• Title/Summary/Keyword: cyber home study

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Career Exploration in Child and Family Studies: Focus on Curricula and Research Topics (아동·가족학분야 진로 탐색: 교육과정과 학술지 연구주제 분석을 중심으로)

  • Cho, Songyon;Yoo, Gyesook;Choi, Hyeyeong;Shin, Haeyoung
    • Human Ecology Research
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    • v.54 no.1
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    • pp.57-67
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    • 2016
  • This study analyzes child and family department curricula at domestic universities and research topics in articles found in related representative domestic journals. Curricula were collected from the web pages of 26 out of 90 departments of 77 universities. Research topics were collected from the Family Environment Research, Journal of Child Studies, and Journal of Korean Association of Family Relations published from 2000 to February 2015. From those journals, the number of articles related to child studies were 1,843 and family studies 1,239. Among those articles, 6,593 keywords related to child studies and 4,748 keywords related with family studies were collected and analyzed. The results of this study were: first, we found four types of curricula provided by Child and Family Departments such as Child Studies, Child and Family Studies, Home Economics Education, and Family Welfare. Second, the identified research topics in child studies were child development, education & childcare, parent education, counseling & therapy, cross cultural study, instrument development, and policy. Family research topics were also categorized by individual family members, child rearing & education, family dynamics & problems, families & culture, work & family, family formation, dissolution & diversity, family practice, family theories & methods, and midlife & later years. We suggest several future careers in child and family studies based on these findings.

Development of web-based collaborative framework for the simulation of embedded systems

  • Yang, Woong;Lee, Soo-Hong;Jin, Yong Zhu;Hwang, Hyun-Tae
    • Journal of Computational Design and Engineering
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    • v.3 no.4
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    • pp.363-369
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    • 2016
  • Cyber Physical System (CPS) and Internet of Things (IoT) are hot objects of interest as an extension of the embedded system. These interactive products and systems contain Mobile Devices which are most popular and used most frequently. Also these have been widely used from the control of the Nuclear Power Control System (NPCS) to IoT Home Service. Information & Communication Technology (ICT) topics of trend fused-complex current Information Technology (IT) and Communication Technology (CT) are closely linked to real space and virtual space. This immediately means the arrival of the ultra-connected society. It refers to a society in which various objects surrounding the human innovation and change in the social sector are expected through the connection between the data which are to be generated. In addition, studies of Tool-kit for the design of such systems are also actively pursued. However, only increased cooperation and information sharing between the physical object consists of a variety of machinery and equipment. We have taken into consideration a number of design variables of the high barriers to entry about the product. In this study, It has been developed a Web-based collaboration framework which can be a flexible connection between macroscopically virtual environment and the physical environment. This framework is able to verifiy and manage physical environments. Also it can resolve the bottlenecks encountered during the base expansion and development process of IoT (Internet of Things) environment.

Perceptions of social presence and aggressive behavior in cyberspace (사이버 공간에서 사회적 실재감의 지각과 공격행동)

  • Jae-Hwi Kim ;Yeon-Jung Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.83-101
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    • 2004
  • This study investigated the effects of social presence as means of self-awareness and interpersonal-awareness on the cyber-aggressive behavior. The cyber-aggressive behavior (flaming and direct aggression use of character) should be differ from existence of social presence and type of social presence of internet users. To test hypothesis, an experiment was executed a field study on cyberspace, an on-line game, "fortress 2 blue forever". I made a chat-room in the game site to conduct an experiment to 107 person who entered the chat-room and blinded ignorance of this situation made by researchers. As the subjects enter the chat-room, he chats with 3 researchers who were waiting before he gets in. The social presence was operated with 3 phases by the contents of the chat (①control group; nothing, ②experimental group 1; reaction about other people ③experimental group 2; reaction about other people + self-exposure by an exchange information of their home region). The studies show that, subjects of the control group behaved more aggressively than other subjects of the experimental groups(both flaming and direct aggression use of character). Meantime, I compared experimental group 1 with experimental group 2 to investigate difference between the type of social presence. As the result, subjects of the experimental group 1 behaved more aggressively than experimental group 2 (only flaming, there's no difference in direct aggression use of character).

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A Study on the Digital Convergence Paradigm and Participation in Digital Contents Services (디지털컨버전스 패러다임과 디지털콘텐츠 서비스 참여에 관한 연구)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.243-253
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    • 2009
  • This study identifies the concept of a digital convergence paradigm, which deals with the relationship among convergence and consumer participation, digital contents services, and the culture of consumption (web 2.0). This research was conducted using a quantitative method involving focus group interviews (FGI) and literature reviews. This research examines the relationship between convergence and consumer participation and the adoption of a concept of "convergence culture", which is categorized as "collective intelligence" and "intellectual community participation". The role of the consumer has changed from one of a "consuming consumer" to that of a "collaborating consumer" and finally to the concept of a consumers as the originator of a new consumption culture. In the study, the consumption culture of web participants indicated the characteristics of funology, self-expression, life-catching, quick-tempered, immersion(arousal), sharing culture, multitasking, and cyber justice. The recognition level of networking on the "digital convergence" of the consumer was identified as that of the combination of IT(information technology); product and multi-services or alliance of industry groups(telecom, broadband, IPTV service); or the use of one source with multiple devices.

Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction (가정내 인터넷 게임 사용 실태와 유아의 인터넷 게임 중독 경향성)

  • Cho, Eun-Joung;Kim, Ji-Hyun
    • Korean Journal of Human Ecology
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    • v.19 no.6
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    • pp.967-980
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    • 2010
  • This study examined preschoolers' usage of internet-games in a family context as well as their level of addiction to these games. Participants in this study were 221 mothers of preschoolers (111 boys, 110 girls) in Seoul and Gyeonggi Province. Lee's (2006) Internet-Game Addiction Scale for Preschoolers was used to assess preschoolers' level of internet-game addiction. Cho's (2010) questionnaire regarding home environment and internet-games was also administered. Data were analyzed with descriptive statistics, t-test, and ANOVA using SPSS WIN 12.0. Results were as follows: firstly, 74.7% of preschoolers were found to play internet-games. Secondly, the level of internet-game addiction was low, but boys showed higher levels of internet-game addiction than girls. Thirdly, preschoolers' level of internet-game addiction was different according to their number of siblings, time spent using internet-games, that age at which internet-games were first used as well as mother's employment status. Based on the results of this study, the danger of preschoolers' internet-game addiction and future directions of research are discussed.

Mediating Effect of Child-Teacher Relationships on the Relationship of Preschooler's Emotional Intelligence and Social Competence (유아의 정서지능과 사회적 유능성의 관계에서 유아-교사 관계의 매개효과)

  • Kim, Gil Sook;Kim, Tae Eun
    • Human Ecology Research
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    • v.53 no.3
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    • pp.241-251
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    • 2015
  • This study examined the effect of preschooler's emotional intelligence, child-teacher relationships (intimacy, conflict and dependency) on children's social competence. A sample of 269 children (142 boys and 127 girls) aged 3 to 6 in Seoul or Gyeonggi-do participated in the Emotional Intelligence Scale, the Child-Teacher Relationships Scale and Social Competence Scale by teachers. Descriptive statistics, t -test, Pearson's correlation analysis and regression analysis analyzed data via SPSS ver. 20.0. This study followed a mediated effect model. The results showed that: (1) The emotional intelligence of girls was significantly higher than boys. However, the child-teacher relationship and children's social competence had no significant difference relationship to gender. (2) There was a mediating effect of child-teacher relationships between preschooler's emotional intelligence and social competence. The effect of emotional intelligence on social competence was partially mediated by intimate relationship, conflict relationship and dependency relationship. The degree of mediating effect was investigated in regards to conflict relationship, dependency relationship and intimate relationship. This study demonstrated that child-teacher relationships mediate the relationship between emotional intelligence and social competence of preschoolers.

A Study on the Consumers' Trust Factors in Internet Shopping Mall (인터넷 쇼핑몰에 대한 소비자의 신뢰 요인 연구)

  • 박광식
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2002.11a
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    • pp.44-55
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    • 2002
  • This paper tried to analyse the factors influencing consumer trust and the relationships between cause variables and results in Internet Shopping Mall. In order to do so, this paper tried to analyse the trust factors in TV Home Shopping as well as Internet Shopping Mall in terms of cyber markets both. There found six factors : perceived factor before purchasing, perceived factor after purchasing, perceived and emotional factors in the course of purchasing, positive and negative emotional factors after purchasing. These factors are correlated with Internet shopping variables and we can measure how Internet shopping variables can affect trust to the shopping mall. We can compare the trust factors of TV home shopping with those of Internet shopping mall and then we can activate Internet Shopping Mall. More implications of this study and further researches should be discussed in the future research.

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A Study on the Consumers Trust Factors in Internet Shopping Mall (인터넷 쇼핑몰에 대한 소비자의 신뢰 요인 연구)

  • 박광식
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.11a
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    • pp.44-55
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    • 2002
  • This paper tried to analyse the factors influencing consumer trust and the relationships between cause variables and results in Internet Shopping Mall. In order to do so, this paper tried to analyse the trust factors in TV Home Shopping as well as Internet Shopping Mall in terms of cyber markets both. There found six factors: perceived factor before purchasing, perceived factor after purchasing, perceived and emotional factors in the course of purchasing, posit ive and negative emotional factors after purchasing. These factors are correlated with internet shopping variables and we can measure how Internet shopping variables can affect trust to the shopping mall. We can compare the trust factors of TV home shopping with those of Internet shopping Mall. and then we can activate Internet Shopping Mall. More implications of this study and further researches should be discussed in the future research.

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Survey of Korean Elementary School Children's Extracurricular Activities (한국 초등학교 아동의 학교수업 외 활동 실태조사)

  • Shin, Hae-Young;Cho, Song-Yon;Choi, Mi-Sook;Choi, Hye-Yeong
    • Journal of the Korean Home Economics Association
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    • v.47 no.10
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    • pp.63-72
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    • 2009
  • The purpose of this study was to investigate Korean elementary school children's extracurricular activities by gender, grade and area from a sample of 3,608 children in six Korean provincial areas except Jeju-do. They responded to the questionnaire developed by the researchers. Data were analyzed by frequency and percent using the SPSS PC 15.0 program. Results were as follows: Firstly, 3,337 children(92.5%) participated in extracurricular activities, and the rest(7.5%) did not. This result illustrates that the majority of Korean elementary school children are taking part in at least one or more out-of-school activities. Secondly, the average number of extracurricular activities in which elementary school children participated was 8.48 and the average time allotted was 655.24 minutes; each child took about 8 activities and spent approximately 10 hours per week. Thirdly, main extracurricular activities in which children participated were to go to educational institutes, to take art/physical education lessons, and to study self-learning materials. Lastly, what elementary school children wish to do most in their spare time was to play the computer games, to take a rest, to enjoy family and friend relationships, and to watch the television.

A Study on information & communication ethics education method for elementary school students (초등학생의 정보통신윤리교육 방안 연구)

  • Kim, Jeong-Rang;Min, Kyung-Min;Ma, Dai-Sung
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.225-233
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    • 2002
  • Students are getting more opportunities to use the internet at school and home with the development of information & communication technology and the spread of computers. It can be used for education; otherwise, it also has some negative side effects, such as, the circulation of unsound information, game addiction, the misuse and overuse of information. Information communication ethics education is needed to protect students from those negative side effects in cyber space. This paper presents the systematic education contents and ways to teach correct information communication ethics education form the results of questionaires to students, teachers and parents, and other related study.

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