• Title/Summary/Keyword: cognitive control

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Effects of a Home Respiratory Management Program on Unmet Healthcare need and Healthcare resource utilizations for Patients applying Home Mechanical Ventilator with Amyotrophic Lateral Sclerosis (가정형 인공호흡기 사용 중인 재가 근위축성 측삭증후군 환자의 가정간호기반 호흡관리 프로그램이 미충족의료와 의료자원이용에 미치는 효과)

  • Hwang, Moon Sook;Park, Jin-Hee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.77-86
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    • 2019
  • The purpose of this study was to identify the effect of Home Health Nursing based Respiratory Management Program (HHNbRMP) on unmet healthcare need and healthcare resource utilizations of patients applying the home mechanical ventilator in the home with amyotrophic lateral sclerosis. The subjects of this study were 40 patients placed in an experimental group(n=19) and a control group(n=21), respectively. This HHNbRMP based on Cox's interaction model was consisted of cognitive assent (education, specialized medical care, case management), internal motivation (airway clearance, thoracic and air accumulated exercise) and psychological response (meditation & active listening). The intervention was applied to experimental group during 12 weeks. As variables was measured at baseline, twelve, twenty-four weeks and healthcare unmet need, resource utilizations (admission, out patient department, emergency room) was measured at 24 weeks. The data were analyzed by t-test, ANOVA and Repeated Measures ANCOVA. This intervention was not effective the unmet healthcare need. But the admission in to the hospital among the healthcare resource utilizations variables showed a significant difference at twenty-four weeks(t=4.17, p=.049). This results suggest that applying this program tailored to patients condition, utility of medical resource would be decreased, specially admission.

Protective Effects of Black Soybean Seed Coat Extracts against Oxidative Stress-induced Neurotoxicity (산화적 손상에 의해 유도된 신경세포독성에 대한 검정콩 껍질 추출물의 보호효과)

  • Kwak, Ji Hyeon;Jo, Yu Na;Jeong, Ji Hee;Kim, Hyeon Ju;Jin, Su Il;Choi, Sung-Gil;Heo, Ho Jin
    • Korean Journal of Food Science and Technology
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    • v.45 no.2
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    • pp.257-261
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    • 2013
  • Rat pheochromocytoma cells (PC12) and mice were utilized as in vitro and in vivo models to determine the neuroprotective effects of a 70% acetone extract of black soybean seed coat (BSSCE). BSSCE showed higher total phenolic contents than other extracts. Intracellular reactive oxygen species accumulation from $H_2O_2$ treatment of PC12 cells was significantly reduced when BSSCE was present in the media compared to PC12 cells treated with $H_2O_2$ only. The 3-(4,5-dimethylthiazol-2-yl)-2,5-diphenyl-tetrazolium-bromide (MTT) reduction assay and lactate dehydrogenase assay also showed significantly increased protective effects in PC12 cells. In addition, BSSCE improved the in vivo cognitive ability against amyloid beta peptide-induced neuronal deficits.

The Effect of Good and Bad Luck on Attention to Background versus Object: An Exploratory Study (행운과 불운이 배경 대 대상에 대한 주의에 미치는 효과: 탐색적 연구)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.35-48
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    • 2015
  • It is frequently found in daily life that people who experience good luck as lottery winners try to improve their background (e.g., home, car) but it has not been empirically validated why they do that. Present research attempts to explore the prediction that people who experience good luck expand the scope of attention to background and those who undergo bad luck shrink the scope of attention to adjacent objects. Findings from Experiment 1a indicate that participants who experienced good luck (won the rock-paper-scissors game) paid more attention to background and performed worse in the "find the hidden picture" (below FHP) task while those who underwent bad luck (lost the rock-paper-scissors game) paid more attention to objects, leading to better performance in the FHP task. It is also found in Experiment 1a that, if people washed their hands after experiencing good or bad luck, the opposite result occurred. Experiment 1b confirmed that the rock-paper-scissor game manipulated good and bad luck successfully and did not influence self-control. Experiment 2 shows that people who strongly believe in good luck performed poorly in FHP task while those who do not believe in good luck performed well in FHP task. Overall, three experiments support the proposed research hypotheses. Implications of the study findings for cognitive psychology and related fields including consumer and sports psychology are discussed.

The Influence of Chromacity of LED Lighting on Time Perception (LED 조명 색도에 따른 시간 인지에 대한 연구)

  • Suk, Hyeon-Jeong;Kim, Gok-Mi
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.69-78
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    • 2010
  • LED technology offers versatile lighting control while having a very low environmental impact. Consequently, increasing attention is being paid to the emotional impact of LED lighting. This study investigated whether the chromacity of LED lighting influences people's time perception. To this end, two empirical studies were conducted: First, in experiment I(N=28), the subjects compared their perception of the time duration, which was varied from 3s to 20s, for 6 chromatically nuanced lighting conditions, respectively, with that under a daylight condition. The results showed that, in warm-color nuanced lighting conditions, the subjects perceived time to pass more slowly than in the daylight condition. On the contrary, in cool-color nuanced lighting conditions, the subjects perceived time to pass more rapidly than in the daylight condition. Then, in experiment II(N=39), the subjects were asked to count for 90 seconds while simultaneously performing some cognitive tasks. Confirming the results found in experiment I, the subjects perceived time to pass more rapidly in cool-color nuanced lighting conditions than in warm-color nuanced lighting conditions, although the difference was not statistically significant(p>0.05). In addition, the subjects tended to perceive the time to be shorter when the nuanced color of the light was closer to their preferred color.

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The Effects of Student-Centered Instruction Using Analogy for Middle School Students' Learning of the Photosynthesis Concept (학생 중심 비유 활용 수업이 중학생의 광합성 개념 이해에 미치는 영향)

  • Byun, Chun-Su;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.30 no.2
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    • pp.304-322
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    • 2010
  • The purpose of this study is to explore the effects of student-centered instruction using analogies for middle school students' learning of the photosynthesis concept. Participants in this study were 8th grade students at a middle school in Seoul (N=132). The students were divided into two groups for implementation. In the experimental group the teaching materials containing analogies were used while the contents of a science textbook were taught in the control group. The results of this study indicated that student-centered instruction using analogies was more effective than traditional methods of instruction for understanding photosynthesis concepts and the students' attitude toward the science class. Analogies were also found to contribute to developing an understanding of the photosynthesis concept through activating students' prior knowledge, focusing on structural features of the target concept and elaborating knowledge. In addition, analogies play an important role in activating small group discussions, improving students' meta-cognitive skills, and revealing and revising of misconceptions about photosynthesis. Moreover, analogies can help improve students' interests and self-efficiency in science classes.

Protective Effect of Kimchi against Aβ25-35-induced Impairment of Cognition and Memory (아밀로이드 베타에 의해 유도된 인지 및 기억능력 손상에 대한 김치의 보호 효과)

  • Choi, Ji Myung;Lee, Sanghyun;Park, Kun Young;Kang, Soon Ah;Cho, Eun Ju
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.43 no.3
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    • pp.360-366
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    • 2014
  • Kimchi is a Korean traditional fermented food with various health functionalities. However, the protective effects of kimchi against Alzheimer's disease (AD) have not been studied yet. In this study, the protective activities of kimchi extract against oxidative stress and AD were investigated in an amyloid beta ($A{\beta}$)-induced AD model using ICR mice. Kimchi extract exerted strong scavenging activities against 1,1-diphenyl-2-picrylhydrazyl and hydroxyl radical. In addition, T-maze, object cognition, and water maze tests were carried out using the AD model. The $A{\beta}_{25-35}$-injected groups showed impairment of cognition and memory. However, the abilities of novel object recognition and new route awareness were improved by administration of kimchi extract (100 and 200 mg/kg/day) for 2 weeks. Furthermore, the results on water maze test indicated that kimchi extract exerted protective activity against cognitive impairment induced by $A{\beta}_{25-35}$. The present study suggested that kimchi protected against $A{\beta}$-induced impairment of memory and cognition as well as attenuated oxidative stress.

The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.150-161
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    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.

Optical System Design for Real-Time 3-Dimension Ophthalmoscope (실시간 3차원 검안경의 광학설계)

  • Lee, Soak-Hee;Yang, Yun-Sik;Choe, Oh-Mok;Sim, Sang-Hyun;Doo, Ha-Young
    • Journal of Korean Ophthalmic Optics Society
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    • v.8 no.1
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    • pp.35-39
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    • 2003
  • The display technology on the retina is the key role in inspecting the condition of the patients. 2-dimensional retina image is widely used in the eye examination as of today. Recently, 3-dimensional retina image ones have been introduced to this area, but the quality of the image is not fully satisfied to the operator. For the purpose of developing 3-D retina imaging instrument, the optimization of a 3-D retina imaging system using Code-V tool was investigated in this thesis. He-Ne laser having the wavelength 632.8 nm was used to make a power source to detect the retina. Several lenses and mirrors installed on sledge which were developed to perform focus control on 3-D device were designed to make a beam focusing and direct line. Polygon scanner having 24 mirror facets and galvanometer making tilting movement were utilized to make a 2-D laser plane. Also, design of eye ball had been fulfilled to see the focus of the 2-D plane. Reflected ray from retina detected on the sensor array with the same path. All cognitive components were optimized for aberration correction in order to focus on retina. Results of optimization were compared to those of initial designed optics system. On the basis of above results, the result of third aberration has been corrected to stable values to the optical system. MTF evaluating the resolution of an image has been closely correlated to the diffraction limit and PSF indicating the strength distribution of an image has shown the SR value as 0.9998 having high performance. The possibility of new and powerful 3-D retina image instrument was verified by simulating each component of the instrument by Code-V.

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Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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Effect of Prefrontal Neurofeedback Training on the Attention and Sleep of Adolescent (전전두엽 뉴로피드백 훈련이 청소년의 주의력과 수면에 미치는 영향)

  • Shin, Ji-Eun;Kim, Yong-Gi;Weon, Hee-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.447-452
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    • 2020
  • The purpose of this research was to confirm that prefrontal neurofeedback training has an impact on adolescents. The objective of this study was to prove its scientific effect through experimentation. The effect of the training was measured by the difference in neuro?frequencies before and after the training. For this research, an experimental group and a control group, each with 22 students in J High School located in the city of S participated in this study. From May to July 2019, the training was conducted three times a week and for 30 minutes per session. The neuro?frequency data collected were analyzed through the methods of F.F.T. The resulting changes from the neurofeedback training for each group were analyzed by T-Tests. The result of the study is as follows; Neurofeedback training has had a positive effect on adolescent attention and sleep. In conclusion, the environmental and educational factors also play an important role. As the interaction of the latter two factors yield an individual's unique brain structure and functionality, the impact of the neurofeedback training is important on adolescents. The derivation of the above results by utilizing scientific and objective methods reemphasizes the importance of this study.