The advent of digital media has facilitated easy access for adolescents to environments conducive to the purchase of narcotics. In particular, there's an increasing trend in the purchase and consumption of narcotics mediated through Social Network Services (SNS) and messenger services. Adolescents, sensitive to such environments, are at risk of experiencing neurological and mental health issues due to narcotic addiction, increasing their exposure to criminal activities, hence necessitating national-level management and support. Consequently, the quest for sustainable treatment methods for adolescents exposed to narcotics emerges as a critical challenge. In the context of high relapse rates in narcotic addiction, the necessity for cost-effective and user-friendly treatment programs is emphasized. This study conducts a literature review aimed at utilizing digital platforms to create an environment where adolescents can voluntarily participate, focusing on the development of therapeutic content through art. Specifically, it reviews societal perceptions and treatment statuses of adolescent drug addiction, analyzes the impact of narcotic addiction on adolescent brain activity and cognitive function degradation, and explores approaches for developing digital therapeutics to promote the rehabilitation of the addicted brain through analysis of precedential case studies. Moreover, the study investigates the benefits that the integration of digital therapeutic approaches and art therapy can provide in the treatment process and proposes the possibility of enhancing therapeutic effects through various treatment programs such as drama therapy, music therapy, and art therapy. The application of art therapy methods is anticipated to offer positive effects in terms of tool expansion, diversification of expression, data acquisition, and motivation. Through such approaches, an enhancement in the effectiveness of treatments for adolescent narcotic addiction is anticipated. Overall, this study undertakes foundational research for the development of digital therapeutics and related applications, offering economically viable and sustainable treatment options in consideration of the societal context of adolescent narcotic addiction.
Jo, Seolae;Jeong, Youngsook;Lee, Jaesik;Joo, Mijung
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.8
no.10
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pp.871-882
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2018
This study investigated meaning of life as mediator of the relationships of meaning of work and happiness in Koran middle aged. A sample of 171 middle aged were participated. in survey about meaning of work, meaning of work and happiness. The data were analyzed using correlation test and path analysis. The results was followed. First, every factors was positively correlated. The meaning of work was positively correlated with meaning in life and happiness. And meaning in life was also positively correlated with happiness. Second, the meaning in life had partial mediation effect between meaning of work and happiness. The middle aged's higher score of meaning of work not only directly increased happiness, but also induced higher level of meaning in life, which, in turn, increased happiness. The results of this study suggested that meaning of work is a predictor meaning in life and happness, and meaning in life can be important factor of the relationship between meaning of work and happiness.
After the two big wars (Imjin Woeran and Byungia Horan), the Lee Dynasty confronted rapid transitional periods in almost all aspects of the society. Corruption of the governmental system by the wars and disordered social structures also caused confusion in the social position system. In addition, development of the commercial economic system and monetary economy brought up a new rich middle-class, "Joong in Gyegeup". In ideological aspects, Confucianism indulged in and stick to isms and ics, and the Confucian morality slackened, thus a more pragmatic ideology, "Silhak Sasang", developed. And the emergence of the modern literature and art of the 'common people' was followed by the appearance of the common-people class including those having the common-people concept among the noble-class "Yangban Gyegeup". This evoked a new common costume culture and the fashion appeared. The public could no longer find the power and appeal from the preexisting ruling classes due to the changed role and sense of value. Thus, they sought a new symbolic leader group that would to be the new standard of the newly changed society. That was a group of people called as "Kisaeng" liberal and independent. They were performing social activities, enjoying poetry, music and dancing, and classy dressers, having physically attractive bodies. The erotic as well as luxurious mode proposed by them reflected the trend of that time. It concurred well with the concept and taste of the public, so it was accepted with a good response. That is, by following these leaders, the public achieved their identification and tried to share the prestige of the leaders. For this reason, the Kisaeng group attracted the public attention and led the taste of the public, thereby becoming the influential fashion leaders of that age.
Social and cultural impact of postmodernism in the seek for diversity and to respect the individual's personality and character was the center of human-centered thinking. This also affects the design area, as well as architecture, interior design. It is because of interactive interior design that reflects the lives and relationships with people. Thus, in modern society, people to meet the diverse needs have created a third space. Today's commercial space in the flow to a variety of users and is trying to provide comfort. To go to stores often offer lifestyle and proceeding to the next stage of life. Space for the creative force is trying to become getting better space. Collaboration is refer to phenomenon that two or more objects meet to collaborate. Collaboration is can be classified of space, art, low/high, high concept and star collaboration. And this study has been studied mainly collaboration. Space collaboration is can be classified of experiential, the third space, brand passes and landmark. Space collaboration elements rearranged to the standards of interior design theory, analysis, and marketing of space, commercial space, with previous studies of the spatial elements were extracted. The purpose of this study in the field of interior design space analysis method for the verification of collaboration theory is that to develop. Thus, the space collaboration has been developed to fit the field of interior design, and commercial interior spaces will be helpful for applying.
In the 1980s, the rapid development of Hong Kong genre films began the myth of Hong Kong's New Wave films, which had a profound impact on Taiwanese films of the same period. Later, two leading film directors, Hou Xiaoxien and Edward Yang, appeared in the process of being influenced by Taiwanese film Ganyu Wave. In this paper, we conducted research on the art style, theme style, film language, and aesthetic narrative methods of films of Hou Xiaoxien and Edward Yang against the backdrop of Taiwan's New Wave era. In addition, the visual characteristics of Taiwan's New Wave films, and the two directors have drawn suggestions on Taiwan's new generation of directors and the Taiwanese film industry, and presented a colorful film creation scheme for the creation and innovation of the new generation of filmmakers.
Objective : This study was a covariance structural analysis to identify korean medicine health promotion behavior by the general characteristics of the subjects and build a predictive model and theoretical framework based on Pender's health promotion model(1996) and related literature reviews. Method : A hypothetical model was consisted of 8 theoretical variables and 27 measured variables. Related variables included Individual Characteristics and Experience, Behavior-specific cognitions and affect and Behavioral outcome. The data was collected from 802 middle and old-aged people living in Seoul and Gyeong gi province through structured questionnaires by face to face interviews between February and March, 2014. SAS ver. 9.1 and AMOS 18.0 programs were used for the data analysis. Results : Difference in the verification of Korean medicine health promotion behavior by the general characteristics, Older people who are male, with higher economic status, no chronic disease or with diabetes, no smoking, no drinking, with more exercise showed significantly higher scores, but education level has no difference. 15 paths were statistically significant among 16 paths on the direct effect, 6 paths were statistically significant among 9 paths on the indirect effect in the hypothetical model. The greatest impact variable on Korean medicine health promotion behavior was perceived self-esteem. Also, the findings showed that the higher perceived social support, perceived health status, previous Korean medicine health promotion behavior, community environment, perceived benefit and the lower perceived barrier had a significant effect on Korean medicine health promotion behavior. Conclusion : This research model has an empirical validity as the variables of this study verified their effects and significances. Therefore, the understanding of Korean medicine health promotion behavior can be increased and the utilization will be higher when seeking a comprehensive health promotion plan. Also, a strategy can be utilized the strategy for Korean medicine health promotion behavior.
Purpose - The purpose of this study is to clarify the difference of store attributes of Korean consumers and to analyze it's influence on consumer satisfaction in duty free stores which gain ground inch by inch in the distribution chanel. And it is to find discriminative result as compared with foreign consumer. Research design, data, and methodology - Subjects for the quantitative study, quota sampling was adopted in the Lotte, Shilla downtown and airport duty free stores from the first to 15th December 2016 and 177 questionnaires from Koreans who had purchasing experience in off line duty free store were analyzed. The data was analyzed by using factor and reliability analysis, descriptive statistics analysis, the independent sample t-test and multiple regression analysis. To test consistency, Cronbach's alpha was used. Results - The result were as follows; 1. Korean consumers consider the importance of store attributes in duty free stores in order Product, Economic Feasibility, Convenience, Promotion, and Accessibility. 2. The meaningful impactive factors of duty free store attributes on consumer satisfaction turned out Product and Promotion. 3. These results show meaningful distinction between Koreans and foreigners in terms of consumer satisfaction in duty free stores. Conclusions - A marketer who is working for duty free store consider now that price benefit can not give strong impact to Korean consumers more and should concentrate on various brand assortment even including private brand. In terms of promotion, most duty free shops put special stress on foreign consumer's wants now as highly increasing of Chinese travelers but Korean consumer's sales portion and number of visitor also are steadily increasing. Therefore, a duty free marketer should prepare the Korean-oriented services with more enhanced promotion strategies for individual and group travellers, for example, a mileage service, VIP room and social network system to satisfy Korean consumers. In order to get satisfaction from Korean consumers, it makes effort on product and promotion than accessibility, price and convenience. Due to high level influence, further study is needed to enlarge to on-line market and to develop private brands for duty free stores.
The Journal of the Convergence on Culture Technology
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v.10
no.3
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pp.475-487
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2024
As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.
The purpose of this study is to investigate the effects of participation in cultural activities on happiness. The empirical results show that participation in cultural activities has a positive impact on individual happiness, because cultural activities cause entertainment and social contacts with people. Furthermore, the levels of income and education are analyzed by dividing them into high and low groups. Noteworthy is that the low-income and less-educated groups show lower participation in cultural activities than those in the high-income and well-educated groups, But the utility magnitude gained through cultural activities is higher. This implies that opportunity costs arising from financial and time constraints are greater in the low-income and less-educated groups than in the high-income and well-educated groups. Finally, for the low-income group, the marginal utility is reduced when spending on cultural activities exceeds certain levels, which means there exist a budget constraint for the low-income group.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.6
no.9
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pp.267-276
/
2016
There has been active discussions on informational view among various privacy perspectives because of Internet usage. Social science research has largely discussed determinants of information privacy concerns (IPC) and its behavioral outcomes. However, the focus of studies was limited to company's practices and existing studies have not reported consistent results. In addition, the relationship between demographic characteristics of user and IPC has not been discussed enough. In this study, we re-investigate the relationship between users' demographic characteristics and IPC with data from a large sample provided by the Korea Information Society Development Institute (KISDI). The results showed that educational background and income level have effects on IPC in line with existing studies. But the effects of gender and age had different impact on IPC compared to previous studies. This study has implications in enabling generalization of empirical findings and confirming the results of previous studies.
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