• Title/Summary/Keyword: Impulsiveness

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The Relationship between Risk Taking, Impulsivity and Intolerance of Uncertainty (위험감수와 충동성 및 불확실성에 대한 인내력 부족의 관련성)

  • Sohn, Sung Yun;Kang, Jee In;Namkoong, Kee;Kim, Se Joo
    • Korean Journal of Biological Psychiatry
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    • v.21 no.3
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    • pp.87-92
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    • 2014
  • Objectives Risk taking has been implicated in the development of various psychiatric disorders. Previous studies have indicated that risk taking behavior is associated with high levels of impulsiveness. Risk taking entail uncertain situation that outcome probability is unknown. This study tested impulsivity, intolerance of uncertainty and risk taking behavior. Methods A total of 73 participants completed a test battery comprised of the UPPS-P scale as a psychometric measurement of five dimensions of impulsivity, Intolerance of Uncertainty Scale, and Balloon Analog Risk Task (BART) as a behavioral measure of risk taking. The Pearson correlation analysis was used. Results The sensation seeking factor was positively correlated with BART measure (r = 0.27, p = 0.02). Specifically, the relationship between sensation seeking and BART was significant in females. Conclusions Among the five factors of UPPS-P, only the sensation seeking factor predicts risk taking propensity.

Temperament and Character are Associated with Suicide Attemptsin Patients with Mood Disorders (기분장애 환자에서 자살 시도와 연관된 기질 및 성격)

  • Park, Byoung-Sun;Han, Wou-Sang;Jang, Yong-Lee;Choi, Jin-Sook
    • Anxiety and mood
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    • v.4 no.2
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    • pp.111-120
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    • 2008
  • Objective : This study investigated the temperament and character traits associated with suicide attempts in patients with mood disorders. Methods : The temperament and character inventory (TCI) was administered to 150 patients who visited psychiatric clinics seeking treatment for mood symptoms. The patients were divided into three groups as follows : non-suicide ideation, suicide ideation and suicide attempt. We also gathered socio-economic data in order to rule out confounding variables. MANOVA was performed to analyze differences in personal temperament and character scores on the TCI between the three groups. Results : The self-directedness and cooperativeness subscales of the TCI are most influenced by the clinical symptoms rated by Beck Suicide Ideation Scale and Hamilton Depression Rating Scale. In the temperament scale, the suicide attempt group scored higher on the novelty seeking and harm avoidance items than the other two groups. The specific temperaments associated with suicidal behavior in patients with depression are impulsivity (NS2) and anticipatory anxiety or pessimism (HA1). Conclusion : In this study, we found that more risky patients who had previously attempted suicide had a temperament of impulsivity or pessimism. This finding suggests that a more cautious approach is needed to assess mood disorder patients with impulsive or pessimistic temperaments in order to prevent suicide attempts.

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University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
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    • v.23 no.2
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    • pp.155-163
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    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

A Study on Hazard Assessment of Employees in New Buildings

  • Choi, Dal-Woong
    • Toxicological Research
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    • v.28 no.3
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    • pp.187-193
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    • 2012
  • In order to evaluate the physical and psychological health effects of air pollutants from new building materials, 100 employees who worked in new buildings were given a general health questionnaire, and the prevalence of their subjective complaints was measured. The collected data were classified according to age, gender, smoking status, profession, working time, sleep time, life style, and length of employment. The results obtained were summarized as follows: The THI lie scale scores were significantly higher among the older respondents. Compared to males, females showed a significantly higher level in the depression itemas well asa tendency toward high ratios of physical and psychological complaints. The smoking group showed higher scores regarding health complaints related to most physical and psychological items. Smokers showed significantly increased respiratory organ complaints compared to nonsmokers. Those with a profession showed significantly higher level of nervousness. The group of those working 7 to 10 hours group showed higher rates of complaints in the multiple subjective symptoms and mouth/anus items than the group working less than 2 hours. Those living an irregular life showed a tendency toward higher rates of complaints for most physical and psychological subjective factors. Those who were satisfied with their environments showed significantly lower scores in the mouth/anus, impulsiveness, mental irritability, depression, and nervousness items. In summary, this study shows that the health complaint scores regarding physical and psychological symptoms tended to be higher among the unsatisfied group, the irregular life group, the group who worked long hours, the elderly, smokers, and females. These results can be used to improve the psychosomatic health status and working environments of employees working in new buildings.

Ever Increasing Number of the Animal Model Systems for Attention Deficit/Hyperactivity Disorder: Attention, Please

  • Kim, Hee-Jin;Park, Seung-Hwa;Kim, Kyeong-Man;Ryu, Jong-Hoon;Cheong, Jae-Hoon;Shin, Chan-Young
    • Biomolecules & Therapeutics
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    • v.16 no.4
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    • pp.312-319
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    • 2008
  • Attention deficit/hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by hyperactivity, inattention, and impulsiveness. Current estimates suggest that 4-12% of school age children are affected by ADHD, which hampers proper social relationship and achievements in school. Even though the exact etiology of the disorder is still in the middle of active investigation, the availability of pharmacological treatments for the disorder suggest that at least the symptoms of ADHD are manageable. To develop drugs with higher efficacy and fewer side effects, it is essential to have appropriate animal models for in vivo drug screening processes. Good animal models can also provide the chances to improve our understanding of the disease processes as well as the underlying etiology of the disorder. In this review, we summarized current animal models used for ADHD research and discussed the point of concerns about using specific animal models.

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.

Aurally Relevant Analysis by Synthesis - VIPER a New Approach to Sound Design -

  • Daniel, Peter;Pischedda, Patrice
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.05a
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    • pp.1009-1009
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    • 2003
  • VIPER a new tool for the VIsual PERception of sound quality and for sound design will be presented. Requirement for the visualization of sound quality is a signal analysis modeling the information processing of the ear. The first step of the signal processing implemented in VIPER, calculates an auditory spectrogram by a filter bank adapted to the time- and frequency resolution of the human ear. The second step removes redundant information by extracting time- and frequency contours from the auditory spectrogram in analogy to contours of the visual system. In a third step contours and/or auditory spectrogram can be resynthesised confirming that only aurally relevant information were extracted. The visualization of the contours in VIPER allows intuitively to grasp the important components of a signal. Contributions of parts of a signal to the overall quality can be easily auralized by editing and resynthesising the contours or the underlying auditory spectrogram. Resynthesis of time contours alone allows e.g. to auralize impulsive components separately from the tonal components. Further processing of the contours determines tonal parts in form of tracks. Audible differences between two versions of a sound can be visually inspected in VIPER through the help of auditory distance spectrograms. Applications are shown for the sound design of several interior noises of cars.

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Weak Signal Detection in a Moving Average Model of Impulsive Noise (충격성 잡음의 이동 평균 모형에서 약신호 검파)

  • Kim In Jong;Lee Jumi;Choi Sang Won;Park So Ryoung;Song Iickho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.6C
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    • pp.523-531
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    • 2005
  • We derive decision regions of the maximum likelihood(ML) and suboptimum ML(S-ML) detectors in the first order moving average(FOMA) of an impulsive process. The ML and S-ML detectors are compared in terms of the bit-error-rate in the antipodal signaling system. Numerical results show that the S-ML detector, despite its reduced complexity and simpler structure, exhibits practically the same performance as the optimum ML detector. It is also shown that the performance gap between detectors for FOMA and independent and identically distributed noise becomes larger as the degree of noise impulsiveness increases.

The Effects of High School Students' Smart Phone Addiction on Impulsivity, Stress, Self-efficacy, and Self-control (고등학생의 스마트폰 중독이 충동성, 스트레스, 자기효능감, 자기통제력에 미치는 영향)

  • OH, Ju
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.4
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    • pp.998-1012
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    • 2015
  • This study is smartphone addiction impulsiveness, stress, self-efficacy, and examine any changes to appear self-control. This study is a response to the results obtained for 310 people targeting high school in Pusan, the second grade students. For the analysis of the collected data by using the SPSS 22.0 program was the analysis of the T-test, ANOVA, Multiple Regression. The major findings of this study can be summed up as follows: first, smart phone addiction has significant difference in impulsivity, stress, self-efficacy, and self-control. Second, sex is found to be significant in impulsivity, stress, self-efficacy, and self-control. Third, grades are significant in impulsivity, self-efficacy, and self-control. Fourth, the model for impulsivity indicates 4% of explanatory power, which is significant. Fifth, explanatory power for stress is 4%, which is significant. Sixth, the model for self-efficacy shows 14% of explanatory power, which is significant. Meanwhile, smart phone addiction, sex, and grades have no significant effects on self-efficacy. Seventh, the model for self-control indicates 20% of explanatory power, which is significant.

The Effects of Participation in Sociodrama among Computer Game Dependent Adolescents (컴퓨터 게임 의존 청소년 치료를 위한 소시오드라마 효과 연구)

  • 김태은;이정숙
    • Journal of Families and Better Life
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    • v.21 no.4
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    • pp.55-67
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    • 2003
  • Nowadays, computer game dependency among adolescents, especially male adolescents, is emerging as a social problem. Therefore, treatment for computer game dependency has become positively necessary. This study aimed at investigating the effects of participation in sociodrama on the students suffering from computer game addiction. For this study, 380 male students in the 8th grade were asked to complete a questionnaire about themselves. After these data had been analyzed using SPSS, eight students were selected as the experimental group. The control group consisted of eight adolescents who were similar to the experimental group in the level of computer game dependency and in the psychological factors such as impulsiveness, depression, and the lack of self-control. The experimental group participated in twelve sociodrama sessions over 11 weeks, whereas the control group did not receive any treatment. The first follow-up test was conducted eleven weeks after the pretest, and the second follow-up test was done nine weeks after the first one. The results indicate that the sociodrama played an important role in alleviating the computer game addiction. At the same time, the participation in sociodrama brought positive changes in the psychological factors of the adolescents.