• 제목/요약/키워드: emotional utility

검색결과 54건 처리시간 0.03초

경도치매 환자를 위한 그림책 활용 시각화 기억훈련 프로그램의 임상 유용성 연구 (Clinical Utility of Visualized Memory Training Program Using the Picture Book for Mild Dementia)

  • 주유미
    • 융합정보논문지
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    • 제11권4호
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    • pp.146-152
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    • 2021
  • 본 연구는 그림책을 활용한 시각화 기억훈련 프로그램의 프로토콜을 개발하고 임상에 적용하기 위하여 유용성을 확인하고자 한다. 경도치매 환자 5명을 대상으로 총 5회기의 시각화 기억훈련 프로그램을 진행하였다. 프로그램 진행 전후 단어 기억력, 전반적 기억력검사, 및 우울감검사를 시행하여 그 변화를 관찰하였다. 그 결과 프로그램 시행 후 전반적 기억력의 향상이 있었으나 통계적으로 유의하지 않았다. 반면 우울감에는 통계적으로 유의미한 긍정적인 효과가 있는 것으로 나타났다. 단어 기억력에 있어 일부 대상자는 인출 및 재인의 향상을 보였고 일부 대상자는 변화가 없거나 더 나빠진 것으로 나타났다. 본 프로그램은 일부 경도치매 환자의 기억력 향상에 도움이 되며 우울감이 감소하는 정서적 효과가 있는 것으로 판단된다. 향후 그룹 인지치료 모델로 널리 활용되길 바라며 더 많은 대상자 수의 연구가 필요할 것으로 사료된다.

Clinical Utility of the Minnesota Multiphasic Personality Inventory-Adolescent Restructured Form in the Assessment of Internalizing and Externalizing Disorders in Adolescents: A Preliminary Approach

  • Hye Ji Yun;Eun Hee Park;Hyun Ju Hong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제34권4호
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    • pp.268-274
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    • 2023
  • Objectives: This study investigated whether the Minnesota Multiphasic Personality Inventory-Adolescent Restructured Form (MMPI-ARF) can differentiate between two groups of adolescents, one diagnosed with internalizing disorders and another with externalizing disorders, and examined the clinical utility of the MMPI-A-RF by examining which subscales can significantly discriminate between these two groups. Methods: A total of 105 adolescents aged 13-18 years completed the MMPI-A-RF (53 internalizing disorder and 52 externalizing disorder groups). Independent t-test, chi-square test (χ2), and discriminant analysis were used to examine whether MMPI-A-RF can distinguish between the two groups. Results: Sixteen MMPI-A-RF scales best predicted differences between the groups with internalizing and externalizing disorders. Fourteen scales (Higher-Order Scale [Emotional/Internalizing Dysfunction], Restructured Clinical [RC] Scale [RC demoralization, Somatic Complaints (RC1), and Low Positive Emotions (RC2)], Personality Psychopathology Five Scale [Introversion/Low Positive Emotionality-Revised, Negative Emotionality/Neuroticism-Revised], Somatic/Cognitive Scale [Malaise, Head Pain Complaints, and Gastrointestinal Complaints], Internalizing Scale [Stress/Worry, Self-Doubt], Externalizing Scale [Negative School Attitudes], Interpersonal Scale [Social Avoidance, Shyness]) were associated with the internalizing disorder group, whereas two scales (Externalizing Scale [Conduct Problems, Negative Peer Influence]) were associated with the externalizing disorder group. Conclusion: The MMPI-A-RF can be an efficient assessment tool for a quick diagnosis as it can classify individuals with internalizing and externalizing disorders in clinical settings that lack a variety of assessment tools for children and adolescents.

Paediatric Allergic Disease Quality of Life Questionnaire (PADQLQ)의 한국어판 개발과 신뢰도, 타당도에 대한 연구 (Korean Translation and Validation of the Paediatric Allergic Disease Quality of Life Questionnaire (PADQLQ))

  • 박슬기;김세현;이선행;장규태
    • 대한한방소아과학회지
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    • 제27권3호
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    • pp.41-52
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    • 2013
  • Objectives In pediatrics of Korean Medicine, it is crucial to evaluate the overall symptoms of children, especially in the children who have serious troubles in their life. In the era when diagnosis in Korean Medicine is quite suitable to evaluate multiple allergic diseases, and when growing numbers are in needs, development of an objective measurement scale for diagnosis of allergic disease in Korean Medicine became essential. Therefore, in the study, pediatric Allergic Disease Quality of Life Questionnaire (PADQLQ) was translated into Korean version with validations on some aspects. Methods In this study, we translated and validated the PADQLQ and established psychometric evidence on its utility in Korean children with similar problems. 71 children, age of 6 ~ 18 with allergic disease has participated. Results The internal consistency reliability of the PADQLQ by Cronbach's ${\alpha}$ was 0.94. In three domains (Practical, Physical, Emotional), the Cronbach's ${\alpha}$ was 0.77, 0.90 and 0.69. The Spearman's rank correlation coefficient between PADQLQ total score and VAS was 0.75 (p<0.001). And, Structural validity was evaluated by the ANOVA test. QoL differences of the four groups in the three domains (practical, physical, emotional) were significant. The item discriminative indices were ranged from 0.1651 to 0.8188. Conclusions Korean version PADQLQ is highly reliable and valid for children with allergic diseases. This is significant to assess the relative seriousness of the allergic diseases and to evaluate the efficacy of different treatments in Korean Medicine.

욕설의 형성과정에 관한 소고 (On the Development of Swear Words)

  • 윤재학
    • 비교문화연구
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    • 제35권
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    • pp.237-268
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    • 2014
  • Examining swear words found in Korean and English, we aim to answer the following two questions: (i) 'What words develop into swear words?' and (ii) 'Why they do?' The utility of a swear word is frequently recognized as intimidation directed towards an opponent, emotional catharsis, and solidarity building among in-group members (Jay 1992, 2000, Kim 1997). We seek to go beyond this simple enumeration of possible functions of swearing and suggest an underlying mechanism at work to explain how these functions are achieved and why only certain types of words are employed in this pursuit. A close examination reveals that a swear word must contain either taboo or sadism as an essential component. Sexual pleasure adds another dimension to the basic components. Thus, if an expression contains a subset of the component set {taboo, sadism, sex} in its semantics, it becomes available for swearing (one of the underlined components must be included in the set). For example, many religiously sacred expressions and words for excretion are common swear words as they violate social and religious taboo. On the other hand, words referring to social minorities are a convenient target for sadism. Furthermore, words describing sexual activity contain all three components, violating social taboo, evoking sadism, and giving the initiator guilty sexual pleasure. A combination of the components can produce an emotional effect called catharsis for the initiator. When directed towards others, these components, especially taboo and sadism, can be exploited as a verbal attack, an intimidation, preceding or replacing a physical attack. However, solidarity building is analyzed as a secondary function of swearing, achieved by sharing a sense of accomplice when in-group members behave badly together, such as violating social taboo and committing sadism.

A Study on Gender Difference in Antecedents of Trust and Continuance Intention to Purchase Voice Speakers

  • Youness EL Mezzi;Nicole Agnieszka Rydz;Kyung Jin Cha
    • Asia pacific journal of information systems
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    • 제30권3호
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    • pp.614-635
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    • 2020
  • This study aims at understanding gender difference in trust and the related factors affecting the intention to purchase voice speakers VS. VS are one of the innovations that are emerging at a fast pace in the market. Although it seems to be widely embraced by both genders, people do not intend to use them in some cases due to a lack of trust and the rumors circling these types of technologies. Nevertheless, there are particular barriers to the acceptance of VS technology between females and males due to unfamiliarity with the effective components of such technologies. Therefore, assuming that increasing the knowledge-based familiarity with an effective technique is essential for accepting it. So far, only little is known about VS and its concepts to increase the familiarity and, as a consequence, the acceptance of effective technology. Technology adoption in gender has been studied for many years, and there are many general models in the literature describing it. However, having more customized models for emerging technologies upon their features seems necessary. This study is based on Theory of Reasoned Action and trust-based acceptance which provides a background for understanding the relationships between beliefs, attitude, intentions, and subject norms and how it's affecting gender trust in VS. The statistical analysis results indicate that perceived system quality and perceived interaction quality have stronger influences on trust for males, while privacy concern and emotional trust have stronger influences on trust for females with the intention of purchase for both genders. Our study can be beneficial for future research in the areas of Perceived risk and Perceived utility and behavioral intention to use and human-technology interaction and psychology.

가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

패션 시장세분화를 위한 탐색적 연구 (An Exploratory Study for Dividing Fashion Product Buyers)

  • 김연희;이규혜
    • 복식문화연구
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    • 제19권2호
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    • pp.360-375
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    • 2011
  • The fashion market focuses on consumers and maximizes consumers' satisfaction. The fashion market has been segmented to better satisfy the variety of consumer group. Although market segmentation has been studied, efficiency and effectiveness of market segmentation continuously bring problems. Also, problems of prediction about real consumer behavior, and efficiency and effectiveness of standards are pointed out. The purpose of this study is to determine the most important variables for dividing fashion product buyers. This study was designed as qualitative study and in-depth interview was conducted. The in-depth interview was conducted with five experts in fashion intelligence agency. In-depth interview was completed by an analytic induction and an investigator triangulation. Questions were about characteristics, demographic characteristics, important factors and fashion buying relationship, and interests of current clothing shoppers. The results of qualitative research demonstrated that clothing shoppers, with their valuable consumption and selective buying behaviors, seek differentiated products. They also long for high quality apparel for its price, because of their valuable consumption and price centered tendency. They illustrated active sides, such as enthusiastic information searching and emotional or experiential consumption, rather than attitudinal sides. The variables for dividing fashion product buyers included: "innovative seeking", "symbolic seeking", "personalized seeking", "quality-seeking", "selective seeking", "price-seeking", "utility-seeking", "hedonic seeking", "sensitive seeking", "brand-seeking", "digital seeking", "information-seeking", and "eco-seeking".

A Study on Semantic Association between Transmitted Information and Design Parameters of Vibrotactile Signals

  • Kim, Sangho;Lee, Hyunsoo
    • 대한인간공학회지
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    • 제32권4호
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    • pp.371-380
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    • 2013
  • Objective: The aim of this study is to investigate the effects of design parameters of vibrotactile signals on semantic association with transmitted information conveying different meanings. Background: As information communication relying on human visual channel becomes excessive, the utility of vibrotactile signals is being interested as a substitute measure of delivering information. Properly designed hapticons may relieve burden of visual communication by rendering distinct and meaningfully compatible haptic sensations. Method: A typical Kansei engineering approach was adopted in this study. Ten most distinctive hapticons were selected among those having different frequencies and amplitudes. Associations between the hapticons and twenty four pairs of adjectives used to describe the state of automobile in control were gathered from thirty subjects using semantic differential scales. Results: The selected pairs of adjectives were summarized by factor analysis into two semantic dimensions named 'Awareness' and 'Directionality'. The experimental hapticons matched with the semantic dimensions were presented as a haptic emotion map. Conclusion: The results from this study support that frequencies and amplitudes of haptic signals play important roles in arousing different human perceptions regarding the two haptic emotional dimensions. Application: Properly designed hapticons with respect to the contents of transmitted information will increase human operator's situation awareness as well as system performance. The result from this study can be used to develop standardized hapticons for active haptic communication.

D2C(Direct-to-Consumer) 기반 루이비통 모바일 앱에 나타난 뉴 럭셔리(New Luxury) 특성 (Characteristics of New Luxury in Louis Vuitton's D2C-Based Mobile Application)

  • 김미경;임은혁
    • 한국의류학회지
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    • 제45권5호
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    • pp.741-757
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    • 2021
  • In addition to direct sales to consumers, the direct-to-consumers (D2C) strategy, which provides specialized experiences and services, communicates closely with a consumer's perspective. This tendency is related to the recent trend wherein the luxury fashion system is being transformed into a new luxury. Therefore, this study analyzes the development of online D2C platforms and investigates the characteristics of new luxury from the functional, symbolic, and experiential dimension perspectives based on mobile apps, which is becoming increasingly important among online D2C platforms. Based on the study results, the premium of new luxury fashion displayed in Louis Vuitton's mobile D2C platform in terms of product utility and functionality is newly defined as a usable luxury experience. Moreover, from the heritage perspective, based on the cultural sympathy of the brand contents, we determine that an attachment can be formed between new luxury fashion consumers and brands. Additionally, the personalization service and experiential content on the D2C platform can directly afford emotional and bonding induced brand immersion in a playful way.

연시조 성격의 대비적 고찰 - 16세기 작품을 대상으로 - (A Study on the distinctive quality of the Younsijo(연시조) - The works of the 16th century -)

  • 김상진
    • 한국시조학회지:시조학논총
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    • 제22집
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    • pp.195-223
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    • 2005
  • 연시조는 몇 개의 시조가 하나의 제목 아래 유기적으로 연결되어 있는 시가의 형태로 시조의 하위 범주에 속한다. 우리 시가사에 연시조가 본격적으로 등장한 것은 16세기이다. 이 시기는 사대부 문학이 중심이 되던 시기로 단형시조와 연시조, 그리고 가사가 함께 불려졌다. 그렇다면 왜 동일계층이 서로 다른 양식으로 노래하게 되었는가라는 의문이 생기게 된다. 이 논문은 이러한 궁금증으로부터 출발한다. 따라서 연시조의 성격을 단형시조와 가사와의 관계 속에서 파악하고자 한다. 논의를 전개함에 있어서는 16세기 작품을 대상으로 삼는다. 연시조는 성리학의 발전과 함께 발전하게 되는데, 16세기는 성리학이 크게 성행하였던 시기로 연시조 또한 그 기틀을 마련하게 된다. 그 후, 17세기에 이르러 다수의 연시조가 창작되는데, 17세기의 작품이 16세기의 작품을 토대로 계승$\cdot$발전하는 만큼 16세기 작품의 중요성을 간과할 수 없다. 16세기 연시조는 강호시조와 훈민시조의 두 방향으로 발전하게 된다. 강호시조에는 육가의 전통을 이어받는 육가계 연시조와 사시가의 전통을 이어받는 사시가 계 연시조가 포함되며, 훈민시조에서는 오륜의 질서 및 사회규범 등을 노래한다. 본고에서는 이를 토대로 <도산십이곡>과 <고산구곡가> 그리고 <훈민가>를 대상으로 16세기 연시조의 성격을 논의하였다 그 결과 이들은 모두 효용적 가치를 목적으로 한다는 공통점을 지니는 것으로 나타났다. 단형시조와 가사를 논의함에 있어서는 송강 정철의 작품을 중심으로 논의하였다. 한 작가를 대상으로 한 것은 논의의 전개를 위해서는 동일 잣대가 필요하기 때문이다. 송강은 단형시조와 연시조, 가사를 모두 제작한 경우로 서로 간의 변별성이 잘 드러날 것으로 기대한다. 그 결과 단형시조와 가사는 개인의 정서적 미감을 노래했다는 공통점을 보이는데, 그 중에서도 단형시조는 정서의 함축이, 가사는 보다 심층적인 정서를 드러내는 데 적합한 것으로 나타났다. 요컨대 연시조는 성리학자의 이념을 담아내기에 적합한 시조를 노래하되, 시조가 3장으로 시상을 완결하여 그들의 효용적 가치를 충분히 전달하기에 적합하지 못한 단점을 보완하기 위해 연시조를 택한 것이라 하겠다.

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