• 제목/요약/키워드: Emotion Model

검색결과 876건 처리시간 0.027초

음식 심리학에 대한 탐색적 고찰 (An Exploratory Study on Food Psychology)

  • 김세경
    • 한국콘텐츠학회논문지
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    • 제22권5호
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    • pp.393-403
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    • 2022
  • 본 연구에서는 음식 심리학과 관련한 문헌을 분석하여 음식이 가지는 심리적이고 정서적인 영향력을 이해하여 그 시사점을 도출하고자 하였다. 음식 심리학에 대해 탐색적으로 고찰한 결과는 다음과 같다. 첫째, 맛의 지각은 감각적 정보 뿐 아니라 개인의 내적 특성이 영향을 미치는 것으로 확인되어 개인의 마음 상태와 관련이 있는 것을 알 수 있었다. 둘째, 음식 섭취의 심리적 측면을 이해하기 위한 이론에는 섭식억제이론, 정서 조절 이론, 자기주의이론에 근거한 폭식에 관한 도피모형 등이 확인되었다. 셋째, 음식 관련 진단도구에는 부모의 식사 중 행동척도, 까다로운 섭식 척도, 섭식억제 척도, 부정적 정서에 따른 섭식동기 척도, 보상적 섭식 욕구척도, 음식 갈망-특질 척도, 음식중독 척도, 적응적 섭식 척도에 대한 연구가 이루어져 폭식과 관련한 증상을 측정할 수 있는 도구가 많은 부분을 차지하고 있는 것으로 나타났다. 넷째, 음식 관련 심리장애에 대한 연구는 음식갈망, 폭식장애, 신경성 폭식증, 섭식억제, 건강음식집착증과 관련한 연구가 이루어졌다. 다섯째, 음식 관련 심리장애의 치료와 관련한 연구는 단기 심리교육, 억제통제훈련, 심상처치, 인지적 정서조절전략, 인지행동 집단치료를 중심으로 이루어져 인지행동치료적 접근에 초점이 맞추어져 있음을 알 수 있었다. 본 연구는 음식이 가지는 정서적인 영향력과 음식과 관련한 심리적 문제를 이해하고 개입하는데 있어서 기초자료가 될 것이다.

항공사 승무원의 비언어 커뮤니케이션이 고객 인게이지먼트 및 브랜드 친밀감에 미치는 영향 (Effects of Nonverbal Communication of Flight Attendants on Customer Engagement and Brand Intimacy)

  • 최유나;정남호
    • 지식경영연구
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    • 제24권2호
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    • pp.185-209
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    • 2023
  • 위드 코로나와 함께 움츠렸던 항공 여행업계가 다시 날개를 달고 있다. 이에 본 연구는 국내 항공사를 통해 최근 1년이내 해외여행을 다녀온 승객을 대상으로 항공사 승무원과의 상호작용을 통해 경험한 비언어 커뮤니케이션 요인이 고객 인게이지먼트와 브랜드 친밀감에 영향을 미치는지 살펴보았다. 총 285명의 응답을 수집하였고, SPSS 28과 AMOS 26 프로그램을 이용하여 연구도구의 신뢰도와 타당도, 모델의 적합성, 가설을 검증하였다. 실증연구 분석 결과 항공사 승무원의 비언어 커뮤니케이션 요인에서 의사언어와 공간언어가 고객 인게이지먼트에 유의미한 영향을 미치는 것으로 확인되었다. 코로나 19 이후 관점의 변화에 따라 기존 연구 결과와는 다르지만, 승객과의 접점에서 대면 서비스를 제공하는 데 있어 항공사 승무원 커뮤니케이션의 중요성을 다시 한 번 확인했다. 또한 새로운 고객만족 경영 지표인 고객 인게이지먼트를 유도하기 위해서는 항공사 승무원의 비언어적 요소에 대한 지속적인 교육과 관리가 필요하다. 또한 고객 인게이지먼트가 브랜드 친밀감에 유의한 영향을 미치는 것으로 확인되었다. 이러한 결과는 기존의 가격 인하나 충성도 확보 중심의 마케팅에서 감정과 관계 마케팅의 새로운 고객 관리 지표를 정립할 필요가 있다는 견해를 뒷받침한다. 항공사 승무원과의 상호작용이 고객 인게이지먼트에 기여할 수 있음을 확인하였으며, 이러한 결과는 항공 운송 산업 종사자에게 중요한 의미를 갖는다.

프랜차이즈 기업가 열정이 기업신뢰, 일체감, 그리고 충성도에 미치는 영향 (The Effect of Franchise Entrepreneurial Passion on Corporate Trust, Identification, and Loyalty)

  • 박흥진;한상호;김은정
    • 한국프랜차이즈경영연구
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    • 제8권3호
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    • pp.17-27
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    • 2017
  • Purpose - In align with the increasing competition in both online and offline franchise markets caused by the increasing impact of social networking service, entrepreneurial passion(EP) of the franchise owners has crucial impact on the stakeholders. This study proposed the customer among stakeholders has the critical influence firm's success and examined the structural relationship between entrepreneurial passion(EP) and trust, identification, and loyalty from the customer's perspective. Research design, data, and methodology - This study examines the structural relationship between entrepreneurial passion(EP), trust, identification, and loyalty from the customer's perspective. More specifically, the EP were measured using three sub-dimensions such as EP-inventing(Perceived passion for inventing), EP-founding(Perceived passion for foundting), and EP-developing(Perceived passion for developing). In order to verify the research purposes, research model and hypotheses were developed. All constructs were measured with multiple items developed and tested in the previous studies. Each item was measured on a 7 point Likert-scale anchored by '1 = strongly disagree, 7 = strongly agree'. The data were collected from 449 franchise consumers through online survey and were analyzed using SPSS 21.0 and Smart PLS 3.0. statistical program. Result - The results of this study are as follows. First, EP-inventing and EP-developing have significant impacts on corporate trust. Second, EP-founding does not have significant impact on corporate trust. Third, EP-inventing and EP-founding have significant impacts on consumer identification. Fourth, EP-developing does not have impact on identification directly, but does indirectly through corporate trust as a mediator. Fifth, corporate trust and identification have significant impacts on loyalty. Conclusions - This indicates that the foodservice franchise CEOs should continuously develop new menus and service to fulfill customer needs. EP-inventing of the food franchise CEOs may enhance customer trust for higher quality of product or service, and EP-developing can also be a driving force for customer trust as it embeds belief in customers that the franchise is sustainably developing. Also, food franchise CEOs should first clarify the support process for the existing brands before developing new ones. Customers tend to lead the trend by using brands that satisfy new trends in the foodservice franchise market, and it could have identification with the trend-setting franchise. Customers do not accept if a company is different from their personal image or norms. So the franchise CEOs must create identification with customers by building corporate trust. Corporate trust influences consumer behavior and emotion, thus the franchises need to secure trust by improving product or service continuously.

생명 현상에 대한 과학적 가설 생성과 수리 연산에서 나타나는 두뇌 활성: fMRI 연구 (Brain Activation in Generating Hypothesis about Biological Phenomena and the Processing of Mental Arithmetic: An fMRI Study)

  • 권용주;신동훈;이준기;양일호
    • 한국과학교육학회지
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    • 제27권1호
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    • pp.93-104
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    • 2007
  • 이 연구의 목적은 과학적 가설 생성 과정의 두뇌 활성화 특성을 수리 연산 과정과 비교하여 3.0T fMRI를 이용하여 규명하는 것이다. 이를 위하여 16명의 건강한 남자 피험자가 실험에 자발적으로 참여하였으며, 과학적 가설 생성 과제와 수리 연산 과제를 684초 동안 수행하여 fMRI 영상을 측정하였다. 측정한 후 언어적 보고 자료를 수집하여 fMRI 영상 자료의 신뢰도를 확보하였다. 언어적 보고의 분석 결과 수집한 fMRI 영상 자료 전부를 통계적 분석 대상 자료에 포함시켰다. SPM2 프로그램을 이용하여 통계적으로 분석한 결과, 과학적 가설 생성 과정은 수리 연산 과정과 다른 독립적인 두뇌 네트 을 가지고 있는 것으로 나타났다. 과학적 가설 생성 과정에서는 측두엽의 방추이랑(fusiform gyrus)에서 의문 상황 분석으로 이끌어내진 의미가 전두엽에서 부호화하는 과정이 일어난다고 할 수 있다. 수리 연산 과정은 전두엽과 두정엽의 연합된 영역이 중요한 역할을 하며 기능적 숙련도는 두정엽 영역이 관여하는 것으로 생각된다. 또한 과학적 가설 생성 과정에서는 과학적 감성의 생성도 동반하는 것으로 밝혀졌다. 이러한 연구 결과는 과학적 가설 생성 과정을 두뇌 과학적 측면에서 고찰 할 수 있도록 하였으며, 과학적 가설 생성 학습 프로그램 개발을 위한 기초 자료로 활용될 수 있을 것이다. 또한 과학적 가설 생성 학습 프로그램은 두뇌-기반 학습의 한 전형으로 제안할 수 있다.

아동의 컴퓨터 게임 중독과 신체 증상: 불안의 매개효과 (Computer Game Addiction and Physical Health of Korea Children : Mediating Effects of Anxiety)

  • 권선중;김교헌;이홍석
    • 한국조사연구학회지:조사연구
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    • 제6권2호
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    • pp.33-50
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    • 2005
  • 본 연구의 목적은 한국 아동들의 컴퓨터 게임 중독이 신체증상(두통, 불면증, 소화기 증상, 심혈관계 증상)에 미치는 영향을 살펴보는 것으로, 컴퓨터 게임 중독의 직접효과와 부적 정서(불안) 유발을 매개로 한 간접효과를 함께 고려하였다. 연구를 위해 대전광역시 소재 2개 초등학교 5, 6학년 학생 800명을 대상으로 자료를 수집하였고, 그 중 장기간(2년 이상) 컴퓨터 게임을 해 온 572명[남성 408명(71.3%), 여성 164명(28.7%)]의 자료를 분석하였다. 본 연구에 사용한 척도의 신뢰도는 $.64{\sim}.91$로 만족할 만한 수준이었고, 변인들간의 관계를 밝히기 위해 구조방정식모형 분석을 실시하였다. 각 모형의 부합도 지수를 살펴본 결과, 모든 모형의 부합도(311 GFI >.931, all CFI >.939, all NNFI >.929, all RMSEA <.046)가 적합한 수준인 것으로 나타났다. 컴퓨터 게임 중독이 각 신체증상에 미친 직접효과(두통 ${\beta}$=.211, 불면증 ${\beta}$=.289, 소화기 ${\beta}$=.214, 심혈관계 ${\beta}$=.349)가 모두 유의(all ps <.001) 했고, 불안에 미친 효과(${\beta}$=.458, p<.001) 역시 유의한 것으로 나타났다. 불안이 신체증상에 미친 효과(두통 ${\beta}$=.419, 불면증 ${\beta}$=.375, 소화기 ${\beta}$=.498, 심혈관계 ${\beta}$=.328) 또한 모두 유의(all ps <.001) 하였는데, 불안을 매개로 한 게임 중독의 간접효과를 산출한 결과, 두통 ${\beta}$=.192, 불면증 ${\beta}$=.172, 소화기 ${\beta}$=.228, 심혈관계 ${\beta}$=.151로 나타났다. 게임 중독은 불안의 21%를 설명하였고, 본 매개모형은 두통의 30%, 불면증의 32%, 소화기 증상의 39%, 심혈관계 증상의 34%를 각각 설명하였다. 연구 결과에 따르면, 컴퓨터 게임 중독은 직 간접적으로 아동의 신체 건강에 부정적인 영향을 미치는 것으로 나타났는데, 특히 심혈관계에 가장 큰 영향을 미쳤고 나머지는 불면증, 소화기 증상, 두통 순이었다. 본 연구에서 얻어진 결과의 시사점들을, 장래 연구와 실용적 측면을 고려하여 논의하였다.

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가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

대학생 성장지향성 증진 그룹코칭 프로그램이 성장지향성, 삶의 만족도, 지각된 스트레스, 긍정심리자본 및 대인관계에 미치는 효과: 사회인지동기모형을 기반으로 (Effects of the Group Coaching Program for the Promotion of Growth Orientation for University Students on Growth Orientation, Life Satisfaction, Perceived Stress, Positive Psychological Capital and Interpersonal Relationships: Based on the Model of the Social-Cognitive Approach to Motivation)

  • 경일수;탁진국
    • 한국심리학회지:학교
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    • 제16권3호
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    • pp.231-263
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    • 2019
  • 본 연구의 목적은 사회인지동기모형을 기반하여 개발한 대학생의 성장지향성 증진 그룹코칭 프로그램을 실시하여 성장지향성, 삶의 만족도, 지각된 스트레스, 긍정심리자본, 대인관계 변인에 대한 효과성을 검증하는데 있다. 본 프로그램은 성장지향에 유용한 성장지향성, 마인드셋과 뇌의 가소성, 자기 주도적 목표설정, 재능은 지속적 노력의 산물, 실패태도와 관점 변화, 긍정적 정서·사고 및 행동, 타인 이해, 성장지향 가치와 셀프코칭의 8가지 주제이고, 1회 120분씩 총 8회기로 구성하였으며, 3명의 대학생을 대상으로 예비프로그램을 실시한 후, 전문가의 평가와 참여자의 피드백 등을 토대로 일부 프로그램을 수정하였다. 본 프로그램 효과를 검증하기 위해 자율적으로 신청한 대학생 48명을 16명 실험집단, 16명 비교집단, 16명 통제집단으로 배치한 후, 실험집단은 성장지향성 증진 그룹코칭 프로그램을 실시하였고, 비교집단은 암묵증진이론에 기반한 학습목표지향성 향상 프로그램을 실시하였으며, 통제집단은 어떤 프로그램도 실시하지 않았다. 세 집단을 대상으로 프로그램 실시 전·후, 프로그램 종료 후 1개월·3개월 후의 시점에서 성장지향성, 삶의 만족도, 지각된 스트레스, 긍정심리자본, 대인관계를 측정하였다. 자료 분석은 세 집단이 동질 집단인지를 조사한 후, 시점과 집단에 대한 변량분석으로 상호작용효과를 측정하였다. 분석 결과, 성장지향성 증진 그룹코칭이 성장지향성, 삶의 만족도, 지각된 스트레스, 긍정심리자본, 대인관계에서 통계적으로 유의미하여 효과가 있었고 효과크기가 커서 비교 프로그램보다 더 효과가 있음이 확인되었다. 또한 프로그램 종료 후에도 코칭의 효과는 통계적으로 유의미하게 지속되었고, 효과크기가 커서 비교 프로그램 보다 더 효과적으로 지속됨을 확인하였다. 이 연구 결과를 토대로 본 연구는 성장지향성 증진 그룹코칭을 통해 대학생의 성장지향성, 삶의 만족도, 긍정심리자본, 대인관계 능력을 높이고 스트레스를 감소시키는 효과를 과학적 방법으로 검증하였다는 점에서 의의가 있다.

UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향 (The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage)

  • 문윤지;강소라;김우곤
    • Asia pacific journal of information systems
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    • 제20권3호
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.

우울증 환자에서 D형 인격과 신체 증상 호소와의 관련성 (Association between Type D Personality and the Somatic Symptom Complaints in Depressive Patients)

  • 박우리;정성훈
    • 정신신체의학
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    • 제21권1호
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    • pp.18-26
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    • 2013
  • 연구목적 D형 인격(Type D personality)은 본래 심장 질환의 예후와 관련되는 성격 인자에 관한 연구에서 처음 제안되었고 이후 연구들에서는 다양한 내과적 질환들에서 D형 인격이 관련된다는 것을 보고하였다. 본 연구에서는 우울증 환자의 신체화 증상과 D형 인격의 관련성을 알아보고자 하였다. 방 법 우울 장애로 진단 받은 82명의 환자를 대상으로 D형 인격척도인 DS-14(Type D personality scale 14)를 사용하여 D형 인격 여부를 조사하였다. PHQ-9, PHQ-15(환자 건강 설문지, Patient health questionnaire-9,15)를 사용하여 우울증의 심각도와 신체화 경향에 대하여 평가하였고, TAS-20(한국판 토론토 감정표현불능증 척도, The Korean version of 20-item Toronto alexithymia scale)으로 감정표현불능증의 정도를 측정하였다. Student t-test와 선형 회귀분석을 시행하였고, 단계적(stepwise) 변수 추출을 통해 가장 설명력이 높은 모형을 선정하여 신체 증상에 영향을 미치는 요인을 확인하였다. 결 과 전체 대상자의 절반 이상(56%)이 PHQ-15에서 중증의 신체 증상을 호소하였고, 63.4%가 D형 인격으로 판정되었다. D형 인격군은 대조군에 비하여 PHQ-15 점수가 유의하게 높았다(PHQ-15 mean=12.7, $p=8.2{\times}10^{-7}$). 회귀 분석에서 최종적으로 선정된 모형은 연령, PHQ-9, 그리고 DS-14의 하위영역인 NA가 포함된 모형이었으며, 이들 중 연령($p=1.5{\times}10^{-3}$)과 NA($p=1.5{\times}10^{-7}$)가 신체 증상에 가장 큰 영향을 주는 변인으로 분석되었다. 결 론 본 연구 결과는 D형 인격이 우울증 환자의 신체 증상 호소의 강력한 예측 인자임을 시사한다. 특히 사회적 억제 성향보다 부정적 정서 성향이 신체화 경향과 더 관련성이 깊었다는 결과는 기존의 신체화에 대한 이해, 즉 부정적 정서를 표현해내는 능력이 결여된 경우 이를 신체 증상으로 표출한다는 설명과는 다소 차이가 있는 것으로 보인다. 감정표현불능증이 유의한 예측인자가 아닌 것으로 나타났다는 결과 또한 이러한 차이와 관련된다. 그러나 사회적 억제 성향과 부정적 정서 성향(r=0.65), 감정표현불능증(r=0.44) 간에는 높은 상관 관계를 보였기 때문에 이를 고려한 대규모 연구가 필요할 것으로 생각된다.

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현대회화에서 드러난 해체의 형식론에 관한 연구 -타의적 해체와 자의적 해체의 성격규정을 중심으로- (A study of the destructive styles from Contemporary Paintings - Focused on distinguishing enmity-destruction and self-destruction -)

  • 박기웅
    • 조형예술학연구
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    • 제7권
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    • pp.5-63
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    • 2005
  • Generally, the meanings of destruction are related in the meaning of demolition, breakdown, into fragments ... and so on, and the similar meanings are twist, crush, demolish, split, cut, into pieces , break up ... etc. Further, it has related in the cruelty and destructive heart which are linked with orgy, Sadism, Necrophilia and so on. The meanings are also expressed by the initial , which are deprivation, deface, defame, deform, degrade, delegitimize, denounce , deride, destroy, devalue, as well as debase, debunk, declaim, declassify, decry, delete, denigrate, deprecate, despise or detract ...and so on. Dario Gamboni has discussed the meaning in his book as two categories Iconoclasm and Vandalism. And the similar meanings could be found in the words which has the initial of , like abase, abate, abhor, abjure, abolish, abridge, abuse ...and so on. Even though the distinct meanings of Iconoclasm and Vandalism, it is not easy to distinguish clearly between the differences when the results are accomplished in contemporary paintings because of the similarity of the results. In korean vocabulary there are no similar words to distinguish between the meanings of destruction and deconstruction, and the deconstruction is not recorded in the general dictionaries. However the meaning of is diminishing, separation, contrast and so on. So the unification of the word as do-construction is not construct, minus construction, reverse construction. And Vincent Ditch explained that there are the meaning of destroy the text. From Jacques Derrida, the deconstruction strategy is to criticise the world of traditional metaphysics and logocentrism, and not to reconstruire the philosophical meaning of texts but $d\'{e}construire$ them. And Saussure emphasized that the signifers could have more meaning that there can be more signified in traditional texts in the art. as a result, deconstruction is explained that there are many signified meanings in a signifer. In this thesis , from using the meanings of destruction and deconstruction, to distinguish the expressive skills in contemporary art works are arising. Therefore, special methods which are linked in the destruction styles are selected. As a result, the two different purposes of destruction is arising, one is enmity destruction and the other is self destruction another word, auto destruction or destruction to create The enmity destruction can be distinguished by the two category Iconoclasm and Vandalism. They come from the moment of different historical aspect is arising and want to attack the Icon or masterpiece this concept is from the study of John Philips and especially iconoclasm is linked with religious and artistic heart, but Vandalism is come from the political attack. Sometime, this distinguish is not clearly arising, because the two aspects are co-related in the attack. As a result, firstly, the Iconoclastic controversy had arisen in the methods of Dadaism which has developed by Man Ray, Francis Picabia and Marcel Duchamp. They want to attack the pre-established master-pieces and painting spaces, and they had 'non-artistic attitude' not to be art. Since 1980, the German artist Anselm Kiefer adapted the methods and made them his special skills so he had tried to paint tough brush strokes and draw with hugh pallette image line and fire and water images , they can be the image attack as the Iconoclasm. secondly, the model of vandalism is to be done by hammer, drill, canon and so on. the method is to attack the content of painting. Further, the object of destruction is bound by cords and iron lings to demolish or to declare the authority of pre-statues; it symbolize the pre-authority is gone already. Self-destruction based paintings are clearly different in the purpose of approaching the art work. First of all, they can be auto-destruction, creative destruction and metamorphosis destruction, which is linked with the skill the material aspect and basic stature, and sign destruction or signifier destruction, which is link with the inner meaning destruction that is considered as the Semiotical destruction in post-modern paintings. Since 1960, the auto destruction is based on the method of firing, melting, grinding and similar skills, which is linked with Neo-Dada and reverse-assemblage. Metamorphosis destruction is strongly linked with the basic inner heart price and quality, so it can be resulted in the changedness of expectation and recognition. Tony Cragg has developed the skills to metamorphose the wood as stone or iron as cloth and stone as sponge and rubber and so on. The researcher has developed the same style in the series of since 2003. The other self-destructive methods are found in the skill of sign destruction. In the methods the meaning of the art is not fixed as one or two, but is developed multi-meaning and differ from original starting situation, so Jacques Derrida called the difference meaning in deconstruction. It is the destruction of textes. These methods are accomplished by David Salle, Francesco Clemente, and recently Tracy Emin, who has developed the attacking heart in the spectators' emotion. Sometime in the method of self-destruction, it is based on horror and shock, the method is explored by Demian Hirst and Jakes and Dinos Chapman. Their destructive styles stimulate ambivalent heart and destroy original sign of girl and animals.

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