• Title/Summary/Keyword: Violent behavior

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A study on the violence victimization of the 119 EMT: Focusing on the physical restraints (119 구급대원 폭행피해에 대한 법적고찰 및 대응방안에 관한 연구 : 신체보호대를 중심으로)

  • Park, Si-Eun;Shin, Dong-Min
    • The Korean Journal of Emergency Medical Services
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    • v.23 no.1
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    • pp.35-48
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    • 2019
  • Purpose: This study aimed to explore the rationality for and countermeasures against the use of prehospital patient restraint (PPR) techniques in efforts to limit violent behavior toward 119 emergency medical technicians (EMTs). Methods: Previous countermeasures to limit violent behavior toward 119 EMTs and medical personnel were focused on strict reactive and passive proactive responses. However, those in support of the countermeasures do not believe that violent and criminal behavior can be limited or extinguished by strengthening the punishment unconditionally. Results: When it comes to the far-reaching effects of stigmatization on people who engage in violent and criminal behavior, it is possible that unconditional punishment leads to more crime, increases the costs of imprisonment, and consequently, adds to the financial burden of the government. Conclusion: Thus, we are faced with an urgent need to prepare legal grounds for the use of PPR techniques by 119 EMTs for agitated or combative patients only, with direct medical oversight. Moreover, the legal foundation for the use of PPR techniques also needs to be established for emergency medical personnel. The use of PPR techniques not only ensures the safety of emergency medical services personnel, but also protects patients from injuring themselves and others.

Modification of Severe Violent and Aggressive Behavior among Psychiatric Inpatients through the Use of a Short-Term Token Economy

  • Park, Jae Soon;Lee, Kyunghee
    • Journal of Korean Academy of Nursing
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    • v.42 no.7
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    • pp.1062-1069
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    • 2012
  • Purpose: Meager research has been carried out to determine the effectiveness of the token economy among patients behaving violently in mental hospitals. The purpose of this study was to examine the effectiveness of the Short-Term Token Economy (STTE) on violent behavior among chronic psychiatric in-patients. Methods: A nonequivalent control group design method was utilized. Participants in an experimental group (n=22) and control group (n=22) took part in this study from January to April, 2008. Observation on aggressive behavior among male in-patients in one hospital as a baseline was made during the week before the behavior modification program and measurement of aggressive behavior was done using the Overt Aggression Scale (OAS), which includes verbal attacks, property damage and physical attacks. Results: The aggressive behavior scores of the experimental group decreased, those of the control group, scores showed an increase after the eight-week behavior modification program utilizing STTE. Conclusion: The results of the study indicate that STTE is effective in reducing the incidence of aggressive behavior among male in-patients in psychiatric hospitals. The outcome of this study should be helpful in reducing the use of coercive measures or psychoactive medication in controlling the violent behavior among in-patients in hospitals.

Violent Behavior Detection using Motion Analysis in Surveillance Video (감시 영상에서 움직임 정보 분석을 통한 폭력행위 검출)

  • Kang, Joohyung;Kwak, Sooyeong
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.430-439
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    • 2015
  • The demand of violence detection techniques using a video analysis to help prevent crimes is increasing recently. Many researchers have studied vision based behavior recognition but, violent behavior analysis techniques usually focus on violent scenes in television and movie content. Many methods previously published usually used both a color(e.g., skin and blood) and motion information for detecting violent scenes because violences usually involve blood scenes in movies. However, color information (e.g., blood scenes) may not be useful cues for violence detection in surveillance videos, because they are rarely taken in real world situations. In this paper, we propose a method of violent behavior detection in surveillance videos using motion vectors such as flow vector magnitudes and changes in direction except the color information. In order to evaluate the proposed algorithm, we test both USI dataset and various real world surveillance videos from YouTube.

Predictors of Violent Behavior by Patient or Caregiver of Patient in the Emergency Department (응급실 환자 및 보호자의 폭력행위 예측요인)

  • Park, Eun Young;Lee, Eun-Nam
    • Korean Journal of Adult Nursing
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    • v.26 no.5
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    • pp.500-511
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    • 2014
  • Purpose: The purpose of this study was to investigate predictors of violent behavior by patient or caregiver of patient in the emergency department. Methods: Subjects of the study were 447 residents who have visited the emergency department in community P Metropolitan City during the past year. The data collecting period was from June 1, 2012 to August 31, 2012. Data was collected using self-reported questionnaires. Results: Predictors of violent behavior in the emergency department were divided into personal and institutional factors. Personal factors included relationship with patients, presence of alcohol, reports of discontent during and past treatment and responses to deterioration in patient's conditions, institution factors included perceived attitudes toward medical workers' explanations and proficiency of medical workers, and delay in medical treatment hours. Conclusion: Knowledge of personal and institutional factors may permit emergency staff to minimize or prevent potential violence in the emergency department.

- A Study on the Conflict Expression Behaviors of Steady Dating Among the College Students - (특속적인 이성교제에서의 갈등표출행동 - 대학생을 중심으로 -)

  • 김예정
    • Journal of the Korean Home Economics Association
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    • v.31 no.2
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    • pp.127-139
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    • 1993
  • The purpose of this study was to examine the conflict expression behaviors of the steady dating among the college students. The major findings were as follows: 1. When students had a conflict or disagreement with the partner, they who took only the Moderate Behavior were 5.5%, the Impolite Behavior were 26.7%, the Aggressive Behavior were 36.0%, and the Violent Behavior were 24.7%. 2. The conflict expression behaviors were associated with experiencing parental marital violence and attitude toward violence. 3. The violent Behavior occurred somewhat in the intimate relationships and was defined“expressing love”or“contingent mistake”among the dating partners. Thus after conflict incidence, most of the dating relationships were continued.

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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 Effect of a Social Skills Program on Violent Behaviors in Children Aged 60~72 Months

  • Kuzlu Ayyildiz, Tulay;Cimete, Guler
    • Journal of Korean Academy of Nursing
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    • v.49 no.6
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    • pp.771-782
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    • 2019
  • Purpose: To determine the effects of a child and parent program on developing social skills for preventing violent behaviors in children aged 60~72 months through a specially developed pre and posttest, control group, quasi-experimental study. Methods: A social skills development program based on Gardner's Multiple Intelligence Theory was used. The data were collected using the Social Skills Assessment Scale (SSAS), a Chart to Monitor Verbal and Behavioral Violence in Children, the Parental Attitude Scale and the Parent Interview Form. This quasi-experimental study that included a pretest, posttest, and control group had a sample comprising 67 children and parents, with 36 in the experimental group, and 31 in the control group. Results: Over a six-month period, while the social skill scores of the children in the experimental and control groups increased, their violent behaviors decreased (p<.050). Increase in social skill scores and decrease in violent behaviors were higher in the experimental than in the control group children (p<.050). The parents in the experimental group stated that they had started to empathize with their children, using "I" language, and applied rules more consistently after the program. Conclusion: This program was successful in preventing violent behaviors in children through the development of social skills. Hence, it can be effectively implemented through a teacher/nurse collaboration.

The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

Research on Effectiveness of Policy to Ban Violent Animation (폭력성 애니메이션 금지 정책의 효과에 관한 연구)

  • Choi, Seong-Rak;Park, Kyoung-Lae;No, Woo-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.181-197
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    • 2008
  • Government set violence as one of the important criteria when it rates movies or TV programs for juveniles. The purpose of selling this criteria is to prohibit the violence in TV programs or movies from affecting the actual behavior of juveniles. However, it is still under discussion how much the violence in broadcasting media actually affects juvenile violence. Korea once carried out a social experiment on juvenile violence media. Back in 1970, violent animation was popular in Korea and Korean government completely banned televising violent animations from September 1980 in an effort to prevent juvenile violence. Investigating the effect of this policy on juvenile violence would draw some implications. The result shows that the policy to ban violent animation in September 1980 didn't have meaningful effect on the trend of juvenile violence. The implication from this paper is that there is no certain cause-and-effect relationship between violent animation and juvenile violence. Another implication is that In-depth discussion is needed if this governmen4 policy is violating the juvenile's right to choose public media.

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A Study on the Intergenerational transmission of the Family Violence: the Relationship between the Parental Violent Behavior and Child's Aggression (가족 폭력의 세대간 전이에 관한 연구: 부모의 폭력 행동과 아동의 공격성 관계)

  • 노치영
    • Journal of the Korean Home Economics Association
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    • v.30 no.4
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    • pp.219-230
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    • 1992
  • The purpose of this study is to investigate the intergenerational transmission of the family violence. The focus of the study is on the effect of the parental violent behavior on the child's aggression. For this purpose, 266 6th grade children in Seoul are classified into the two groups according to their aggression rated by their teachers. The results are as follow: 1. There are social class differences in the level of the child's aggression, experience of parent-to-child violence and parental marital violence. 2. Experiencing parent-to-child violence and parental marital violence greately affected the level of the child's aggression. The effects are greater for the children who observed parental marital violence than who experienced child violence. 3. Father-to-mother violence rather than mother-to-father violence affected the level of the child's aggression, especially for the boys.

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