• Title/Summary/Keyword: attribution processes

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Progresses of Climate Change Sciences in IPCC Assessment Reports (IPCC WGI 평가보고서 주요내용 비교를 통한 기후변화에 관한 과학적 진보)

  • Kwon, Won-Tae;Koo, Gyo-Sook;Boo, Kyung-On
    • Atmosphere
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    • v.17 no.4
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    • pp.483-492
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    • 2007
  • The objective of this study is to describe scientific progresses in understanding of climate change in the Intergovernmental Panel on Climate Change (IPCC) assessment reports, contributed by Working group I. Since 1988, IPCC's four assessment reports showed significant improvements in understanding of observed climate change, drivers of climate change, detection and attribution of climate change, climate models, and future projection. The results are based on large amounts of observation data, sophisticated analyses of data, improvements of climate models and the simulations. While the First Assessment Report (FAR) in 1990 reported that a detectable anthropogenic influence on climate has little observational evidence, the Fourth Assessment Report (AR4) reported that warming of the climate system is unequivocal and is very likely due to human influences. It is also noted that anthropogenic warming and sea level rise would continue for centuries due to the time scales associated with climate processes and feedbacks, even if greenhouse gas were to be stabilized.

Out-of-Stock versus Sold-Out: Consumers' Cognitive Processes Triggered by Unavailability Marks in Online Shopping Malls

  • Cheul Rhee;Wooseok Park
    • Asia pacific journal of information systems
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    • v.30 no.2
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    • pp.439-456
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    • 2020
  • In online shopping, "out-of-stock" and "sold-out" are used to indicate product unavailability, and this unavailability and its effects on consumers' behaviors have been studied with great interest for practical purposes. However, few studies have specifically discussed out-of-stock and sold-out products in the same paper. We hypothesized that consumers might cognitively interpret items marked out-of-stock and sold-out differently, and in this paper, we studied these potential differences from the perspectives of consumers' emotions, behaviors, and loyalty based on the stimulus-organism-response framework. In order to explore the differences, we used a multi-method approach that consisted of experiments, surveys, and interviews. Specifically, we built an experimental website on which the same products were categorized as either out-of-stock or sold-out, and we measured the participants' emotions, attitudes, and intentions after the experiment. After two weeks, we conducted interviews to confirm our results and to learn more about consumers' everyday behavior. In the results, males and females demonstrated differences in emotion, behaviors, and loyalty with the interaction effects of an item's being marked out-of-stock versus sold-out. We found that the consumers demonstrated different levels of loyalty based on whether the item was marked out-of-stock or sold-out. We discuss the strategic implications of our findings.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

A Theoretical Reconsideration of Contemporary Fashion Criticism (현대패션비평에 관한 이론적 재고)

  • Choi, Kyung Hee
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.66-78
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    • 2014
  • The purpose of this study is to illuminate the location of fashion in contemporary society and to suggest a direction for fashion criticism in aesthetic$\hat{u}$cultural perspective. For this, literature researches about some of art criticism and fashion criticism theories and cultural studies related to fashion are performed. In this study, fashion criticism is defined as a linguistic analysis and interpretation about a variety of discursive networks around fashion as well as an aesthetic analysis of it. Considering this definition, an analytical framework for the contemporary fashion criticism combines Feldman's and Carney's models with Crane & Bovone's and Entwistle's sociological studies for aesthetic and cultural perspectives. At first, its aesthetic perspective shows 'Description'-'Descriptive formative features', 'Analysis'-'Locate the style' and 'Aesthetic value', 'Interpretation'- 'Interpretation of the fashion object' and 'Socio-cultural interpretation', 'Judgment'-'Critical judgment'. Then, its cultural perspective especially emphasizes 'Socio-cultural interpretation' of the 6 steps above. Socio-cultural interpretation gets tangled with the network of various cultural agents within the fashion system, producers/designers, retailers/suppliers, media/editors, consumers/spectators, and so on. In the course of the fashion system 5 analytical methods about the fashion object can be suggested and they are as follows: Analyses of texts, discourses and symbols of a fashion object, Analyses of fashion systems which produces symbolic values, Analyses of the communication of symbolic values and the disseminating processes through the media, Analyses of the attribution of symbolic values to a fashion object by consumers, and Cross-national studies of symbolic values expressed in a fashion object.

A study on Uniform Electronic Transactions Act (미국 통일전자거래법(UETA)에 관한 고찰)

  • Han, Byoung-Wan
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.16
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    • pp.331-359
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    • 2001
  • Uniform Electronic Transactions Act (1999) Drafted by the National Conference of Commissioners on Uniform State Laws. The Act allows the use of electronic records and electronic signatures in any transaction, except transactions subject to the Uniform Commercial Code. The fundamental purpose of this act is to remove perceived barriers to electronic commerce. The Act's a procedural statute. It does not mandate either electronic signatures or records, but provides a means to effectuate transactions when they are used. The primary objective is to establish the legal equivalence of electronic records and signatures with paper writings and manually-signed signatures. With regard to the general scope of the Act, the Act's coverage is inherently limited by the definition of "transaction." The Act does not apply to all writings and signatures, but only to electronic records and signatures relating to a transaction, defined as those interactions between people relating to business, commercial and governmental affairs. The exclusion of specific Articles of the Uniform Commercial Code reflects the recognition that, particularly in the case of Articles 5, 8 and revised Article 9, electronic transactions were addressed in the specific contexts of those revision processes. In the context of Articles 2 and 2A the UETA provides the vehicle for assuring that such transactions may be accomplished and effected via an electronic medium. At such time as Articles 2 and 2A are revised the extent of coverage in those Articles(Acts) may make application of this Act as a gap-filling law desirable. Similar considerations apply to the recently promulgated Uniform Computer Information Transactions Act (UCITA). Another fundamental premise of the Act is that it be minimalist and procedural. The general efficacy of existing law, in an electronic context, so long as biases and barriers to the medium are removed, confirms this approach. The Act defers to existing substantive law. Specific areas of deference to other law in this Act include: i) the meaning and effect of "sign" under existing law, ii) the method and manner of displaying, transmitting and formatting information in section 8, iii) rules of attribution in section 9, and iv) the law of mistake in section 10.

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A Study on Effect of Situation Coping Training Program for international Math Olympiad Candidates (국제 수학 올림피아드 참가 후보자들을 위한 상황대처훈련에 관한 연구)

  • 김보경;조성희;이군현
    • Journal of Gifted/Talented Education
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    • v.5 no.2
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    • pp.55-89
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    • 1995
  • Currently Korea encourages gifted highschoolers and junior high schoolers to participate in international achievement contests such as International Olympiads. Participants for these contests are selected nationwide among gifted students in areas of mathematics, physics, chemistry, and others. They go through a series of screening tests and programs. One of the screening processes is Korean Olympiad School, which provides study programs each summer for student-candidates prior to following year's International Olympiads. Approximately 40 students of high schools and junior high schools, in each subject of study, gather at Korean Olympiad Summer School, and they go through intensive study programs during short period of time. Out of 40 candidates, less than 20 students are finally selected to participate in International Olympiads. In this study, a psycho-educational program called "Situatin Coping Training Program" was developed to enhance ahievement motivation for these student-candidates. This study was to see if this tranining program actually improved their cognitive, emotive motivation factors, and to see how this training program affected their achievement level. Training was administered for five days. This training program was found effective for participants to increase self-efficacy, internal locus of control, and anxiety coping. These cognitive and emotive motivation factors, other than intelligence, were found to have positive relationship with achievement level, of which self-efficacy and attribution style of students were found as two best predictors of achievement. This training program was perceived as necessary by participants, and helpful for recovering self-confidence and self-control as well as coping pressure. Suggestions were made that this kind of training program be administered as regular curriculum in preparative study programs such as Korean Olympiads, since cognitive, emotive motivation factors are related with achievement, and furthermore, be utilized in all gifted education programs in Korea. in Korea.

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Differences across Types of web Navigation Value and Shopping Mall in Evaluation of website attributes for Apparel Shopping (인터넷 탐색가치와 인터넷 쇼핑물 유형에 따른 의류제품 쇼핑 웹사이트 속성 평가의 차이)

  • 홍희숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.5
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    • pp.642-653
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    • 2002
  • The purposes of this studs were 1) to identify web navigation values and classify consumers based on these values and 2) to determine differences between consumer groups and between types of shopping mall in evaluation of website attributes when shopping apparel. The data were collected via a self-administered questionnaire from 204 male and female students who experienced shopping at the website, living in Cheju and analyzed by factor analysis, cluster analysis and t-test. Two factors of navigation value were found and labeled as; information value and entertainment value. Two groups were identified based on navigation value; users of information value (53%) and users of entertainment value (47%). Significant differences between two groups were found in evaluating website attributes selling products of various types regarding apparel products and processes for information search, order and payment. However, for shopping mall website selling only apparel products, differences between two groups were not significant in evaluating most attributes except for two items to evaluate apparel products. Differences between shopping mall types (shopping malls selling products of various types and selling only apparel product) were significant in evaluation of internet users of information value regarding attributes of apparel products while differences between shopping mall types were not significant in evaluation of users of entertainment value regarding all attributes. Internet users of information value showed favor to shopping mall website of department store type chi e internet users of entertainment value showed favor to shopping mall website selling only apparel products.

Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

In-depth Review of IPCC 5th Assessment Report (IPCC 제5차 과학평가보고서 고찰)

  • Park, Il-Soo;Woon, Yu;Chung, Kyung-Won;Lee, Gangwoong;Owen, Jeffrey S.;Kwon, Won-Tae;Yun, Won-Tae
    • Journal of Korean Society for Atmospheric Environment
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    • v.30 no.2
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    • pp.188-200
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    • 2014
  • The IPCC 5th Assessment Report (Climate Change 2013: The Physical Science Basis) was accepted at the 36th Session of the IPCC on 26 September 2013 in Stockholm, Sweden. It consists of the full scientific and technical assessment undertaken by Working Group I. This comprehensive assessment of the physical aspects of climate change puts a focus on those elements that are relevant to understand past, document current, and project future of climate change. The assessment builds on the IPCC Fourth Assessment Report and the recent Special Report on Managing the Risk of Extreme Events and Disasters to Advance Climate Change Adaptation. The assessment covers the current knowledge of various processes within, and interactions among, climate system components, which determine the sensitivity and response of the system to changes in forcing, and they quantify the link between the changes in atmospheric constituents, and hence radiative forcing, and the consequent detection and attribution of climate change. Projections of changes in all climate system components are based on model simulations forced by a new set of scenarios. The report also provides a comprehensive assessment of past and future sea level change in a dedicated chapter. The primary purpose of this Technical Summary is to provide the link between the complete assessment of the multiple lines of independent evidence presented in the main report and the highly condensed summary prepared as Policy makers Summary. The Technical Summary thus serves as a starting point for those readers who seek the full information on more specific topics covered by this assessment. Warming of the climate system is unequivocal, and since the 1950s, many of the observed changes are unprecedented over decades to millennia. The atmosphere and ocean have warmed, the amounts of snow and ice have diminished, sea level has risen, and the concentrations of greenhouse gases have increased. Total radiative forcing is positive, and has led to an uptake of energy by the climate system. The largest contribution to total radiative forcing is caused by the increase in the atmospheric concentration of $CO_2$ since 1750. Human influence on the climate system is clear. This is evident from the increasing greenhouse gas concentrations in the atmosphere, positive radiative forcing, observed warming, and understanding of the climate system. Continued emissions of greenhouse gases will cause further warming and changes in all components of the climate system. Limiting climate change will require substantial and sustained reductions of greenhouse gas emissions. The in-depth review for past, present and future of climate change is carried out on the basis of the IPCC 5th Assessment Report.

Loving or Eating?: Eating Meat and Mind Perception toward Animals and Sexually Objectified Women (사랑할까, 먹을까?: 동물과 성적 객체화된 여성에 대한 마음지각과 고기를 먹는 행동의 관계)

  • Shin, Hong-Im
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.69-82
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    • 2019
  • Do animals have a mind? Our understanding about whether animals have minds depends on our relationship with animals, as we cannot determine animals' actual minds. These two studies presented here thus examined the meat paradox, that is, an inconsistency between love for animals and the act of enjoying eating meat in the context of mind perception. Study 1 examined whether mind perceptions toward various animals are classified on the basis of experience-related capacities, such as feeling pain, and agency-related capacities, such as having self-control. In Study 2, mind perceptions toward cows and sexually objectified women were classified on the basis of food condition and non-food condition. In the food condition (experimental condition), cows were portrayed as products for meat consumption, whereas in the control condition, they were described as animals living on a farm, eating grass. The results of Study 2 demonstrated revealed that mind perception was positively associated with how morally incorrect it was to eat animals. Study 2 thus demonstrated that the scores of mind perception toward cows and sexually objectified women in the experimental condition were significantly lower than those in the control condition. These reduced mind attribution in the experimental condition implied that people may be motivated to reduce cognitive dissonance between their attitudes toward animals, such as loving them, and their behaviors, such as, eating meat. In addition, these results suggest that objectification toward animals may impact the objectification and mind perception toward human beings as well. These findings highlight the role of dissonance reduction in the meat paradox and objectification theory so as to understand basic psychological processes involved while making moral choices in everyday life.