• Title/Summary/Keyword: self-understanding

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Development and application of SW·AI education program for Digital Sprout Camp

  • Jong Hun Kim;Jae Guk Shin;Seung Bo Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.217-225
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    • 2024
  • To foster the core talents of the future, the development of diverse and substantial SW·AI education programs is required, and a systematic system that can assist public education in SW and AI must be established. In this study, we develop and combine SW·AI education modules to construct a SW and AI education program applicable to public education. We also establish a systematic education system and provide sustainable SW·AI education to elementary, middle, and high school students through 'Job's Garage Camp' based on various sharing platforms. By creating a sustainable follow-up educational environment, students are encouraged to continue their self-directed learning of SW and AI. As a result of conducting a pre-post survey of students participating in the 'Job's Garage Camp', the post-survey values improved compared to the pre-survey values in all areas of 'interest', 'understanding and confidence', and 'career aspirations'. Based on these results, it can be confirmed that students had a universal positive perception and influence on SW and AI. Therefore, if the operation case of 'Job's Garage Camp' is improved and expanded, it can be presented as a standard model applicable to other SW and AI education programs in the future.

Osteological Development of Larvae and Juveniles of Sea Raven, Hemitripterus villosus in Coastal Waters off Yeosu (여수 연안산 삼세기(Hemitripterus villosus) 자치어의 골격발달)

  • Na-Young Jeon;Ae-Jeon Park;Sung-Hoon Lee;Tae-Sik Yu;Kyeong-Ho Han
    • Korean Journal of Ichthyology
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    • v.36 no.1
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    • pp.20-29
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    • 2024
  • Hemitripterus villosus, a promising aquaculture fish species, is facing declining stocks. This study aims to provide normative standards for skeletal development to address persistent skeletal deformities in farmed fish. Specimens utilized in the study underwent artificial insemination with captured fish, and the resulting larvae and fry were preserved in a formalin solution. The skeletal ossification process commenced immediately after hatching, affecting the parasphenoid, premaxillary, maxillary, and dentary structures at an average total length of 13.65±0.71 mm (n=5). By sixty-five days post-hatching, ossification extended to the ethmoid and supraorbital, completing the head's development at an average total length of 21.24±0.50 mm (n=5). Clavicle ossification occurred at seven days post-hatching, corresponding to an average total length of 14.61±0.52 mm (n=5). At forty-four days post-hatching, the ossification of 4 actinosts took place, completing the shoulder girdle, with an average total length of 18.15±0.61 mm (n=5). Vertebral ossification initiated at ten days post-hatching, with an average total length of 14.80±0.65 mm (n=5). By fifty-four days post-hatching, 39 vertebral columns were ossified, reaching an average total length of 18.67±0.54 mm (n=5). Vertebral development was complete at sixty days post-hatching, with an average total length of 20.25±0.45 mm (n=5). This study sheds light on the skeletal development of H. villosus, providing valuable standards and fundamental data for understanding skeletal deformities in this species.

A Study on Information Sharing Methods for Casualties in Maritime Emergency Scenes (해양응급현장에서의 사상자 정보 공유 방안에 관한 연구)

  • Seungyong Kim;Incheol Hwang;Dongsik Kim;Jungjae Shin
    • Journal of the Society of Disaster Information
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    • v.20 no.1
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    • pp.206-212
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    • 2024
  • Purpose: This study conducted research on the sharing of information to enhance the survival rate of emergency patients by swiftly transferring them to appropriate hospitals through sharing the patients' conditions, treatment histories, and transportation information with the Maritime Police Agency and relevant agencies when emergencies occur in the marine environment. Methods: In this study, emergency patient information classified in a smartphone app was received, stored, and transmitted using the LoRa communication method by electronic triage tags, and the transmitted emergency patient information was implemented to be collected in real-time through a hybrid triage system along with LoRa receivers. Results: Through the hybrid triage system, it was possible to receive emergency patient information according to the distance or confirm delayed reception. It was observed that most data were received when the distance was short, while data reception was unsuccessful in relatively longer distances. Conclusion: It was confirmed that in mass disaster environments where internet communication is impossible, rapid and accurate understanding of casualty information at disaster sites and appropriate disaster responses can be achieved using self-networking methods such as LoRa communication. However, limitations inherent in communication methods were also recognized. Further research on various communication methods is required to collect emergency patient information and transfer them to appropriate hospitals in situations where internet communication is unavailable.

A study on communication of the MZ generation (MZ 세대의 의사소통에 관한 연구)

  • Kyung-Hwa Lee
    • Journal of Advanced Technology Convergence
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    • v.3 no.1
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    • pp.59-64
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    • 2024
  • I believe that establishing the purpose of research on the MZ generation's communication is an important first step in understanding this generation's unique communication style and analyzing its influence. Research on the MZ generation's communication identifies the communication characteristics of the MZ generation and the communication tools and platforms used by the MZ generation, such as social media and messenger apps, and analyzes how they differ from the existing generation. I can understand. It has been shown that the MZ generation can live happily in modern society without a complicated philosophy or a clear philosophy of life. This does not mean that life is meaningless or confusing. The MZ generation can be satisfied with simple and concrete solutions to the meaning of life, and can live without the need to completely systematize everything. In other words, their lives are not as complicated as those of previous generations and can have a variety of meanings. In other words, it does not necessarily need to be defined as a philosophical system. Although this paper cannot clearly divide the lives of the MZ generation into one philosophical system, it was nevertheless possible to see that the lives of each member of the MZ generation can have many meanings, and this meaning includes the MZ generation's unique purposes, values, I could see that they were looking for a sense of ability and a sense of self-worth.

The Impact of Childhood Abuse Experience on Adults' Disconnection/Rejection Schemas: A Comparison of Moderating Effects of Inhibition and Reinterpretation (아동기 학대 경험이 성인의 단절/거절도식에 미치는 영향 :억제와 재해석의 조절효과 비교)

  • HANNAH PARK
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.165-172
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    • 2024
  • This study illuminates the relationship between childhood abuse experiences and early maladaptive schemas, and compares the moderating effects of expressive suppression and cognitive reappraisal within this relationship. Conducting a self-report survey among 220 graduate students in Daejeon and Chungcheong regions, data from 210 participants were analyzed. The results notably revealed that the interaction effect of suppression, but not cognitive reappraisal, significantly moderates the relationship between childhood abuse experiences and disconnection/rejection schemas. Specifically, high levels of expressive suppression were associated with a decrease in the negative impact of childhood abuse on disconnection/rejection schemas, whereas low levels of suppression increased this negative impact. This suggests that for individuals with long-standing early maladaptive schemas, which have solidified over time akin to personality traits, cognitive reappraisal strategies may be less effective in inducing change. Conversely, expressive suppression strategies may more effectively reduce the intensity of disconnection/rejection schemas, among other early maladaptive schemas. These findings provide important implications for understanding the long-term effects of childhood abuse and developing intervention strategies to mitigate its resultant maladaptive schemas. Based on the outcomes of this study, suggestions for future research are discussed, along with the potential applicability and limitations of suppression and reappraisal strategies in psychological interventions.

Perceptions of military personnel towards stuttering and persons who stutter: Using the Public Opinion Survey of Human Attributes-Stuttering (POSHA-S) (직업군인의 말더듬에 대한 인식 연구: Public Opinion Survey of Human Attributes-Stuttering(POSHA-S)를 이용하여)

  • Hwajung Cha;Jin Park
    • Phonetics and Speech Sciences
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    • v.16 no.2
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    • pp.71-81
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    • 2024
  • This study investigated the perceptions of military personnel toward stuttering and persons who stutter (PWS) using the Public Opinion Survey of Human Attributes of -Stuttering (POSHA-S). A total of 67 military personnel participated in the study (male: 58, female: 9, commissioned officers: 11, non-commissioned officers: 56, with an average age of 31.9 years and a standard deviation of 8.7), and the collected data were analyzed according to the guidelines provided by St. Louis. To compare the perceptions of military personnel toward stuttering and PWS, percentile ranks (%iles) relative to the global POSHA-S database, which were constructed from responses from a total of 20,941 participants from various cultural regions, countries, and groups (as of June 2023), were retrieved. Results showed that the overall stuttering score for military personnel was 7, corresponding to the 14 percentile in the POSHA-S database. In addition, the sub-score for ' self-reactions to PWS' was -11 (8 percentile in the POSHA-S database). These results revealed that military personnel hold more negative attitudes toward stuttering and PWS, overall. These findings emphasized the importance of addressing the lack of accurate information among military personnel, suggesting a need for educational programs mainly aimed at improving the understanding of stuttering and PWS within the military.

Exploring the Impacts of Bridging and Bonding Social Capital on Travel Experience Sharing Behavior on SNS (사회적 자본이 SNS에서 여행 경험 공유 행동에 미치는 영향)

  • Ju Hyoung Han;Chang-Sup Shim
    • Journal of Service Research and Studies
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    • v.14 no.3
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    • pp.60-78
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    • 2024
  • Social Network Service(SNS) has fundamentally changed the scope, boundaries, and dynamics of social interactions, becoming an integral part of everyday social communication for individuals and significantly altering the decision-making processes of individuals and organizations. Although prior studies have agreed that individual motivations significantly affect travel experience sharing behavior on SNS, different motivations need to be further examined. Also, there is little empirical study that examines the relationships between social capital and motivations. To address these gaps, this study developed a research model to investigate how two types of social capital (i.e., bridging and bonding) influence individual motivations (i.e., self-enhancement and altruism motivations), which in turn contributes to travel experience sharing behavior on SNS. The online survey was conducted from March 3 to March 17, 2021, and 516 responses were included in the data analysis. Structural Equation Modeling was applied to test the hypotheses in a research model. This research provided a comprehensive exploration of the relationship between motivations and social capital, contributing to a better understanding of why tourists share their travel experiences on SNS.

Development of checklist questions to measure AI capabilities of elementary school students (초등학생의 AI 역량 측정을 위한 체크리스트 문항 개발)

  • Eun Chul Lee;YoungShin Pyun
    • Journal of Internet of Things and Convergence
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    • v.10 no.3
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    • pp.7-12
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    • 2024
  • The development of artificial intelligence technology changes the social structure and educational environment, and the importance of artificial intelligence capabilities continues to increase. This study was conducted with the purpose of developing a checklist of questions to measure AI capabilities of elementary school students. To achieve the purpose of the study, a Delphi survey was used to analyze literature and develop questions. For literature analysis, two domestic studies, five international studies, and the Ministry of Education's curriculum report were collected through a search. The collected data was analyzed to construct core competency measurement elements. The core competency measurement elements consisted of understanding artificial intelligence (6 elements), artificial intelligence thinking (4 elements), artificial intelligence ethics (4 elements), and artificial intelligence social-emotion (3 elements). Considering the knowledge, skills, and attitudes of the constructed measurement elements, 19 questions were developed. The developed questions were verified through the first Delphi survey, and 7 questions were revised according to the revision opinions. The validity of 19 questions was verified through the second Delphi survey. The checklist items developed in this study are measured by teacher evaluation based on performance and behavioral observations rather than a self-report questionnaire. This has the implication that the measurement results of competency are raised to a reliable level.

Development of checklist questions to measure AI core competencies of middle school students (중학생의 AI 핵심역량 측정을 위한 체크리스트 문항 개발)

  • Eun Chul Lee;JungSoo Han
    • Journal of Internet of Things and Convergence
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    • v.10 no.3
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    • pp.49-55
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    • 2024
  • This study was conducted with the purpose of developing a checklist of questions to measure middle school students' AI capabilities. To achieve the goal of the study, literature analysis and question development Delphi survey were used. For literature analysis, two domestic studies, five international studies, and the Ministry of Education's curriculum report were collected through a search. The collected data was analyzed to construct core competency measurement elements. The core competency measurement elements are understanding of artificial intelligence (5 elements), artificial intelligence thinking (5 elements), utilization of artificial intelligence (4 elements), artificial intelligence ethics (6 elements), and artificial intelligence social-emotion (6 elements). elements). Considering the knowledge, skills, and attitudes of the constructed measurement elements, 31 questions were developed. The developed questions were verified through the first Delphi survey, and 10 questions were revised according to the revision opinions. The validity of 31 questions was verified through the second Delphi survey. The checklist items developed in this study are measured by teacher evaluation based on performance and behavioral observations rather than a self-report questionnaire. This has the implication that the level of reliability of measurement results increases.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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