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Theoretical Study on the Presentation of Social Norms and Time Restraints for Addressing Online Bullying
application/pdf本稿では,ネット虐めにおけるネット接続時間と中毒性に着眼し,ネット虐めの抑制において必要な条件について明らかにすることを目的とした.ミクロ経済学の手法で分析を行った結果,ネット上での被害者との接触時間を短く制限することにより最適な虐めの分量が減少すると判明した.また,こうした介入がなく,加害者側に十分にネットに接続する時間がある場合は,被害者の抵抗意欲が低減すると判明した.加えて,複数人の加害者が結託してネット虐めを行う際には,むしろ他の加害者に対する公共広告や罰金により,虐め行動が明確に抑制される場合があると分かった.This paper aims to focus on the internet connection time and addiction in online bullying, and clarify the necessary conditions for the suppression of online bullying. Through the analysis using microeconomic methods, it was revealed that limiting the contact time with victims online leads to a reduction in the optimal amount of bullying. Additionally, in cases where there is no such intervention and the perpetrators have sufficient time connected to the internet, it was found that the resistance motivation of the victims decreases. Furthermore, when multiple perpetrators collaborate in online bullying, it was discovered that public advertising or fines imposed on other perpetrators can actually lead to a clear suppression of bullying behavior.departmental bulletin pape
Projection Bias and Optimal Consumption
application/pdf本稿は,投影バイアスや嗜好投影バイアスが持つ性質についてミクロ経済学的分析手法により需要を導出し分析するものである.分析の結果,将来期の現実の状態が持つ影響が大きいとき,2種類の消費(正しい消費とバイアスがある場合の消費)の差が開くほど,将来期での望ましい消費が増すということが判明した.また,現在の自分を将来の自分や他人に投影する際,投影によって想定される状態と実際に生じる状態の差が大きいほど,効用が低減する効果が生じるといえた.加えて,投影バイアスが薄れるほど,最適な消費間の差に状態が大きな影響を与えることも示せた.This paper employs microeconomic analysis methods to derive and analyze demand for the characteristics of projection bias and preference projection bias. The results of the analysis reveal that when the influence of the current state in the anticipation period is significant, the gap between two types of consumption (correct consumption and consumption with bias) widens, leading to an increase in desirable consumption in the future period. Additionally, it was found that when projecting oneself onto the future self or others, the greater the difference between the anticipated and actual states resulting from the projection, the more pronounced the utility reduction effect. In addition, it was demonstrated that as the projection bias diminishes, the state has a significant impact on the optimal difference in consumption intervals.departmental bulletin pape
マンガのアダプテーションを考える―『シティーハンターTHE MOVIE 史上最香のミッション』(フランス映画、2018年)と『CITY HUNTER―盗まれたXYZ―』(宝塚歌劇団、2021年)のケースから―
application/pdfdepartmental bulletin pape
Development of Virtual Reality (VR) Contents for Pharmaceutical Communication and Medical SkillEducation in Pharmacy Education
application/pdf近年の情報通信技術(ICT)の飛躍的な進展に伴い、薬学教育の分野においてもICTを活用した教育の重要性が高まっている。本研究では、薬学教育において医療コミュニケーション及び医療スキル教育のための仮想現実(VR)コンテンツの開発とその紹介を目的とした。薬局窓口、病院のベッドサイド、在宅患者の居室における医療面接を対象とした3種類のVRコンテンツと、呼吸音の聴診、末梢静脈採血、筋肉内及び皮下注射の手技を対象としたVRコンテンツを制作した。これらのコンテンツを用いた実習を薬学部3~5年生に実施し、質問紙調査によりその効果を評価した。学生はVRを通じて臨場感のある環境で学ぶことができ、実践的な知識や技術の習得に効果がある可能性が示された。以上のことから、薬学教育において有用な教育手段となり得るVRコンテンツを開発することができた。The importance of utilizing information and communication technology (ICT) in the field of pharmacy education has been increasingly recognized with the rapid advancement of ICT in recent years. This study aimed to develop and introduce the virtual reality (VR)contentsforpharmaceuticalcommunication and medical skill education in pharmacy education. VR contents were created for three types of medical communications: at a pharmacy counter, at a hospital bedside, and in a patient’s home.
Additionally, VR contents were developed for medical skills training, including auscultation of respiratory sound, peripheral venipuncture, and intramuscular and subcutaneous injections. These VR contents were utilized in training sessions conducted for third- to fifth-year pharmacy students, and their educational effectiveness was assessed through a questionnaire survey. The results indicated that students were able to learn in an immersive environment that closely simulates practical clinical settings, effectively aiding in the acquisition of practical knowledge and techniques. These findings suggest that VR content has been developed into a valuable educational tool in pharmacy education, offering students an engaging and realistic learning experience that enhances their preparation for clinical practice.othe