• Title/Summary/Keyword: Military Mental Health

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Result of Multiphasic Military Personality Inventory Among Grave's Disease in 19-Year-Old Men (19세 남성에서 그레이브스병의 다면적 군인성검사 결과)

  • Jong Hyun, Kim;Jonggook, Lee;Jeong Seok, Seo;Juhyun, Kim;Keun, Oh;Taehyun, Kim
    • Korean Journal of Psychosomatic Medicine
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    • v.30 no.2
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    • pp.196-202
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    • 2022
  • Objectives : The purpose of this study was to quantitatively assess the degree of Graves' Disease affecting mental health through the results of multiphasic military personality inventory (MPI) in 19-year-old men. Methods : We collected and analyzed the results of the MPI for 592 healthy subjects and 148 Graves' disease patients among the 19-year-old men who visited the Military Manpower Administration from February 2008 to January 2010. Results : Among demographic characteristics, both Graves' disease and control group are 19-year-old men. Educational level, socioeconomic status, parental relationship, and BMI were not statistically different between the two groups (χ2=0.089, p=0.766; χ2=5.090, p=0.278; χ2=5.988, p=0.112 ; t=-0.635, p=0.526). In the MPI, among validity scales, the score of the faking-good subscale was significantly lower in the Graves' group (t=3.507, p<0.001), but in the faking-bad and infrequency subscales scores were not significantly different between two groups (t=-1.700, p=0.090; t=-0.519, p=0.604). Among the neurosis scale, anxiety, depression, somatization, and personality disorder subscale scores were all significantly higher in Graves' disease group (t=-3.323, p<0.001; t=-4.210, p<0.001; t=-6.202, p<0.001; t=-2.872, p<0.01). Among the psychopath scale, each score of schizophrenia and paranoia subscales were not statistically different between the two groups (t=-0.158, p=0.874; t=-0.846, p=0.398). Conclusions : According to MPI result, we can confirm that Graves' disease patients in 19-year-old-men may appear features such as anxiety, depression, somatization and personality tendency (introversion or impulsivity) than the control group.

Gender Differences in Trajectories of Successful Aging Indicators: Findings from Korean Longitudinal Study of Aging (다층모형 분석을 활용한 한국 노인의 성공적 노화 지표들의 변화궤적 연구: 남녀 차이 검증을 중심으로)

  • Lee, Hyunyup;Lee, Hye Soo
    • 한국노년학
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    • v.39 no.4
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    • pp.977-996
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    • 2019
  • The current study aimed to examine the gender differences in trajectories of nine successful aging indicators (chronic disease, depression, activities of daily living, instrumental activities of daily living, mini mental state examination, social activity, personal contact, health satisfaction, and general life satisfaction) with age, controlling the effect of education. The data were from the Korean Longitudinal Study of Aging, which had been conducted biennially from 2006 to 2016. The sample included 822 men and 1,236 women who responded to all of the panel surveys and were 65 years old or above in 2006. Multilevel modeling analyses showed that older men had fewer chronic diseases; lower levels of depression; higher levels of activities of daily living, cognitive function, and social activity; and better perceived health satisfaction and general life satisfaction at age 65 years compared to women. However, both men and women showed increase in the number of chronic diseases and depression level, and decrease in physical, cognitive, and social functions with age. In addition, perceived health and life satisfaction also decreased after the age of 65. The trajectories of most of the indicators were non-linear, and markedly increased or decreased around mid-70s. Study limitations and implications were further discussed.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.