• Title/Summary/Keyword: 심리학(心理學)

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중국(中國) 납서족(納西族)의 동파문자(東巴文字) 탐구 - 문화심리학적 접근방법 소고(小考) -

  • Lee, Ju-Eun
    • 중국학논총
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    • no.72
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    • pp.1-23
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    • 2021
  • 一个國家或國家的文化与那个民族或國家的語言有着不可分割的關系。文字是文明的標志, 有了文字, 歷史才得以被記录下来。人們把漢字称爲象形文字, 起源于繪畵。唐蘭先生在《中國文字學》中指出, 旧石器时代的人類已經擁有很多繪畵作品, 這些繪畵作品從動物到人類形象多种多樣, 然后就直接設了。翻看納西族使用過的字型, 可以感受到象形文字的深刻殘余。另外, 通过看似非常原始, 但表達却非常實際, 直接地通過寫實性描寫, 可以感覺到其意思正在被智慧地傳達出來。在維持獨立生活的同時, 也能看出被外部世界同化的純眞。有种感覺, 可以利用东巴文字將生活在現代生活中的我們生活的污垢抹掉, 通過漢字治療也可以實現, 甲骨文字和金文字的象形性比較, 考察硏究, 進而通過漢字治愈内心, 實現成長和成熟, 這种硏究今后將在中文學界發揮与實際學相同的作用。

Examining the interdisciplinary structure of Korean cognitive science through analyzing author affiliations and title words (연구자 소속과 표제어 분석을 통한 국내 인지과학 분야의 학제적 구조 파악)

  • Lee Jae-Yun;Jung Ju-Hee
    • Proceedings of the Korean Society for Information Management Conference
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    • 2006.08a
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    • pp.127-134
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    • 2006
  • 이 연구에서는 국내 인지과학 분야의 연구자 소속 정보와 논문의 표제어 분석을 통해 학제적 구조 파악을 시도해 보았다. 연구 결과 국내 인지과학 분야에서 대표되는 학문 영역은 컴퓨터과학, 심리학, 언어학, 인지과학, 철학, 교육학, 의학, 경영학이었다. 두 시기(1기: 1989-1998, 2기: 1999-2003)로 구분하여 분석한 결과 국내 인지과학 분야는 1기에서는 컴퓨터과학, 심리학, 언어학 순으로 우세한 학문분야가 나타났다. 이와 달리 2기에서는 심리학, 컴퓨터과학, 인지과학, 언어학의 순이었다. 이 같은 결과는 컴퓨터과학의 비중이 초기에 가장 높다가 감소했다는 점에서 외국의 사례와 유사하지만, 외국에 비해서 언어학 분야 연구자의 비중이 다소 높은 것이 국내 인지과학 연구의 특징인 것으로 나타났다. 연구자가 사용한 표제어를 분석한 결과 두 시기에서 모두 컴퓨터과학과 심리학은 인지과학분야에서 융합되기 보다는 독자적인 연구영역을 형성하였다. 또한 시기별 표제어 분석을 통해서 컴퓨터과학이나 심리학 소속 인지과학 연구자들의 관심사가 1기에서 2기로 넘어가면서 변화한 부분을 확인할 수 있었다.

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Research Trends of Psychology Studies Published in 『Journal of the Korean Gerontological Society』 (『한국노년학(韓國老年學)』의 심리학 분야 연구동향)

  • Jung, Taeyun;Youn, Gahyun
    • 한국노년학
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    • v.38 no.3
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    • pp.767-782
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    • 2018
  • Academic research of the elderly psychology flourishes in an aging society. The basic concern of both psycho-gerontology dealing with psychological processes of aging and geronto-psychology dealing with psychology of the elderly is with the maintenance of high quality of life and well-being. Given this context, the present study examined research trends of 91 depression and suicide studies and 31 aging and successful aging studies, and compared the trends with those identified in studies published within the first 30 years. It was found that a majority of studies are concerned with the direct or mediating effects of depression on suicide and everyday life, risk factors influencing depression, perceptions of aging and factors influencing those perceptions, and successful aging and factors influencing successful aging. Further, the number of studies of these topics is greater than that of studies published within the first 30 years. The findings were discussed in the context of heightening the quality of life of the older adults.

A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.

The Present and Future of Criminology (범죄학의 현재와 미래)

  • Don Soo Chon
    • Korean Journal of Culture and Social Issue
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    • v.10 no.2
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    • pp.17-37
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    • 2004
  • Criminology is not a science yet in the sense that the word is used to describe the hard science. It is due to the fact that sociologists have dominated in the study of crime and criminals. Thus, future criminological studies should adopt an interdisciplinary approach including such disciplines as biology, psychology, sociology, and so on. The interdisciplinary approach needs to pursue a general theory by systematizing the achievements from various disciplines in the explanation of criminal behavior. The current study also discussed several issues which are conducive to the scientific study of criminal behavior.

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Psychological Literature on Driving Behavior to Review the Studies of Traffic Psychology since 2004 in Korea (교통행동 연구의 경향성 분석을 위한 문헌고찰 - 2004년 이후 한국교통심리학의 연구경향분석)

  • Soon Chul Lee;Sun Jin Park
    • Korean Journal of Culture and Social Issue
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    • v.22 no.2
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    • pp.285-311
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    • 2016
  • This study analysed the published papers dealing with traffic behaviors since 2004 in south Korea. The following information was coded for each papers; year of publication, source, authors, main topic, and subtopic. The annual numbers of publication in 2004 and 2005 showed 6 articles and 7 articles. Since 2006, The annual numbers were increasing more than 10 papers. It means that the researches on traffic behavior were rich. The driver was main topic of 73.2% of articles. Cognition & Perception, Fatigue and Stress, and Alcohol were the main interest sub-topics dealing with main topic driver. Elderly driver was 10.4%, the interest in elderly drivers grew with population aging. And the dominant publications were Journal of traffic safety research, Journal of Korean Psychology Association, and Journal of the Koean Data Analysis Society with 60% of all articles for last 10 years.

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The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

The effects of group guidance program using positive psychology for national security related university entrants' psychological wellbeing (긍정심리학을 활용한 집단지도 프로그램이 대학생의 심리적 안녕감에 미치는 영향 -국가안보관련학과 신입생을 중심으로-)

  • Jung, Joo-Sub
    • Korean Security Journal
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    • no.48
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    • pp.235-258
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    • 2016
  • The purpose of this study is to find out the effectiveness of the group guidance program using positive psychology for national security related university entrants' psychological wellbeing. This study is to investigate the influence of group guidance program on the increase of psychological well-being of university entrants through active and deliberate program based on the positive psychology. To achieve this purpose, thirty nine students (male 19, female 20) among national security related university entrants were selected and allocated to experimental and comparative groups. Experimental group was nineteen students (male 10, female 9), and comparative group was twenty students (male 9, female 11). Experimental group was divided into two teams (male and female team), and guided by each leader. The group guidance was participated in total ten-week sessions, fifty mins per week. The results were as follows; First, the group guidance program using positive psychology for national security related university entrants' had a positive effect on the students' psychological wellbeing. Second, effects of subordinate factors (autonomy, controling environment, personal growth, positive relations) in comparison in pre and post test of program had an influence very positive or positive, while one factor (purpose in life) didn't show a positive effect.

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