• Title/Summary/Keyword: Interaction Anxiety

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Influence of Physical Activity Level on the Health-related Quality of Life of Cancer Survivors: Based on the Korea National Health and Nutrition Examination Survey for 2014-2018 (신체활동 수준이 암 생존자의 건강 관련 삶의 질에 미치는 영향: 2014-2018년 국민건강영양조사 자료 활용 연구)

  • Oh, Jinkyung;Huh, Iksoo
    • Journal of Korean Public Health Nursing
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    • v.35 no.1
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    • pp.72-88
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    • 2021
  • Purpose: This study investigated the associations between physical activities (PAs) and the health-related quality of life (HRQOL) and perceived health status (PHS) of cancer survivors. We further examined the interaction effects of PAs and covariates on HRQOL and PHS. Methods: Data sets were obtained from the 2014-2018 Korea National Health and Nutrition Examination Survey. The subjects were 1,349 cancer survivors aged over 18 years old. Data were analyzed using R 4.0.3 and SPSS 18.0. Logistic regression analysis was conducted considering only the main terms, or including additional interaction terms between PAs and covariates. Results: Moderate and high PAs showed significantly improved HRQOL related to self-care domain, euro quality of life-5 dimension index, and PHS. Interaction analysis revealed that high PAs resulted in improved HRQOL associated with self-care and pain/discomfort in cancer survivors having depression. Moreover, for low- and middle-income levels, higher PAs served to improve HRQOL associated with depression/anxiety. In contrast, higher PAs rather reduced HRQOL for the high-income group. Conclusions: To improve HRQOL, we recommend PAs higher than the moderate level for cancer survivors. In case of cancer survivors having depression or belonging to the high-income group, it is necessary to manage individual PAs considering the interaction effects.

Effects of TR and Consumer Readiness on SST Usage Motivation, Attitude and Intention (기술 준비도와 소비자 준비도가 Self Service Technology 사용동기와 태도 및 사용의도에 미치는 영향)

  • Shim, Hyeon Sook;Han, Sang Lin
    • Asia Marketing Journal
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    • v.14 no.1
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    • pp.25-51
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    • 2012
  • Researches about the relationship between SST(Self Service Technology) and TRI(Technology Readiness Index) have been carried out after TRI was developed by Parasuraman and his colleagues(2000). We hypothesize Consumer Readiness can also influence consumer's motivation, attitude, and intent to use SST. Currently, there has been no research on this subject. In this study, we investigated the relationship between TR, Consumer Readiness and SST Core Attitudinal Model which Dabholkar & Bagozzi(1994) proposed. The researchers also investigated moderating effects of consumer traits and situational factors to verify the acceptance of such forms of service delivery by all kinds of consumers and under different situational contexts. Self consciousness, the need for interaction with an employee, and the technology anxiety were used as consumer trait variables. Perceived waiting time and perceived crowding were used as situational variables. 380 questionnaires were distributed to a sample group of people in their 20's and 30's, and the data were analyzed with structural equation model using AMOS 18.0 program. All of Cronbach's alpha values representing reliabilities were satisfactory. The values of Composite Reliability(CR) and Average Variance Extracted(AVE) also showed the above criteria, thus providing evidence of convergent validity. To confirm discriminant validity among the constructs, confirmatory factor analysis and correlations among all the variables were examined. The results were satisfactory. The results of this study are summarized as follows. 1. Optimism and innovativeness of TR partially influenced the motivation to use SST. People who tend to be optimistic use SST because of ease of use and fun. The innovative however, usually use SST due to its performance. However, consumer readiness of role clarity, ability and self-efficacy influence all the components of motivation to use SST, ease of use, performance and fun. The relative effect of consumer readiness on the motivation to use SST was much stronger and more significant than that of TR. No other previous studies have examined the effects of Consumer Readiness on SST usage motivation, attitude and intention. It is academically meaningful that the researchers verified that Consumer Readiness is the important precedent construct influencing the self service technology core Attitudinal Model. Our findings suggest that marketers should consider fun and ease of use attributes to promote the use of self service technology. In addition, the SST usage frequency will rise rapidly when role clarity, ability, and self-efficacy which anybody can easily handle SST is assured. If the SST usage rate is increased, waiting times for customers could be decreased. Shorter waiting time could lead to higher customer satisfaction. It may also result in making a long-term profit owing to the reduced number of employees. Thus, presentation of using SST by employees or videos showing how to use it will promote the usage attitude and intent. 2. In SST core attitudinal model, performance and fun factors among SST usage motivation affected attitudes of using SST. The attitude of using SST highly influenced intent to use SST. This result is consistent with previous researches that dealt with the relationship between motivation, attitude and intention. Expectation of using SST could result in good performance just like the effect of ordering menu to service employees and to have fun since fun during its use could promote more SST usage rate. 3. In the relationship among motivation, attitude and intent in SST core attitudinal model, the moderating effect of consumer traits(self-consciousness, need for interaction with service employees and technology anxiety) and situational factors(perceived crowding and perceived waiting time) were tested. The results also supported the hypothesized moderating effects except perceived crowding. The highly self-conscious tended to form attitudes to use SST because of its fun compared to those who were less self-conscious because of its performance. People who had a high need for interaction with service employees tended to use SST for its performance. This result indicates that if ordering results are assured, SST is easily accessible to even consumers who have a high need for interaction with a service employee. When SST is easy to use, attitudes strengthen intent among people who had a high level of anxiety of technology. People who had low technology anxiety formed attitudes to use SST because of its performance. Service firms must ensure their self service technology is designed to be easy to use for those who have a high level of technology anxiety. Shorter perceived waiting times strengthened the attitude to use self service technology because of its fun. If the fun aspect is assured, people willing to use self service technology even perceive waiting time to be shorter than it actually is. Greater perceived waiting times form higher level of intent to use self service technology than those of shorter perceived waiting times. This implies that people view self service technology as a faster alternative to ordering service employees. The fun aspect of self service technology will attract a higher rate of usage for self service technology. 4. It has been proven that ease of use, performance and fun aspects are very important factors in motivation to form attitudes and intent to use self service technology regardless of the amount of perceived waiting time, self-consciousness, need for interaction with service employees, and technology anxiety. Service firms must consider these motivation aspects(ease of use, performance and fun)strongly in their promotion to use self service technology. Ease of use, assuring absolute performance compared to interaction with service employees', and adding a fun aspect will positively strengthen consumers' attitudes and intent to use self service technology. Summarizing the moderating effects, fun is the most valuable factor triggering SST usage attitude and intention. Therefore, designing self service technology to be fun will be the key to its success. This study focused on the touch screen self service technology in fast food restaurant. Although it has its limits due to the fact that it is hard to generalize the results to any other self service technology, the conceptual framework of this study can be applied to future research of any other service site.

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A Subjectivity Study on Type of Emotional Response of Stroke Patient (뇌졸중 환자의 정서반응 유형에 관한 연구)

  • 안수연
    • Journal of Korean Academy of Nursing
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    • v.30 no.3
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    • pp.584-594
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    • 2000
  • The purpose of this study was to identify emotional responses, of stroke patients using Q analysis. From the data analysis, five types of emotional responses in stroke patients were classified as follows. 1. Acceptance and Overcoming : They attached to life strongly and had self-confidence of recovery. They were striving against their situation through using anything else good for their recovery. 2. Anger Type : They recognized a labile feeling and were angered easily. They had a self-confident and self-esteemed personality before they had a stroke. 3. Conflict Type : They wanted interaction with others. This individual recognized that no one knows their agonies. They were thankful to god or their family, while they could not control their minds. Their family supports were low. 4. Deficiency of self-esteem Type : They had a self-confidence of recovery, but they were in fear of interaction with others. Especially, they were ashamed of themselves. They have a high sense of responsibility and nigh self-esteem for themselves before they had a stroke. 5. Despair Type. : They were sorry to trouble their family. They felt depression, anxiety, darkness, uselessness of themselves, and they wanted to die. They recognized financial burden. for their family. The characteristics of the five types of stroke patient identified in this study will be used to assess emotional nursing needs for stroke patients. The findings of this study will provide practical guidelines for developing nursing interventions for stroke patients based on the characteristics of subjectivity types.

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The Influence of Uncertainty and Social Support on General Well-being among Hemodialysis Patients (혈액투석 환자가 지각하는 불확실성과 사회적 지지가 안녕감에 미치는 영향)

  • Kim, Youn-Jin;Choi, Hee-Jung
    • The Korean Journal of Rehabilitation Nursing
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    • v.15 no.1
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    • pp.20-29
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    • 2012
  • Purpose: The purpose of this study was to explore factors affecting uncertainty and general well-being based on Uncertainty in Illness Theory. Methods: Data were collected from 125 outpatients who had received hemodialysis. The path model among four concepts, such as period of hemodialysis, social support, uncertainty, and general well-being, was tested. Tangible support, positive social interaction, affectionate, and emotional/informational support were measured as social support. Adaptation in the model was operationalized as general well-being which consisted of anxiety, depression, positive well-being, self-control, and general health. Results: All paths were statistically significant at the level of ${\alpha}$=.05. The significant paths were the path from period of hemodialysis to uncertainty (t=-2.86), social support to uncertainty (t=-2.01), uncertainty to general wellbeing (t=-2.85), and social support to general well-being (t=3.55). Conclusion: Patients who perceived low uncertainty and high social support were likely to feel well-being. Therefore, nurses should give patients appropriate information according to their needs and have meaningful interaction with patients to reduce their uncertainty and render social support.

Differences in Loneliness, Social Disconnection, Attachment, and Usage Behavior of Smart Speaker Users Depending on Anthropomorphism Level (의인화 수준에 따른 스마트 스피커 이용자의 고독감, 사회적 단절, 애착 및 이용행태의 차이)

  • Jang, Yei-Beech
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.93-102
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    • 2022
  • This study investigated the differences in smart speaker users' loneliness, social disconnection, and attachment, frequency of daily speaker usage, and anthropomorphic behavior depending on the level of smart speaker anthropomorphism. A total of 320 users participated in an online survey. Results showed significant differences between the high anthropomorphism group and the low anthropomorphism group in their level of loneliness, social disconnection, anxiety attachment, frequency of daily speaker usage, and anthropomorphic behaviors. However, no significant difference in avoidance attachment between the two groups was found. The findings imply that interaction design can possibly enhance positive social interaction with smart speakers.

The Effect of Participation in Survival Swimming Education on Underwater Anxiety and Water Safety Awareness of University Students (생존수영교육 참여가 대학생의 수중불안과 수상안전 의식에 미치는 영향)

  • Myung-Chul Lee;Kyung-Hun Han
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.6
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    • pp.1201-1212
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    • 2023
  • This study aimed to analyze the changes in underwater anxiety and water safety consciousness among college students through participation in survival swimming education and the relationship between these changes and various factors. To achieve this, 200 college students who were participating in survival swimming education from universities located in the Busan-Ulsan-Gyeongnam region were selected as participants using convenience sampling. Among them, a final valid sample of 191 students was utilized. Data analysis was conducted using SPSS 25.0 statistical software, including exploratory factor analysis, reliability analysis, paired sample t-test, repeated measures ANOVA. The results are as follows: Firstly, college students who participated in survival swimming education showed a decrease in post-test underwater anxiety and an increase in water safety consciousness compared to pre-test. Secondly, the interaction between the groups based on the presence or absence of swimming education experience and time showed a significant effect only in the safety education, a sub-factor of water safety consciousness. Based on these results, the effectiveness of survival swimming education for college students could be confirmed, and further directions for expanding survival swimming education in university settings could be considered.

An Experimental Study on Negative Emotional Effects in Violent Video Game (폭력적 게임의 시청행위와 게임행위의 부정적 감정효과에 대한 실험연구)

  • Yun, Ju-Sung;Bang, Young-Ju;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.7-18
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    • 2014
  • People generally think that negative effects of violent game contents are more serious in active playing behavior than passive watching video. This research examined the negative emotions which could arise out of playing violent games as fear, anxiety, hate, state-anger, hostility, and depression and performed an experiment methodology to assess those emotion effects between playing and watching violent game. The results of this research found that the watching group of violent video game showed a stronger internal negative feeling such as hate and depression, but the playing group of violent game had a deeper state-anger and hostility as external negative feeling than watching group. This research concludes that each media delivers different negative feelings, and there is little difference in the intensity of negative effects between playing and watching violent game.

The Research on the Relationship between the Mental Health and the Adaptability to the Group Life (집단생활에서의 적응상태와 정신건강과의 관계 - 승선학과 학생을 중심으로 -)

  • 하해동;신한원
    • Journal of the Korean Institute of Navigation
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    • v.10 no.2
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    • pp.115-138
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    • 1986
  • The purpose of this study was to explore the nature of the relationship between several factors representing the mental health enumerated in the psychology literature and the dadaptability to group life which all of th KMU students encounter. An empirical study was carried out to examine not only the differences in mental health of 4 kinds of students groups but also the impact of interaction which mental health affects to the adaptability to group life among grades. The several factors of the mental health can be utilized in suggesting the theoretical bases for the countermeasures of the effective group life along with the motivation of KMU students. The data investigating the impact of interaction between mental health and the adaptability to group life were collected from 537 KMU students selected from 4 different kinds of population-(1) Freshman group (2) Sophomore group (3) Junior group (4) Senior group-by the use of questionnaire method and interview. The 2-way analysis of variance (MANOVA) were used to analyze the data. The results of this study were found as follows; (1) There are significant difference in the cognition of gloom, personal sensitiveness, anagonism, anxiety and total score among 4 grade groups, (2) The freshmen group and the sophomore group have perceived gloom, personal sensitiveness, antagonism, and total score more acutely than the junior group and senior group have. (3) There are significant differences in perceiving an obession and personal sensitiveness according to the adaptation types to the group life; adaopted type, non-adapted type. The non-adapted group has recognized an obsession and personal sensitiveness more seriously than the adapted group has. (4) The interaction between grades and the adaptation status doesn't have an direct influence on the mental health.

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Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

Psychiatric Implication of Synaptic Adhesion Molecules and Scaffold Proteins (시냅스 접착 단백질과 구조 단백질의 정신과적 의의)

  • Oh, Daeyoung
    • Korean Journal of Biological Psychiatry
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    • v.17 no.3
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    • pp.119-126
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    • 2010
  • Synaptic adhesion molecules mediate synapse formation, maturation and maintenance. These proteins are localized at synaptic sites in neuronal axons and dendrites. These proteins function as a bridge of synaptic cleft via interaction with another synaptic adhesion molecules in the opposite side. They can interact with scaffold proteins via intracellular domain and recruit many synaptic proteins, signaling proteins and synaptic vesicles. Scaffold proteins function as a platform in dendritic spines or axonal terminals. Recently, many genetic studies have revealed that synaptic adhesion molecules and scaffold proteins are important in neurodevelopmental disorders, psychotic disorders, mood disorders and anxiety disorders. In this review, fundamental mechanisms of synapse formation and maturation related with synaptic adhesion molecules and scaffold proteins are introduced and their psychiatric implications addressed.