• 제목/요약/키워드: 심리적배경

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A Study on Individual Investment Propensity and Investment Information in the Stock Market (주식시장에서 개인투자성향과 투자정보에 관한 연구)

  • Kim, Shin;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.2
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    • pp.21-29
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    • 2017
  • Stock investment becomes one of the most popular investments in these days, and the ultimate goal of investors in the stock market is to maximize profits and minimize losses, in order to achieve this, investors will select based on investment information. namely, the information about the company which we interest is essential to stock investors. Also, investors are affected by their propensity to invest according to their attitude toward risk. With these situations, this research tried to show the private investors' actual performance of Investment by studying individual investors' propensity and Information explore. The purpose of this study is to analyze the effect of investors' propensity and information search on investment satisfaction. The questionary method required some sample surveys. The data of the practical analysis was carried out with the on-line researching method. The researching time was from the 1st of Dec. 2016 to the 15th of Dec. 2016. Of the 357 questionnaires submitted, 7 were deemed inappropriate or incomplete; thus, 350 questionnaires were used in the final analysis of the study. For analysis methodology, this research is using SPSS 21.0 along with analytic techniques, such as implementation of basic statistical analysis, reliability, and regression analysis. The practical analysis results are as follows; Among the investment propensities, profit propensity, analytical propensity, and investment propensity has a significant effect on investment performance. On the other hand, brokerage firm information, firm accounting information, private information has a statistically significant effect on investment performance. Finally, we confirmed the mediating role of investment sentiment.

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A BERGPT-chatbot for mitigating negative emotions

  • Song, Yun-Gyeong;Jung, Kyung-Min;Lee, Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.53-59
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    • 2021
  • In this paper, we propose a BERGPT-chatbot, a domestic AI chatbot that can alleviate negative emotions based on text input such as 'Replika'. We made BERGPT-chatbot into a chatbot capable of mitigating negative emotions by pipelined two models, KR-BERT and KoGPT2-chatbot. We applied a creative method of giving emotions to unrefined everyday datasets through KR-BERT, and learning additional datasets through KoGPT2-chatbot. The development background of BERGPT-chatbot is as follows. Currently, the number of people with depression is increasing all over the world. This phenomenon is emerging as a more serious problem due to COVID-19, which causes people to increase long-term indoor living or limit interpersonal relationships. Overseas artificial intelligence chatbots aimed at relieving negative emotions or taking care of mental health care, have increased in use due to the pandemic. In Korea, Psychological diagnosis chatbots similar to those of overseas cases are being operated. However, as the domestic chatbot is a system that outputs a button-based answer rather than a text input-based answer, when compared to overseas chatbots, domestic chatbots remain at a low level of diagnosing human psychology. Therefore, we proposed a chatbot that helps mitigating negative emotions through BERGPT-chatbot. Finally, we compared BERGPT-chatbot and KoGPT2-chatbot through 'Perplexity', an internal evaluation metric for evaluating language models, and showed the superity of BERGPT-chatbot.

A study of the relation between an animation character and personality trouble: Focus to the personality trouble on social isolation (애니메이션 캐릭터와 성격장애 상관 연구 : 사회 고립형 성격장애를 중심으로)

  • Kim, Eun-Ju;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.65-82
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    • 2008
  • The animation is expressed by fusing the character's aesthetic feature and action in the entire structure and such creation of the character is needed to approach with understanding its socio-cultural background and dramatic structure. This study has started for the reason that there is a need of making an animation character based on reality, as well as to develop a individual character and narrative skill at the same time. In this study, analyzing through the DSM-IV (Diagnostic and Statistical Manual of Mental Disorders) by the American Psychiatric Association, APA), I have been able to come to a conclusion in which the character's personality is presented more exaggeratingly than its ordinary tendency. So it is used as a means to occur a dramatic motive-induction and probability. Futhermore, applying the same condition of the personality disorders to the animation character has changed the narrative development and it showed a result that even the character is not having the problem of personality disorders, it shows the nature of personality disorders-like is being appeared exaggeratingly or increasingly.

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Modern Housing Discourse of Korea in 1910s (1910년대 주거담론의 성격)

  • Kim, Myung-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.628-633
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    • 2010
  • All the text of housing in 1910s was conveyed in three; hygiene general readings, home economics texts saying women's responsibility of cleaning house, and Japanese's observation and criticizing Korean housing. It stressed sanitary conditions of housing and criticised Korean housing dirty, of which contents and logic were same with the housing discourse in 1900s but much simpler and smaller in amount. It was mainly written by those in medical treatment field like doctors for enlightenment of private hygiene practice to Koreans. Because Choson Government-General(朝鮮總督府) excluded Korean residental areas from urban sanitation project, they remained dirty in 1910s. The practice of housing sanitation remained just as a matter of private sanitary practice. These political and discoursive conditions insinuated a sense that Korean dirty housing was representation of Korean's uncivilized customs and manners and a reason for being colonized. This sense made many Koreans to insist their housings' reforming to sanitary states just for civilization during colonized period.

Meta-analysis on the effects of the prevention and intervention programs for internet addiction (인터넷 중독 예방 및 개입 프로그램의 효과에 대한 메타분석)

  • Oh, Ik-Soo;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.529-537
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    • 2009
  • This study was to meta-analyze the effects of the internet addiction programs for elementary, junior, and high school students. The 54 programs to meet the conditions for meta-analysis were selected using internet search on the homepage of National Digital Library, KERIS, and National Assembly Library and the key words such as 'internet', 'addiction', 'counseling', and 'program' were used for searching the programs. The results of this study were followings: First, the average score of the effect sizes of 54 programs was 1.89 and thus the internet addiction programs had great positive effects on the improvement of adolescent's internet addiction. Second, all the programs' effect size scores showed more than 1.25 except psychological education program. Third, there were no significant differences at the effect size scores among elementary school students' goup, junior school student's group, and high school students' group. Fourth, when programs had more than 6 sessions, the programs showed desirable effect size. Fifth, when programs had were less than 15 subjects, the program's effect sizes were sufficiently great.

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Personality and Behavior Analysis of the Characters in -With focus on Enneagram Type- (만화 <나루토> 속의 캐릭터 성격과 행동 분석 -에니어그램 유형을 중심으로-)

  • Liu, Si-Jie;Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.43
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    • pp.23-46
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    • 2016
  • Japanese "Manga" (Comics) and animation films are very popular among the audiences from many countries. Japan is creating various new cultural contents through comics and animation films, and it became one of the important economic growth driver. Japanese famous comic Naruto, which had been successfully concluded recently, have achieved great success and gained popularity globally. One of the reasons for the success of Naruto is the various characters in the comic. In, there are various characters with different personalities and characteristics. Characters are important factors that makes the story stands out and delivers the story. Furthermore, the characters in the story often reflect the author's psychology and mind. By analyzing the characters' behavior and personalities, the audience can follow the story more interestingly, and understand the author's message better. The objective of this study is to analyze the Naruto's main characters' personality and characteristics through enneagram. Furthermore, the report explains the success of by analyzing the different behaviors that results from different personalities, and the relationship between the characters.

The effects of Padlet use on writing anxiety and strategy use in online English writing learning (온라인 영어쓰기학습에서 Padlet 활용이 쓰기 불안과 전략에 미치는 영향)

  • Im, Hee-Joo;Lee, Young Lim
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.69-75
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    • 2022
  • This study aims to examine how the use of Padlet, an online platform, affects students' English writing anxiety and English writing strategy in online college English writing classes. A total of 64 college students participated in the study and completed the survey including English writing anxiety, English writing strategy and demographic information. For the study, we divided participants into 2 groups, experimental group using Padlet for their writing tasks and control group using college e-learning during a semester. The results showed that students using Padlet used more writing strategies than the students using college e-learning platform. The use of Padlet, however, was not statistically significant on writing anxiety. English writing anxiety was differed by English level, but decreased at the end of semester regardless of English level. The results imply that Padlet is a useful online learning tool for English learners to actively use English writing strategies and even for learners with low English writing proficiency.

Relationship between College Students' Multicultural Contact Experiences and Multicultural Competency: Mediating Effects of Perspective Taking and Prejudice (대학생의 다문화 접촉경험과 다문화 역량의 관계: 조망수용과 편견의 매개효과)

  • Gahee Choi
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • This study investigated effects of college students' multicultural contacts on multicultural competency. This study also examined mediating effects of perspective taking and prejudice. Multicultural contacts were divided into quality of contacts and quantity of contacts. Effects of quality and quantity of contacts on multicultural competency through perspective taking and prejudice were separately analyzed using two models. For the purpose, 642 Korean college students completed the questionnaires including multicultural contacts, multicultural competency, perspective taking, prejudice and demographic information. The results indicate that both quality and quantity of contacts are associated with multicultural competency, but quality of contacts are more strongly associated with multicultural competency. Also, perspective taking and prejudice mediate the relationship between quality of contacts and multicultural competency while mediators did not mediate the relationship between quantity of contacts and multicultural competency. The results indicate that intimate and positive contacts with outgroup members help enhance college students' multicultural competency through increased perspective taking and prejudice reduction. Future multicultural education for undergraduate students should focus on increasing the quality of multicultural contacts and help them with perspective taking, and reducing prejudice.

A CASE OF 11-YEAR-OLD GIRL WITH PSYCHOGENIC SEIZURE (11세 여아의 심인성 발작 1례)

  • Noh, Kyung-Sun;Sohn, Seok-Han
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.144-149
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    • 2000
  • A psychogenic seizure is a disorder which is occasionally met by neurologists and psychiatrists. The most important thing that clinicians should do is differential diagnosis with true epileptic seizures. Especially psychiatrists are expected to be able to diagnose psychogenic seizures through a thorough history taking and an observation of clinical features to some degree before the confirmatory diagnoses. We experienced a case of 11-year-old girl with psychogenic seizure which was characterized by obvious psychological and environmental stress, clinical features, and good outcome by prompt a loboratoy examination and psychiatric intervention. To diagnose and treat childhood psychogenic seizures, we suggest that it is very important to examine the familial background and take a thorough history, and perform psychoeducational intervention in addition to electroencephalogram.

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Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2) (손잡이/발판 컨트롤러를 이용한 걷기게임 '팔도강산2' 개발 및 효과성 연구)

  • Kim, KyungSik;Oh, SeongSuk;Ahn, Joonhee;Ahn, JinHo
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.95-104
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    • 2013
  • We have developed a serious game for the elderly named 'Paldokangsan 2' in 2012 as a next version of 'Paldokangsan 1'. 'Paldokangsan 1' was a walking game for two people using controllers of armrests and footboards with PC. 'Paldokangsan 2' had additional purpose to assist cognitive, physical, and psychological functions of the elderly. Especially, walking activity was implemented in a way that a player walks around the old traditional market place in 1970's while remembering and choosing healthy food to buy. We also developed two mini games for the elderly and people with functional disability with the similar purpose as 'Paldokangsan2'. 219 older adults (age$$\geq_-$$ 65) recruited from Asan city community center participated in the study. The result showed that the game play exerted positive effects on memory, concentration and vitality of the elderly.