• Title/Summary/Keyword: Cognitive control of attention

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The Effects of Cognitive Behavioral Anger Management Program on Self-consciousness and Anger in Korean Military Man (인지행동적 분노관리 프로그램이 군인의 자의식과 분노에 미치는 효과)

  • Hyun, Myung-Sun;Nam, Kyoung-A;Kang, Hee-Sun
    • Journal of Korean Academy of Nursing
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    • v.36 no.6
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    • pp.1076-1084
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    • 2006
  • Purpose: The purpose of this study was to evaluate a cognitive behavioral anger management intervention in order to increase self-consciousness and decrease anger among Korean military men, Methods: A quasi-experimental design was used for this study. Ninety two soldiers were screened for unhealthy anger expression using a questionnaire. Among them, 26 soldiers who showed unhealthy anger expression were selected for this study. They were matched by rank and assigned to either a treatment or control group. The treatment group received the intervention three consecutive times, once a week and for 120 minutes per session. Participants were assessed before and after the intervention for anger (the State-Trait Anger Scale) and self-consciousness (Self-consciousness Scale). Data was analyzed using descriptive statistics, $x^2-test$, Mann-Whitney test, and Wilcox on signed rank test. Results: There was no statistically significant decrease in anger or increase in self-consciousness between the two groups following treatment. However, there was a significant increase in private self-consciousness in the treatment group after the intervention(p=.006). Conclusion: The cognitive behavioral anger management program improves private self-consciousness in soldiers. However, Additional research is needed to explore whether long-term intervention is more effective for anger control in the military setting. The findings from this study suggest that more attention should be given to mental health care for Korean soldiers.

Virtual reality-based mild cognitive impairment prevention training system (가상현실기반의 경도인지장애 예방 훈련 시스템)

  • Choi, Ki-won;Joo, Moon-il;Kim, Hee-cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.749-751
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    • 2016
  • Due to the advent of virtual reality, the past communication method using images and video through the expansion into three-dimensional space has been provided more realistic and seamless interaction environment. Unlike reality, virtual reality is under a full human control and due to this benefit can be used as a substitute for reality therefore medicine and healthcare area has attracted attention in the prevention and treatment of dementia utilizing virtual reality. The research provided in this paper is aimed to design a virtual reality-based mild cognitive impairment prevention training system, focusing on the Symptoms of Alzheimer's precursor, mild cognitive impairment.

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Literature Review of Play Therapy Intervention for Children with ADHD (ADHD 아동에 대한 놀이치료적 중재논문 고찰)

  • Choi, Jin-Ah
    • Journal of the Korean Home Economics Association
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    • v.50 no.5
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    • pp.125-138
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    • 2012
  • The purpose of this study was to analyze the research literature on play therapy intervention for children with ADHD. Thirty-nine studies, conducted from 1995 to 2010, were analyzed. The results of the literature review are as follows: The most commonly studied subjects were elementary school children in grades 1-3. The most common subject selection method was to select ADHD tendency children. The most typical intervention setting used was a counseling center. The most frequent intervention was 11-15 sessions of group counseling. Pre-post experimental-control research designs were the most commonly used. In the analyzed studies, play therapy-game play therapy, CBPT, CCPT, sand play therapy, and theraplay- was used for ADHD children. The studies found that game play therapy and cognitive-behavior play therapy are effective for improving ADHD children's attention, impulsiveness, and self-control. The major game play therapy activities used were dart games, "Simon says" games, fishing games, dominoes, Jenga, Beat the Clock, the board game "Stop," and "Ice, break., ice, break." Based on these findings, this article presents implications and discussion for play therapy intervention for ADHD children.

The Effects of Feuerstein's FIE Program on Gifted Children's Executive Function (Feuerstein의 FIE 프로그램이 영재아의 실행기능에 미치는 효과)

  • Kil, Kyung-Suk
    • Journal of the Korean Home Economics Association
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    • v.47 no.6
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    • pp.121-133
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    • 2009
  • The purpose of this study was to assess the efficacy of Feuerstein's program on Gifted children's executive function. The subjects for this study were 40 Gifted children (3th year elementary students) from KAGE. Twenty were randomly allocated to the experiment group and the other 20 to the control group. The results of this study were as follows: The experiment group exhibited statistically significant improvement in attention control, cognitive flexibility and information process procedure compared to the control group. The results proved that FIE program had an effect on improvement of executive functions in gifted children.

Implementation of Serious Games with Language-Based Cognitive Enhancement for BIF Children (경계선지적기능 아동을 위한 언어기반 인지강화 기능성 게임 구현)

  • Ryu, Su-Rin;Park, Hyunju;Chung, Dong Gyu;Baik, Kyoungsun;Yun, Hongoak
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1051-1060
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    • 2018
  • This study aims to propose instituting the serious games of language-based cognitive enhancement for the BIF children. The program consists of 4 cognitive areas (perception, attention, working memory, knowledge inference) in 4 language dimensions (phoneme, word, sentence, discourse). 16 games of 4 areas/2 dimensions with 3 difficulty levels were implemented in a mobile station and pilot-tested to children including BIFs. The results from the pilot tests supported for the validity and effectiveness of our games: Children's game performance correlated with their IQ scores (overall and sub-areas) revealing significant differences between the groups. The stroop scores in pre-and-post training hinted the increase of children's cognitive control.

Effectiveness of Motion-Based Virtual Reality Training(Joystim) on Cognitive Function and Activities of Daily Living in Patients with Stroke (체감형 가상현실 훈련(Joystim)이 뇌졸중 환자의 인지기능과 일상생활활동에 미치는 효과)

  • Yang, No-Yul;Park, Hee-Su;Yoon, Tae-Hyung;Moon, Jong-Hoon
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.10-19
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    • 2018
  • The present study was to investigated the effects of motion-based virtual reality training on cognitive function and activities of daily living in patients with stroke. This study was participated in forty one patients with acute stroke. All subjects were randomly assigned into either the experimental group(n=20) or the control group(n=21). The both groups received the conventional occupational therapy during 30 min a day, 5 a week, 4 a weeks. Additionally, experimental group performed motion-based virtual reality training on each session during 30 min/day, and control group conducted conventional occupational therapy on each session during 30 min/day. The outcome measures were the LOTCA(Loewenstein Occupational Therapy Cognitive Assessment), TMT(Trail Making Test), VM(Visual Memory), K-MBI(Korean Modified Barthel Index). In comparison of change score of cognitive function, the experimental group showed a significantly greater improvements in attention and visual working memory than the control group(p<.05). As a result for change score of activities of daily living, the experimental group showed a significant greater improvement in self care than the control group(p<.05). Our findings suggest that motion-based virtual reality training may have a effects of the improvements of cognitive function and activities of daily living than conventional therapy in patients with acute stroke.

Eye Movement Program Consisting of Saccadic Eye Movement and Pursuit Eye Movement Improved Visual Memory in Institutionalized Elderly Person: Randomized controlled pilot study

  • Park, Yongnam;Bae, Youngsook
    • Journal of International Academy of Physical Therapy Research
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    • v.10 no.2
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    • pp.1768-1773
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    • 2019
  • Background: Aging reduces cognitive abilities, including visual memory (VM) and visual discrimination (VD). Since common cortical networks subserve eye movement and attention, voluntary eye movement may improve visual attention. Visual selective attention was major role for memory, and visual memory and visual attention are intimately related. Objective: To identify the improvement in VD and VM, after implementing the eye movement program consisting of saccadic eye movement (SEM) and pursuit eye movement (PEM) in the institutionalized healthy elderly. Design: Randomized controlled trial. Methods: The study involved a sample of 36 participants, and the mean age was 79.03 years (range 76~84 years). They were randomly allocated to the experimental group (n=16) and control group (n=20). Participants in the experimental group performed SEM 5 times per week for 4 weeks: twice daily at the same time in the morning and afternoon. The program was carried out for 3 minutes, and it consisted of SEM and PEM. The target's moving frequency was set at 0.5 Hz. VM and VD at the baseline and post-intervention were measured using Motor-Free Visual Perception test-4 (MFVPT-4). Results: VM significantly improved in the experimental group (p < .01), and significant differences were observed compared to the control group (p < .01). There was no significant change in VD. Conclusion: The eye movement program consisting of SEM and PEM increased VM more than VD. Therefore, eye movement program was feasible interventions for improving VM in institutionalized elderly persons.

A Study on Design Elements of Main Control Room in Nuclear Power Plants by Analyzing Space Characteristics (원자력발전소 주제어실의 공간특성에 따른 디자인 요소에 관한 연구)

  • Lee, Seung-Hoon;Lee, Tae-Yeon
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.249-256
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    • 2010
  • For guaranteeing for security of nuclear power plant, ergonomic factors have been applied to design of main control room, core area for management and control of nuclear power plant, but design elements for performance of operators have been ignored. As the behaviors of operators are important for security of nuclear power plant, space design which makes them pleasant psychologically and makes them maintain attention on security equipments ceaselessly is required. Therefore, the purpose of this study is to analyze space characteristics of main control rooms according to regulations of nuclear power plant and general guidelines of space design, and to offer basic data for designing of main control room which makes operators pleasant psychologically and physically. At first, theoretical issues related with design of main control room are reviewed and several premises of space are developed by abstracting design elements from common space and regulations of nuclear power plant and, then integrating each design elements interactively. In short, the improvement of system environment based on human-machine interface space has brought about perceptual, cognitive, and spatial changes and has realized next generation of main control rooms. And, differences and similarities between ordinary space and main control room, which ergonomic sizes and regulations are applied and is VDT environment based on LDP, are discussed in relation to 13 design elements and 17 space premise.

The Effects of Group Game Play Program on ADHD-Liked Children's Executive Functione-fla (집단게임놀이 프로그램이 ADHD성향 아동의 실행기능에 미치는 효과)

  • Yun, Mi-Hee;Kil, kyung-Suk
    • Journal of the Korean Home Economics Association
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    • v.47 no.4
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    • pp.25-35
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    • 2009
  • The purpose of this study is to examine the effect of group game play program on ADHD-liked children’s executive function. The game play program was implemented for children in experiment group to find out the effect of the group game play program on ADHD-liked executive function. The subjects of this study were 12 children (4th year elementary students), showing ADHD characteristics. 6 were put in experiment group and other 6 were put in control group randomly. The effectiveness of group game play on ADHD children’s executive function are as followings: The attention ability, behavior inhibition ability, cognitive flexibility of children in experiment group was improved more than in control group. It is concluded that group game play program is effective for ADHD-liked children’s executive function.

Attention in Child Psychiatry (소아정신과 장애에서 주의력의 문제)

  • Shin, Min-Sup
    • Sleep Medicine and Psychophysiology
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    • v.5 no.2
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    • pp.134-154
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    • 1998
  • This paper first reviewed the definition, criteria, and neurological theories concerning the etiology of AD/HD, and the empirical studies dealing with the comorbidity of AD/HD with other psychiatric disorders. Secondly, results of studies using various neuropsychological tests for assessing the cognitive and behavioral problems in AD/HD children were examined, which suggest the possibility that dysfunction may exist in neural pathways involving many areas of the brain in AD/HD. However, because most of neuropsychological test used in Korea for ADHD children had been developed abroad, further study involving AD/HD, normal control, and other psychiatric control groups is needed to obtain developmental norms for interpreting the results, and to make more accurate diagnosis, and to clarify comorbidity of AD/HD with other disorders.

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