• Title/Summary/Keyword: experience world

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Experience of College Students on Suicide Attempts (대학생의 자살시도 경험)

  • Lee, Yong-Mi
    • Journal of Korean Academy of Nursing
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    • v.45 no.3
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    • pp.397-411
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    • 2015
  • Purpose: The purpose of the study was to explore and describe the experience of Korean college students on suicide attempts. Methods: Eight students participated and data were collected through in-depth individual interviews between September, 2011 and April, 2012. Data were analyzed using Strauss and Corbin's grounded theory method. Results: Analysis showed that the central phenomenon of suicide attempt experience of college students was 'inextricable despair'. Causal conditions were 'sense of shame by failure to achieve perfect independence' and 'a big gap between reality and ideals'. Contextual conditions were 'extreme situation of being cornered' and 'excessive changes in emotions'. Intervening conditions were 'important others' and 'perspectives on the world'. Action/interaction strategies were 'temporary efforts' and 'gathering up one's mind'. Consequences were 'trauma as one's own hurt', 'conflict between life and death' and 'becoming mature'. Conclusion: The results of this study provide an in-depth understanding of the experience of college students with attempted suicide. It is necessary to develop programs to prevent suicide attempts by college students and these results can be used as a basis for program development.

A Shamanic Experience in Digital Art by Expansion of Body Schema (몸틀의 확장을 통한 디지털 예술의 무(巫)적 체험)

  • Sung, Jung-Hwan;Sung, Hee-Won
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.5-14
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    • 2018
  • Main purpose of this research is to discuss relationship between digital art works and audience by expansion of Body Schema from Maurice Merleau Ponty's viewpoint, and artistic value of digital art works also became discussed in this research, based on Heidgger's concept called 'Defamiliarization'. We found this 'Defamiliarization' became an important role of digital art works caused by interaction between arts and audience. And we also discussed audience's role as a poet, being-in-between in between the earth and the world, gods and mortals called Heidegger's 'fourfold'. As a conclusion, this unique experience compared to other works is called "A shamanic experience", as an artistic value in interactive digital art works.

An Analysis of Operating Experience Reports on the Foreign JIT (해외 JIT에 수록된 운전경험 분석)

  • Lee, Sang-Hoon;Kim, Jae-Hun;Song, Tae-Young
    • Transactions of the Korean Society of Pressure Vessels and Piping
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    • v.10 no.1
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    • pp.70-74
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    • 2014
  • An Operating Experience Report(OER) has written about events and accidents happened at a Nuclear Power Plant(NPP). The purpose of publishing the OER is to prevent the similar event or accident repeatedly by spreading the experience of a single plant to other plants personnel. In this paper, it is analyses that the foreign NPPs' OERs on JIT published by the International Nuclear Agency(WANO, INPO, COG, BE). The analysis introduced in this paper is performed along with the various factors such as type of work, root-cause, and equipment. The root-cause analysis about the OERs shows that the Human-error is the major factor in foreign NPPs, but on the other hand equipment problem is the main part of the Domestic NPPs. The ratio of the foreign NPP's OERs on JIT according to the type of work was applied to KHNP-JIT developed nowadays for the first time in KOREA.

Study on the relationship between the flow experience art purchase intention when navigating World Wide Web (WWW 항해시의 Flow 경험과 구매의도와의 관계 연구)

  • 김병철
    • Proceedings of the Technology Innovation Conference
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    • 1999.12a
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    • pp.296-327
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    • 1999
  • Nowadays, there is a huge need of an extensive study to understand features and behavior modes of consumers who have an indefinite potential of purchase and to make EC a bullish market, Recently, the flow construct has been proposed as important for understanding consumer behavior on the cyber space. The purpose of this study is threefold. To investigate (1) the effect of the flow experience when navigating Internet shopping-mall sites and Internet on purchase intention and relational factors of this (2) the difference in the flow experiences between during the time of navigating Internet and during the time of navigating Internet shopping-mall sites. (3) the difference in purchase intention and relational factors of this between an experiential flow and a purposeful flow. The results show that (1) increase of the purchase intention on EC (or relational factors of this) in proportion to the degree of cognition of users' flow experience (2) By the separate motive of searching Internet shopping-mall sites, the flow experiences during the time of navigating Internet lead to different results (3) Although the difference in the purchase intention on EC between subjects is nonsignificant, it suggests that we need to focus on the fact that the correlation between the purchase intention on EC and the purposeful flow experience on Internet shopping-mall sites is greater than any other correlation. In the end of this study, The theoretical and practical implications of the study, limitations of the study, and future research implications are discussed.

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A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

Media Experience in multi-Layered Space through Media Art (미디어아트 기반 다층공간에서의 미디어 경험)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.635-641
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    • 2024
  • Based on Merleau-Ponty and Lakoff's research on the inseparability of body and mind, this thesis seeks to explore the impact of experiences in multi-layered spaces based on media art on the understanding of human existence. The sensory experience provided by media art strengthens the viewer's physical presence and induces a new perception of reality by blurring the boundaries between reality and virtuality. Through this, it shows that it is possible to newly recognize and explore the deep relationship between human existence and the world. This paper analyzes how media art can be an important means of expanding existential experience through the connection between body and mind, and explains how the combination of art and technology contributes to ontological understanding.

Study on Space Composition Analysis of the Local Old Age Experience Hall (국내 노인생애체험전시관 공간구성에 관한 분석 연구)

  • Cho, Jung-Mi;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.173-178
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    • 2006
  • An increase in the proportion of Korean population in older age is much faster than the rest of the world. Along with rise of nuclear family due to rapid industrialization, informatization and materialization, ageing, on current situation in Korea that a reality of being diminished consciousness involving the sense of filial piety, and of respect or honor for the elders, does mean that such topics in ageing have become sociocultural issues that a nation should get more deeply involved in caring later life of the elderly population in an official and obligatory manner. Under this circumstance, an exhibition space in the hall intended for experiencing the later life of the elderly will surely play the role of locomotive in the respect of education to understand aging adults, and to promote development of health and welfare industry, especially for older population, also in creating and developing a positive and desirable culture and environment. To implement design project concerned with the space for the elderly population in a more careful and effective manner, the features of the Old Age Experience Hall that will satisfy the requirements thereof and the space compositions as well as characteristics of three exhibition halls having already been operated were analyzed examining closely the current facing issues in this aging society and also investigating the aging process related to physical functions of older adults. Based on those analyses, this study was aimed to prepare an efficient and systematic theoretical foundation for planning space composition of the Old Age Experience Hall further having extracted basic directions for design from, which should be meticulously considered and reflected so as to make the Old Age Experience Hall function properly.

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A Study on Relational Aggression Experience by Old Users of the Institution for Seniors - A Convergent Approach Based on Colaizzi's Methodology (기관이용노인의 관계적 공격성 경험에 관한 연구 -Colaizzi의 방법론을 중심으로 한 융합방법론 접근-)

  • Park, Sun-Hee
    • Journal of Internet of Things and Convergence
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    • v.6 no.3
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    • pp.53-58
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    • 2020
  • The purpose of this study was to explore the experience of relational aggression that old users of institutions for seniors have, understanding what that experience means. In detail, the study tried to determine the nature of the experience through a structural description of what and how the elderly users experience relational aggression. For the purpose, this study made profound interviews with 7 elderly persons who sustained such aggression while using the seniors' institution in Busan. In the interview, a non-structured questionnaire survey was conducted. Data were analyzed using Colaizzi's phenomenological approach. As a result, the study identified 32 meanings of relational the experience which were in turn divided into 16 subjects, and 5 categories like 'I who am powerless', 'I who am in an unmanned island', 'whirlwinds in my mind', 'I who send myself into the world' and 'I who am dwindling'. Based on this result, this research made practical suggestions for preventing relational aggression as mentioned above.

Analysis on the Traditional Knowledge Appearing in "Yi, SeikKan Experience Prescriptions" Which is a Book on Medicine in Joseon Dynasty in the 16th Century : with a Focus on Medical Treating with Eating Foods Using Porridge and Rice (16세기 조선 의서 "이석간경험방"에 나타난 전통지식 분석 : 죽과 밥을 이용한 식치 처방을 중심으로)

  • Oh, Junho
    • Journal of Society of Preventive Korean Medicine
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    • v.17 no.1
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    • pp.125-135
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    • 2013
  • Objectives : Medical treating with eating foods is one of important therapies in East Asian traditional medical knowledge and is referred as a therapy to treat diseases through foods. Since the food cannot be separated from ordinary people living, the medical treating with eating foods is a therapy with strong locality and contains many autogenous parts. Methods : Recently, the world is showing much interest for genetic resources, and the concept of intellectual property is rapidly expanding as the field of 'new knowledge property right' as well. Thus, the knowledge of medical treating with eating foods recently draws much attention in the economic aspect beyond the scholarly interest for traditional medicine. Here, I would like to summarize and report the contents related to medical treating with eating foods on "Yi, SeikKan experience prescriptions" which was discovered before. Results & Conclusions : First, medical treating with eating porridge on "Yi, SeikKan experience prescriptions" is classified into one with nonglutinous rice as the main ingredient and the other with other grains as the main ingredient. It is differently utilized depending on the nature of the grain. Second, medical treating with eating rice on "Yi, SeikKan experience prescriptions" was born from our nation's unique way of living and is classified into one way to eat rice mixed with ground medicinal herbs, another one to cook and eat rice with mixed grains and the other way to use as the external application. Medical treating with eating rice is assumed to replace the meal. Third, "food section" was given separately and discussed in this book. There were some parts different from existing medical knowledge due to the accumulation of experience using medicinal herbs. Fourth, we should pay attention to experience a book on medicine where vibrant medical information has been recorded in order to discover and process our traditional knowledge resources as a useful form.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.