• Title/Summary/Keyword: 감정유발

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Adolescents' Gaming Disorder Study and Parenting Attitude : Based on the Escape Theory (부모양육태도와 청소년 게임과몰입 연구 : 도피이론을 중심으로)

  • Lee, Daeyoung;Jeoung, Euijun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.8
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    • pp.199-208
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    • 2019
  • The escape theory is the theory of problem behavior such as suicide. The purpose of this study is to investigate the causes of gaming disorder, which has been attracting attention as a typical youth problem, through escape theory. Suicide theory is a process in which the problem triggered by the negative external environment flows into internal attribution and self-criticism, and this leads to a process leading to problematic behavior with disgust self-awareness. This process was applied to the environment, psychology, and behavior of adolescents. As a result, the lack of affection and consistency of the parents resulted in negative external environment, which affected the self-esteem of children by creating a negative external environment. And low self-esteem caused negative emotions, lowered self control, and confirmed to induce game addiction. The results of this analysis show that game addiction has a structure similar to obsessive behaviors such as binge eating and shopping addiction explained through the escape theory model and it is necessary to concentrate more on the environmental psychological factors for game addiction research.

User Characterization from Replying Comment Structures in Online Discussion (온라인 토론의 댓글 응답 구조를 이용한 사용자 특성 분석)

  • Kim, Sung-Hwan;Tak, Haesung;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.135-145
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    • 2018
  • In online communities, users use comments to exchange their opinions and feelings on various subjects. Communication based on comments is quick and convenient, but sometimes this light-weight characteristic makes users use impolite and aggressive words, which leads to an online conflict. Therefore, it is important to analyze and classify users according to their characteristics in order to predict and take action for this kind of troubles. In this paper, we present several quantitative measures for describing the structures of comments trees based on the assumption that the user characteristics be observed as a form of some structural feature in comment trees of articles in which they posted comments. We examine the distribution of the proposed measures over article posters and commenters, and in addition, we show the effectiveness of the presented structural features by conducting experiments to classify users who have received warnings of the administrator from benign users.

A Study on Korean-Chinese Characters Represented in Korean Films (한국 영화에 나타난 조선족 재현 양상 연구)

  • Kim, Jong-Soo
    • Cross-Cultural Studies
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    • v.44
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    • pp.191-209
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    • 2016
  • This article aims to analyze the perception of Korean-Chinese in South Korea to understand the mentality of South Korean people in a multicultural society through exploring Korean films in which Korean-Chinese characters have been represented since 2000. For this purpose, Korean-Chinese characters represented in Korean Films are divided into male and female. It could be said that South Koreans are biased against Korean-Chinese, who are considered 'others' under the economic and cultural hierarchy. Female characters are presented as 'pure' and 'frail' in the migration narrative while male characters are 'indecent' and 'brutal' individuals in crime narrative films. Meanwhile, Haemoo [Sea fog] is a story about economically weak Koreans and Korean-Chinese who were in economical conflict with each other, but were victims of the economical restructuring systems under neo-liberalism.

The Effect of Empathy in Responses to Persuasive Health Communication Campaign Contents (건강캠페인 콘텐츠에 대한 공감 반응 효과 연구)

  • Shin, Kyung-Ah;Cha, Kyung-Sim;Kim, Ji-Yun
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.128-137
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    • 2021
  • The purpose of this study is to examine the effect of sympathetic reactions to public service advertisement video messages produced for health campaigns. To this end, based on the empathy response scale proposed by Campbell & Babrow (2004), the empathy response to the images of nine health campaigns with themes of smoking cessation, tuberculosis, and suicide triggered fear of health risks and health behaviors (information seeking, preventive actions). As a result of the analysis, among the factors of empathy reaction, the reality of the message creative, the match of emotions, and the identification of the characters in the video each played a role in raising fear, and it is rather fear that logically understanding the situation that causes health problems through the health campaign video It was found that it played a role in reducing health information seeking behavior. On the other hand, it was found that the higher the degree of interest, such as sympathy for the characters in the video, among the factors of the sympathetic response to the health campaign, the higher the intention of preventive action to reduce the health risk.

A Review of Music Intervention Studies With Elderly Patients With Moderate to Severe Dementia (국내·외 중등도 및 중증 치매 노인 대상 음악 중재 연구 고찰)

  • Lee, Hyeon Ah
    • Journal of Music and Human Behavior
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    • v.19 no.2
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    • pp.1-26
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    • 2022
  • This review was conducted to identify the research trends in music intervention studies with elderly patients with dementia. Korean- and English-written studies on music intervention for this population were searched and analyzed. Seventeen studies were included in the final analysis. The results showed that behavioral and psychological symptoms were the main dependent variables. In terms of the type of music intervention employed, interventions requiring the patient's active participation in producing music were more common than interventions that required the patient to only listen to music. The majority of studies provided live music, selected music that was familiar to and preferred by the patient, and utilized rhythm-based performance activities. In the studies using active music production as the intervention, the participants were asked to express the emotions evoked by group instrument playing or singing along with music, which doesn't reflect the functional limitations (e.g., cognitive impairment) of elderly patients with moderate to severe dementia. The results of this review point to the need in the field to develop music intervention programs for the elderly with moderate to severe dementia that meaningfully engage these patients in music-related behaviors that target their specific symptomology.

Cosmogenic 10Be Depth Profile Dating of Strath Terrace Abandonment using Monte Carlo Simulation (몬테카를로 시뮬레이션을 이용한 하안단구 10Be 수직단면 연대측정)

  • Kim, Dong-Eun;Seong, Yeong Bae;Kim, Jong-Geun
    • Journal of The Geomorphological Association of Korea
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    • v.26 no.4
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    • pp.21-31
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    • 2019
  • Timing of terrace formation is a key information for understanding the evolution of fluvial systems. In particular, dating strath terrace (i.e. timing of terrace abandonment) is more difficult than depositional terrace that is conventionally constrained by radiocarbon, OSL and other dating methods targeting samples within terrace deposit. Surface exposure dating utilizing cosmogenic 10Be provides more reliability because it can be applied directly to the surface of a fluvial terrace. Thus, this method has been increasingly used for alluvial deposits. As well as other geomorphic surfaces over the last decades. Some inherent conditions, however, such as post-depositional 10Be concentration (i.e. inheritance), surface erosion rate, and density change challenge the application of cosmogenic 10Be to depositional terrace surface against simple bedrock surface. Here we present the first application of 10Be depth profile dating to a thin-gravel covered strath terrace in Korea. Monte Carlo simulation (MCS) helped us in better constraining the timing of abandonment of the strath terrace, since which its surface stochastically denuded with time, causing unexpected change of 10Be production with depth. The age of the strath terrace estimated by MCS was 109 ka, ~4% older than the one (104 ka) calculated by simple depth profile dating, which yielded the best-fit surface erosion rate of 2.1 mm/ka. Our study demonstrates that the application of 10Be depth profile dating of strath terrace using MCS is more robust and reliable because it considers post-depositional change of initial conditions such as erosion rate.

The Effects of Emotional Intelligence and Cognitive Emotion Regulation Strategies on Career Maturity in College Students (대학생의 감성지능과 인지정서조절전략이 진로성숙도에 미치는 영향)

  • Mihee Han
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.503-508
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    • 2023
  • The purpose of this study was to examine the impact of emotional intelligence and cognitive emotion regulation strategies on career maturity among university students during this period of increasing employment challenges. The study participants consisted of 348 students who attended general education courses at a 4-year N University located in Chungnam. The analysis was conducted using SPSS 26.0, and descriptive statistics, correlation analysis, and regression analysis were applied. The research findings indicated a significant correlation between emotional intelligence and cognitive emotion regulation strategies with career maturity among university students. The results suggested that positive thinking and motivation related to their emotions and feelings could enhance career maturity. Based on these findings, it is expected that various research and programs aiming to enhance career maturity will be promoted in the future. Additionally, the study aspires to serve as foundational data in devising concrete and achievable strategies for career and employment fields.

Fun of Animation-on the Correlation among the Perceptive fun, the Cognitive fun and the Psychological fun (애니메이션의 재미 - 감각적 재미, 인지적 재미, 심리적 재미의 상관관계)

  • Sung, Re-A
    • Cartoon and Animation Studies
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    • s.33
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    • pp.99-126
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    • 2013
  • This study is meant to be seeing how fun of animation works by reviewing it theoretically and coordinating it to suggest the structure which integrates fun of animation and validates the proposed fun model. After reviewing fun theoretically, the fun of animation could be able to coordinate that fun of animation is consist of perceptive fun, cognitive fun, and psychological fun. Perceptive fun is induced by visual, auditory and other sensory information and it is directly affected the image, sound, and movement. Cognitive fun can be obtained by reasoning and interpretation to mobilize their knowledge with sensuously perceived stimulation and it is directly affected the story. Psychological fun occurs when the audience see the animation. The psychological fun is the psychological emotional state when the audience watches animation by relieving psychological congestion. It consists of fun of unfamiliarity or identification. By suggesting research model and validating it how the perceptive fun, cognitive fun, and psychological fun affects each other, perceptive fun enhances cognitive fun and psychological fun. Although cognitive fun enhances psychological fun, cognitive fun enhances psychological fun twice than perceptive fun. Also when perceptive fun affects psychological fun, cognitive fun shows the indirect effect as a parameter. In conclusion, perceptive fun affects psychological fun directly and be enhanced through cognitive fun. Fun of animation can be experienced when perceptive fun caused by accepting sensory information of animation instantly, cognitive fun caused by interpretation and understanding sensory information of animation, and psychological fun caused by relieving psychological identity through recognition fuses and acts as one. An animation emphasized a certain element is difficult to be loved by the audience. In this reason, an harmonical combination among the elements of story, image, sound and movement are important to combinate harmoniously for a successful animation to make the audiences fun by arising funny emotions.

MUSIC THERAPY FOR ADOLESCENTS WITH CONDUCT DISORDER (품행장애 청소년의 음악치료 사례연구)

  • Jhin, Hea-Kyung;Kwon, Hea-Kyung
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.110-123
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    • 2000
  • The short-term music therapy was performed for adolescents with conduct disorder admitted to Seoul National Mental Hospital for 3 months from Jun to September, 1998. This case study focused mainly on two female patients who participated regularly in the group music therapy. The music therapy process was divided into three phases;beginning, opening up, and closing. This music therapy session consisted of three parts;hello song as beginning, various musical activities, and sound & movement activity as closing. Free musical improvisation, song discussion, musical monodrama, and sound & movement were the mainly applied techniques. Free improvisation was used to enhance, motivate, identify and contain the adolescents' feelings and ideas. Song discussion was used to convey their thoughts and to support each other. Musical monodrama was used to make them have insights into interpersonal relationships. Sound & movement was used to enhance spontaneity. It made them explore their body and voice as an expressive medium. Throughout three months period of music therapy, patient A's communication skill, socialization, and behavior areas were assessed with improvement. She could use music as a symbolic form and was able to share her feelings about herself and her family. Patient B's self-expression and cognitive areas were assessed with improvement. She became more spontaneous and could verbalize her emotions during the group session. Music as a non-verbal and therefore often a non-threatening medium wherein so much can be expressed provided two female patients an atmosphere where a sense of trust may be regained.

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Topic Modeling Insomnia Social Media Corpus using BERTopic and Building Automatic Deep Learning Classification Model (BERTopic을 활용한 불면증 소셜 데이터 토픽 모델링 및 불면증 경향 문헌 딥러닝 자동분류 모델 구축)

  • Ko, Young Soo;Lee, Soobin;Cha, Minjung;Kim, Seongdeok;Lee, Juhee;Han, Ji Yeong;Song, Min
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.111-129
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    • 2022
  • Insomnia is a chronic disease in modern society, with the number of new patients increasing by more than 20% in the last 5 years. Insomnia is a serious disease that requires diagnosis and treatment because the individual and social problems that occur when there is a lack of sleep are serious and the triggers of insomnia are complex. This study collected 5,699 data from 'insomnia', a community on 'Reddit', a social media that freely expresses opinions. Based on the International Classification of Sleep Disorders ICSD-3 standard and the guidelines with the help of experts, the insomnia corpus was constructed by tagging them as insomnia tendency documents and non-insomnia tendency documents. Five deep learning language models (BERT, RoBERTa, ALBERT, ELECTRA, XLNet) were trained using the constructed insomnia corpus as training data. As a result of performance evaluation, RoBERTa showed the highest performance with an accuracy of 81.33%. In order to in-depth analysis of insomnia social data, topic modeling was performed using the newly emerged BERTopic method by supplementing the weaknesses of LDA, which is widely used in the past. As a result of the analysis, 8 subject groups ('Negative emotions', 'Advice and help and gratitude', 'Insomnia-related diseases', 'Sleeping pills', 'Exercise and eating habits', 'Physical characteristics', 'Activity characteristics', 'Environmental characteristics') could be confirmed. Users expressed negative emotions and sought help and advice from the Reddit insomnia community. In addition, they mentioned diseases related to insomnia, shared discourse on the use of sleeping pills, and expressed interest in exercise and eating habits. As insomnia-related characteristics, we found physical characteristics such as breathing, pregnancy, and heart, active characteristics such as zombies, hypnic jerk, and groggy, and environmental characteristics such as sunlight, blankets, temperature, and naps.