• Title/Summary/Keyword: 사이버 심리학

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The Importance and function of Cyber Psychology (사이버 심리의 중요성과 역할)

  • Choi Moon-Hee
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.75-83
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    • 2005
  • Cyberspace is on its way to experience dynamic change, hereby encompassing technical and social diversities and multiplicities. The internet, with a history of no more than 10 years, has drastically changed the way, meaning and conduct of our lives, the structure and function of society and communication. Even in psychology, in which the purpose is to scientifically look into the human mind and explore its behavior, the in-depth inquiry into the human behavior and psychological features of the cyberspace have become an increasingly important issue. Research suggests that psychological features and concepts brought about during the process of communication in cyberspace have been influenced by the digital mode following the analogue one, and by the online mode following the off line one. It also suggests that, with new issues peculiar to information society, cultural structures should be re-conceptualized, reconstructed and reevaluated in various fields. This approach to the changing role, meaning and style within society should be rearranged and referred to as cyber psychology.

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The effects of Cyberbullying and Focusing Manner on Symptoms of Somatization (사이버폭력 경험 및 포커싱적 태도가 신체화 증상에 미치는 영향)

  • Joo, Eun Sun;Kang, Ju Hee;Baek, Gyeong Eun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.293-301
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    • 2019
  • The purpose of this study was to explore the relationship andinfluence of Focusing manner to deal with somatization symptoms of adolescents with experience of cyberbullying. For this study, we conducted on teenagers aged 14 to 19. A total of 366 of these results -84 men (23%) and 282 women(77%)- were used for the analysis. Data was analyzed through frequency analysis, reliability analysis, correlation analysis, and multiple regression analysis. As a result, cyber-bullying experiences have a positive effect on somatizaion symptoms. Among the sub-factors of focusing manner, "knowledge" and "reviewing" have a negative effect on somatizaion symptoms, and "expression" has an negative effect on somatizaion symptoms. Based on the results of the study, the need for a therapeutic approach to focusing manner was presented when appealing for somatizaion symptoms of adolescents who experienced cyberbullying.

A Meta-Analysis of Cyberethics Research and Critical Evaluation from a Perspective of Information Human Rights (사이버윤리 연구동향 분석과 정보인권 측면에서의 평가)

  • MYUNG, JAEJIN;LEE, HAN TAE
    • Informatization Policy
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    • v.20 no.1
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    • pp.3-21
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    • 2013
  • This study reviewed academic research related to the cyberethics in the field of humanities and social sciences. The most active and vibrant field of cyberethics is Pedagogy, followed by Law, communication, philosophy, social welfare science, sociology, business administration and psychology. In the field of cyberethics every major has different research themes. The research trend of cyberethics does not reflect distinctiveness of cyberspace, remaining in previous ethical philosophy. Further, it just establishes abstract morality. In the overall research of cyberethics lacks recognition of information human rights, therefore, it shows little tendency to living ethics. Moral recognition based on information human rights should be emphasized, and multi-disciplinary study is requested for future studies.

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An Analysis of Response as Bystanders of Middle School Girls in a Simulated Cyberbullying Situation: Influences of Peer Bullying/Victimization and Anger Experiences (유사 사이버 괴롭힘 상황에서 여중생의 주변인으로서 반응 분석: 또래 괴롭힘 가·피해 및 분노 경험의 영향)

  • Jeong, Ah Hye;Choi, Yun Kyeung
    • Korean Journal of Culture and Social Issue
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    • v.26 no.1
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    • pp.1-23
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    • 2020
  • The purpose of this study was to analyze responses as bystanders of middle school girls in a simulated cyberbullying situation. This study also aimed to examine effects of bullying, victimization, anger-out, and state-anger on responses from girls as bystanders. The participants were composed of 2nd or 3rd grade middle school girls(N=59). Responses were classified into 7 categories(using explicit language, attacking, pass, changing topic, comforting victims, others, and conformity). Of these, attackings were classified according to the target(bully, victim, both, and ambiguous object). It was again classified as 'attacking response' and 'helping response' and was scored and summed according to the strength of the response and used as a dependent variable. Collected data were analyzed by correlation analysis and multiple regression analysis. The results of this study are as follows: First, the most frequent response was 'the others'(41.69%) followed by 'using explicit language'(20.34%), 'passing'(13.56%), 'attacking bully'(8.81%), 'conformity'(8.64%), 'changing topic'(6.61%), and 'comforting victim'(0.34%). Second, responses of attacking victim were positively influenced by the previous bullying experiences and acting anger-out, and were negatively influenced by the previous victimization experience. State-anger has a positively influenced on responses of the attacking bully and the helping victim. None of the variables were significant influenced on responses of the attacking both and ambiguous object. These results will be useful data to help middle school girls as bystanders properly intervene in cyberbullying situation. Finally, the limitations of this study were discussed along with suggestions for further research.

The Meaning of Guide System in Cyber University in the Era of Web 2.0 (Web 2.0시대 가이드 시스템의 변천이 가지는 정보디자인적 의미 -국내 사이버대학을 중심으로-)

  • Kim, Mi-Jung;Lee, Hae-Jin
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.117-124
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    • 2008
  • This study aims to propose the futuristic guide system in the Web 2.0 era based on the analysis of past changing guide system in the domestic cyber universities. Guide System is destined to transform its feature and form according to the fast shift of technology and people's way of thinking. The theoretical ground this study took is cognitive psychology, communication theory, especially information design theory.

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Development and Validation of Short Form of the Normal Depression Scale for Individual Screening (개인선별용 일상우울척도 단축형의 개발 및 타당화)

  • Lee, Soonmook;Kim, Jong-Nam;Chae, Jungmin;Choi, Seungwon;Seo, Dong Gi
    • Stress
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    • v.26 no.4
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    • pp.277-289
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    • 2018
  • Background: The purpose of this study is to develop a short form of the normal depression scale for individual use in the school, health, industry, organization, and counseling settings, based on the original normal depression scale (17 items). Methods: To achieve this purpose, we selected five items from the original test and analyzed data using Mplus 7.4 and SPSS 21.0. Results: The normal depression scale-short form consists of 5 items. The reliability of the short form (test-retest reliability) was good. The content validity and internal structure validity (1 factor model) were verified. The cut score between normal and dysfunctional depression was determined to be 18. Conclusions: The normal depression scale-short form for individual screening is verified to have good reliability and validity, so it is expected to be useful to perform quick screening of normal depression in the practical settings.

The Difference in Pupil Size Responding to Cognitive Load and Emotional Arousal Questions between Guilty and Innocent Groups (유죄 및 무죄 집단 간 인지적 부하 및 정서적 각성 질문에 따른 동공크기의 변화의 차이)

  • Cho, Ara;Kim, Kiho;Lee, Jang-Han
    • Korean Journal of Forensic Psychology
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    • v.11 no.2
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    • pp.155-171
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    • 2020
  • The purpose of this study is to examine the effects of emotional arousal and cognitive load on pupil diameter during a lie detection interview. The guilty group (n = 30) committed a mock crime (i.e., stealing cash) and the innocent group (n = 30) performed a mission (i.e., sending a message) in the research assistant's office. After that, their pupil size was measured using a wearable eye-tracker during the interview. The interview questions were classified with the three cognitive load, three emotional arousal, and three neutral questions. The results indicate that the main effects of group and time were not significant, but the interaction between group and time was significant. It means that when answering cognitive load questions, the guilty group showed larger increase in pupil diameter than the innocent group. The present study suggests that inducing cognitive load is more effective than inducing emotional arousal during an interview when using pupil diameter as an index of deception, and it is expected to improve the accuracy of lie detection.

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The psychological consequences of indirect trauma exposure through the news on the Sewol ferry disaster (세월호 뉴스 노출을 통한 간접 외상의 심리적 영향)

  • Heung Pyo Lee;Yun Kyeung Choi;Jae Ho Lee;Hong Seock Lee
    • Korean Journal of Culture and Social Issue
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    • v.22 no.3
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    • pp.411-430
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    • 2016
  • The purpose of the present study was to examine psychological consequences of indirect trauma exposure through the disaster news. Participants(N=439) completed some self-report questionnaires such as Posttraumatic Risk Checklist(PRC), Impact of Event Scale-Revised(IES-R), and Multidimensional Fear of Death Scale(MFODS) at 68.11(±18.47) days after the Sewol ferry disaster. The data were analyzed with structural equation modeling by AMOS 23.0 program. The results showed that fear of death and periand post-traumatic crisis factors mediated the association of news exposure immediately after disaster and posttraumatic stress symptoms. Findings in this study indicated that news exposure immediately after disaster influenced fear of death which led to the peri- and post-traumatic crisis, and these crisis factors increased posttraumatic stress symptoms. Finally, limitations of this study and suggestions for future study were discussed.

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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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Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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