• Title/Summary/Keyword: emotional cognition

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Surveying Expert Perceptions for Designing an Agro-Healing Virtual Reality Therapy System (가상치유농장시스템 설계를 위한 전문가 인식 조사)

  • Bae, Seung-Jong;Kim, Soo-Jin;Koo, Hee-Dong;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
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    • v.29 no.4
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    • pp.211-219
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    • 2023
  • In this study, the importance of each design element was analyzed by surveying experts in the development of Agro-Healing Virtual Reality Therapy System. It was found that the results of experts content importance were consistent with the results of consumer preferences in previous studies, such as psychological and emotional stability as the main effect the importance of sight and hearing, a relatively short time of 30 minutes or less, a low price of 5,000 won or less, technical factors that can satisfy the five senses, and various contents. When the spatial elements of the Agro-Healing Virtual Reality Therapy System were categorized into three major categories: elements and equipment, lines and paths, and sites and spaces, 'flowers', 'playgrounds', 'paths', 'sidewalks', 'rest areas' and 'gardens' were found to be highly important. Among the components of Agro-Healing Virtual Reality Therapy System, the usability was divided into eight major categories, including searchability, attractiveness, cognition, error handling, control, consistency, convenience, and feedback, and the importance was analyzed for each component. The significance of this study is that it suggests the design direction of virtual healing farm systems and provides effective information that can be used in the development of related systems in the future.

Do Innovation and Relative Advantage Affect the Actual Use of FinTech Services?: An Empirical Study using Classical Attitude Theory (핀테크 서비스의 혁신성과 상대적 장점은 실질이용에 영향을 미칠까?: 고전적 태도이론을 이용한 실증 연구)

  • Se Hun Lim
    • Information Systems Review
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    • v.21 no.3
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    • pp.87-110
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    • 2019
  • The Fintech services provide innovation to financial services users using various mobile devices and computers in wired and wireless communication environments. In this study, we develope a theoretical research framework to explain the psychology of Fintech services users based on a cognitive, affective, and conative framework. Using this framework, this study analyzes the relationships between the cognitive characteristics (i.e., innovation, relative advantage, ease of use, and usefulness), emotional characteristic (i.e., attitude), and behavioral characteristic (i.e., actual use) toward Fintech services users. This study conducted an online survey of people who have experienced using Fintech services. And the data of the collected Fintech services users was analyzed using structural equation model software (i.e., SMART PLS 2.0 M3). The results of the empirical analysis show the relationships between innovation, relative advantage, perceived usefulness, perceived ease of use, attitude, and actual use of Fintech service users. The results of this study provide useful information to improve the practical use of Fintech services users in the Internet of Things (IoT) environment.

A Study of The Relationship between Consumption Value, Advertising Acceptance Attitude and Purchase Intention according to MBTI personality type - Focusing on the Consumption of Digital Products by MZ Generation

  • Jae-Woo Lee;Chang-Bae Ko
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.75-83
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    • 2024
  • The purpose of this study is to analyze the relationship between consumption value, advertisement acceptance attitude, and purchase intention according to the MBTI personality type. The results of a survey and analysis targeting the MZ generation with experience in purchasing digital products are as follows. 1.There was no difference between consumption value and advertisement acceptance attitude according to the MBTI personality type. 2. Among the consumption values, Factors of rarity value and emotional value had an effect on purchase intention. 3. Among the attitude of accepting advertisements, advertising favors, information trust and negative cognition had a positive effect on purchase intention. Accordingly, providing advertising content including information and interest about digital products is considered effective in marketing of the MZ generation, which represents flex consumption and minus-out consumption.

The Effect of Bilateral Eye Movements on Face Recognition in Patients with Schizophrenia (양측성 안구운동이 조현병 환자의 얼굴 재인에 미치는 영향)

  • Lee, Na-Hyun;Kim, Ji-Woong;Im, Woo-Young;Lee, Sang-Min;Lim, Sanghyun;Kwon, Hyukchan;Kim, Min-Young;Kim, Kiwoong;Kim, Seung-Jun
    • Korean Journal of Psychosomatic Medicine
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    • v.24 no.1
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    • pp.102-108
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    • 2016
  • Objectives : The deficit of recognition memory has been found as one of the common neurocognitive impairments in patients with schizophrenia. In addition, they were reported to fail to enhance the memory about emotional stimuli. Previous studies have shown that bilateral eye movements enhance the memory retrieval. Therefore, this study was conducted in order to investigate the memory enhancement of bilaterally alternating eye movements in schizophrenic patients. Methods : Twenty one patients with schizophrenia participated in this study. The participants learned faces (angry or neutral faces), and then performed a recognition memory task in relation to the faces after bilateral eye movements and central fixation. Recognition accuracy, response bias, and mean response time to hits were compared and analysed. Two-way repeated measure analysis of variance was performed for statistical analysis. Results : There was a significant effect of bilateral eye movements condition in mean response time(F=5.812, p<0.05) and response bias(F=10.366, p<0.01). Statistically significant interaction effects were not observed between eye movement condition and face emotion type. Conclusions : Irrespective of the emotional difference of facial stimuli, recognition memory processing was more enhanced after bilateral eye movements in patients with schizophrenia. Further study will be needed to investigate the underlying neural mechanism of bilateral eye movements-induced memory enhancement in patients with schizophrenia.

A Study on Psychological Rehabilitation to Decrease Powerlessness in the Elderly Population (노인의 무력감 완화를 위한 심리 재활에 관한 연구)

  • 김조자;임종락;박지원
    • Journal of Korean Academy of Nursing
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    • v.22 no.4
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    • pp.506-525
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    • 1992
  • Older people, because of the psychological and physiological changes related to the aging process are more vulnerable to experiencing powerlessness than any other age group. This self destructive cycle of depression in older people related to the experience of continued and long term powerlessness can lead even to death. The purpose of this study was to measure powerlessness and resources to increase power in older people, and to measure the effectiveness of a psychological rehabilitation program for reducing powerlessness. The research methodology used was a two step process. In the first step, a survey was done of perceived powerlessness and power resources comparing four groups of elderly people ; those living at home, those in hospital, those living in nursing homes and those attending educational programs for the elderly. The total sample size was 236. In the second step, a psychological rehabilitation program was carried out, pre and post measurements were taken related to this program. The sample consisted of 29 residents in a nursing home. The results of the study are as follows : 1. Powerlessness was classified as cognitive, emotional, activity and learning. The lowest score for powerlessness was in the area of activity, that is the people in the sample felt more power concerning their activities. The highest score was in the area of cognition where they felt they had less power. 2. When the different groups of elderly were compared, it was found that the residents of the nursing home had the highest score on perceived powerlessness and the group who were living at home had the lowest score. 3. Among the general characteristics, the factors influencing the powerlessness score were age, sex, level of education, financial resources and health status. In the interaction effects among these factors, it was found that level of education and health status were factors influencing perceived powerlessness. The elderly with lower education and poorer health status had the higher scores for perceived powerlessness. 4. The power resources could be classified into the following areas : physical strength, emotional strength, positive self-image, energy, knowledge, motivation and belief system. Belief system was given the highest score among the power resources and energy, knowledge and motivation were given low scores. 5. The group participating in an educational program for the elderly had the highest score for power resources while the group made up of residents of a nursing home had the lowest score as well as the highest score for perceived powerlessness. 6. The factors influencing the power resource scores were sex, level of education, financial resources and health status. In the analysis of the interaction effect among the factors, it was found that sex, level of education and financial resources were the factors that influenced the power resource score, that is, women, those with a low level of education and those with poor financial resources reported a lower level of power resources. 7. There was a negative correlation between perceived powerlessness and power resources in the elderly in this study. Since power resources explainded 49% of the variance for powerlessness, it can be concluded that the power resources can be used to reduce powerlessness. 8. The psychological rehabilitation program was carried out with the nursing home residents over a period of five weeks. No statistically significant difference was found in the scores on powerlessness between the pre and post tests, but there was a slight decrease in the raw scores on the post test for emotional, activity and learning powerlessness. There was a statistically significant increase in the power resource scores for emotional strength, positive self-image, energy, knowledge and motivation in the post test as compared to the pre test. In conclusion, the study indicates that a psychological rehabilitation program for the elderly could be effective in increasing power resources and this in turn could lead to a decrease in perceived powerlessness.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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A Survey on the Conception and Cognition about Enuresis of Primary Care Physicians in Daegu City (대구 지역 일차 진료를 담당하는 의사의 야뇨증에 대한 인식 평가)

  • Choi, Jung-Youn;Kim, Sae-Yoon;Lee, Kyung-Soo;Park, Yong-Hoon
    • Childhood Kidney Diseases
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    • v.12 no.1
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    • pp.78-87
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    • 2008
  • Purpose: Recently, the conception and cognition that enuresis was resolved spontaneously, have changed. We reviewed the attitudes of the primary care physicians who make diagnose and treat nocturnal enuresis. Methods: From January 2006 to February 2007, a total of 293 primary care physicians in Daegu city participated in this survey. Questionnaires included questions about physicians' opinions on the appropriated age for diagnosis of enuresis, the likely causes of enuresis, etc. Physicians are grouped in two according to whether enuresis is major field of their subspecialty; the pediatrician & urologist group and the other physician group. Results: 59.2% of pediatricians and urologists thought that enuresis is defined as the nightly involuntary release of urine by children of the age of 5 to 6, while 49.6% of other physicians did. For the causes of enuresis, most of clinicians checked "yes" to the question that "Under-developed bladder and nerve" and "Emotional problems". In the patient's behavioral reactions related to enuresis, "Lack of concentration in home and school" and "Frequent urination" were most responded. Attendance to the education program of enuresis in last five years and willing to participate in education program was statistically different among pediatricians-urologists and other physicians. Regarding the treatment of enuresis, most physicians used imiprarnin widely, but pediatricians and urologists preferred desmopressin. Alarm was the last one in treatment modality. Conclusion: This study revealed that pediatricians and urologists are attending more to the educational places and knowing much about the recent information on enuresis when compared to other primary care physicians, regarding the diagnostic age and treatment modality of enuresis. The education of enuresis for primary physicians is more needed.

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Effect of Home-Visit Occupational Therapy on Community Dwelling Stroke Survivors: A Case Study (지역사회 거주 뇌졸중 환자의 가정방문 작업치료 효과: 사례 연구)

  • Jeong, Eun-Hwa
    • Therapeutic Science for Rehabilitation
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    • v.9 no.2
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    • pp.87-98
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    • 2020
  • Objective : The purpose of this study was to verify the effectiveness of home-visit occupational therapy in stroke patients. Methods : Two patients with stroke who applied for home-based occupational therapy services at a health center in Seoul were enrolled. The home-visit occupational therapy program evaluates the subject's daily living, task performance, cognitive, and emotional functions, sets occupational therapy goals and plans interventions based on a client-centered approach. Occupational therapy programs consisted of 12 sessions based on the client's major problems. Results : COPM scores improved in both cases, there was an improvement in COPM scores, and in Case 2 there were improvements in MBI and K-MMSE scores. There was also an improvement in KGDS scores in Case 1. Conclusion : Home-visit occupational therapy was found to be effective in improving daily activities, cognition, and mental function of stroke patients. During home and community integration, continuous and continuous rehabilitation services need to be activated from institutional rehabilitation to community-based rehabilitation. Active home-visit occupational therapy is needed to promote physical, cognitive, mental and social access in stroke patients discharged from hospitals.

Semiology as a Way of Expression for Message-focused on the advertising design- (메시지 표현방법으로서의 기호-광고 디자인을 중심으로-)

  • 박영희
    • Archives of design research
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    • no.18
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    • pp.113-121
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    • 1996
  • Persuasion is one of the attractive channels to enhance the relation between markerters and consumers and deliver the true communication on products to the consumers. This arctic tried to examine the symbolic meaning system as a way of maximizing the visual communicational effect of persuasion, the efforts of marketers who are trying to utilize the psychology of the mass that consume the symbol rather than products and the symbol system as a mean of propaganda were analyzed as well. People in modern age, in general, place more value on the emotional assoessibility than the efficiency of the product, As a result, the ways of expression of propaganda approaching the mass are in the process of gradual change, which was another theme this article tried to explore. Ames sied that the human preoeption has a tendency to perceive things in some organized pattern, which can be applied to even untransparable and meaningless image. Human beings don't perceive what there is but what, thery believe there to be, and his peroeption are channelized by the opportunity of the past, his peroeption are channelized by the opportunity of the past, his experience of the environment, and the history of learning. To say another word, people not only recognize the objective form but also accept the inside meaning of the visual object. Their reponse to the visual object, therefore, include personal cognition, judgment, and attitued. The communication in visual design reveals the culture, society, and art in a complex symbol, and make synthetic cultural interpretation possible. It's pretty attractive, effective, and reasonable method to use symbolic meaning system as a way of persuasion. It is because communication means whole process from receiving and delivering the information and message to making common meaning system, to measuring the effect of the behavior change.

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The Influences of Perceived Locus of Control to Patients with Pain (지각된 통제소재 (Locus of Control)가 통증환자의 심리상태에 미치는 영향)

  • Cho, Sun-Mi;Chin, Bum-Su;Song, Ho-Jeong;Kim, Chan;Han, Gyung-Lim
    • Korean Journal of Psychosomatic Medicine
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    • v.10 no.2
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    • pp.101-109
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    • 2002
  • Objectives: Cognitive-behavioral scientists have long been interested in how a pain patient's cognition such as locus of control relates to coping and adjustment. The present study examined the relationship of locus of control orientation to pain coping strategies, psychological distress and perceived pain intensity of patients with pain. Methods : Subjects were 96 patients with pain who visited pain clinic. All patients were administered the Multidimensional Health Locus of Control Scales, the Minnesota Multiphasic Personality Inventory, the Coping Strategies Questionnaire, and rating for perceived pain intensity, distress, and duration. Results : Correlational analysis revealed that patients who viewed outcomes as controlled by internality tended to have better ability to control and decrease pain. Also they tended to be less depressed and anxious. Regression analysis indicated that patients having a internal locus of control were more likely to use coping self-statement and reinterpreting pain sensation. Powerful others and chance locus of control orientation were predicted reliance on catastrophizing. Conclusion : The clinical implication of the present study is that cognitive factors of patients with pain such as locus of control influence emotional distress and coping. this study show that these factors should be applied to cognitive behavioral therapeutic intervention.

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