, results from the structural equation model show that school violence has positive effects on depression and internet game addiction. Third, depression has a positive effect on internet game addiction and a negative effect on school adjustment. Fourth, internet game addiction negatively affects school adjustment. Based on these research results, the findings from this study suggest need for intervention programs targeted to prevent school violence, internet game addiction, depression, and school adjustment.