• Title/Summary/Keyword: psychological perspective

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The Effects of Group Figure Therapy Programs on Psychological Exhaustion and Ego Resilience of Female Counselors (인형치료 집단프로그램이 여성 상담자들의 심리적 소진과 자아탄력성에 미치는 효과)

  • Choi, Jeong-Im
    • Journal of Convergence for Information Technology
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    • v.8 no.5
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    • pp.189-197
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    • 2018
  • The study aims to examine the availability of figure therapy in convergence perspective by verifying the effectiveness of the figure therapy programs on the psychological exhaustion and ego resilience of counselors. For the purpose, this study examine the changes of psychological exhaustion and ego resilience of participated counselors from 11 clients of general counseling center in 2 areas of Gyeonggi through the independent sample t-test and the corresponding sample t-test based on group figure therapy programs. As a result, there was a slight difference in the mean value of psychological exhaustion, and the mean of ego resilience has increased. In addition, the mean value of confidence and interpersonal efficiency, which is a sub factor of ego resilience, has increased and showed statistical significance. Based on the result, the study will be applied as a basic data of developing various figure therapy programs to improve the self resilience of counselors.

Cultural Approach on the Basis of Interpersonal Trust and Distrust in Korean Culture (한국문화에서 대인관계 신뢰-불신의 기반과 심리적 기능에 대한 문화심리학적 분석)

  • Sang-Chin Choi;Kibum Kim;Oh-Soon Kang;Ji-Young Kim
    • Korean Journal of Culture and Social Issue
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    • v.11 no.spc
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    • pp.1-20
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    • 2005
  • The present study was to investigate the basis of trust and distrust from the perspective of cultural psychology. We conducted a qualitative approach in terms of the reason to and psychological functions of trust and distrust. We also focused on the viewpoint of the relations between trust and distrust whether they are located on the continuum or independent dimensions. A total of 362 subjects participated in this study. The results revealed that the main reason to trust was interpersonal relationship, which indicated they have known each others well. On the other hand, the reason to distrust was based on the judgement of inconsistency between words and deeds, and other's selfish behavior. Therefore, the basis of trust and distrust was not only different but also located on the continuum. In addition, the principal psychological function of trust was a psychological safety, whereas that of distrust was a psychological anxiety.

A Study on Acceptance Promotion of Information Systems under the Semi-Mandatory Circumstance: From the Perspective of Switching Costs Applied to the KMS of a Public Organization (반강제적 환경에서 정보시스템 의존에 미치는 영향요인 연구: 공공기관 KMS 활용 사례와 전환비용의 매개적 역할을 중심으로)

  • Seo, Hyun-Sik;Song, In-Kuk
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.45-71
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    • 2012
  • The purpose of the study is to propose the plans promoting IS acceptances under the circumstances where the IS usage is semi-mandatory. Since the IS usage is critical to secure the organization's competitiveness, many researchers have endeavored to investigate the factors in promoting IS acceptance. While TAM(Technology Acceptance Model) has been generally applied under the voluntary circumstance, under the mandatory circumstance did many researchers come to realized the limit of applying the TAM on IS acceptance. This resulted in various research trials to identify the IS acceptance under the mandatory circumstance. However, no research to promoting IS acceptance under the recommend circumstance where the corresponding users are recommend to the IS rather than alternative systems exits. The study applied the concept of switching costs to the research model, identified users' acceptance variations, and finally proposed the promotion plans for IS acceptance. The findings illustrate that IS dependence levels tend to be increased when both user satisfactions from a psychological perspective and monetary benefits from an economic perspective make the switching costs higher. The study stresses that organizations should provide information systems which reduce users' time, costs, and endeavors in performing their tasks, rather than require to use them by compulsion.

A Study on Drawing and Analysis of the Highway Projection Drawing for Design of Highway Alignment (선형 설계를 위한 도로 투시도 작성과 해석에 관한 연구)

  • Keinosuke Matsui
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.14 no.2
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    • pp.241-247
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    • 1996
  • The most important factor in highway design is to match highway alignment with topography so that the driver can drive the vehicle safely and comfortably. Highway alignment design is completed with combination of horizontal alignment and vertical alignment that is harmony with topography at the last step. In highway alignment design, the use of continuous perspective can meet vehicle's physical requirements, which is useful to keep driver's psychological and physiological balance. The main purpose of this study is to develop a computer pro-gram which is applicable to highway alignment design through study of how to make and analyze perspective by means of computer.

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The body image of women participants in the convergence Walking impact on the psychological dimension happiness from the interdisciplinary perspective (융·복합적 차원에서 걷기 운동 여성참여자의 신체이미지가 심리적 행복에 미치는 영향)

  • Kim, Pum-Ho;Ju, Sung-Bum;Choo, Jong-Ho
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.317-325
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    • 2015
  • The purpose of this study is fusion-dimensional image of the body standing walking exercise female participants to convergence investigate the effects of psychological happiness In order to serve this purpose, questionnaires were used for females who participated into the walking program worked on by the National Health Insurance Corporation in 2014. A convenience sample was used for 150 subjects. Unanswered questions and questionnaires that did not meet normalcy were excluded, and 135 samples were extracted to use them for final analysis. Frequency analysis was performed for the collected data in order to examine demographical characteristics by using the SPSS/WIN 20.0 V program. In addition, multiple regression analysis was performed in order to resolve research issues. Cronbach' ${\alpha}$ verification and exploratory factor analysis were performed. The result of the aforementioned research and data analysis in this study is as follows: Perceived competence, looks, and health during the walking of female participants turned out to make static, positive effects on immersion and happiness, which were the lower-level factor of psychological happiness.

A Qualitative Study on the Busyness and Subjective Pace of Life among Koreans in Early Adulthood (성인초기 한국인의 바쁨과 주관적인 삶의 속도에 대한 질적 연구)

  • Woo, Ami;Jung, Taeyun
    • Korean Journal of Culture and Social Issue
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    • v.27 no.4
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    • pp.529-559
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    • 2021
  • This study examines how people perceive and experience busyness, which is a great social pressure in the Korean society, and The socio-psychological motives that drive people's different paces of life, such as busyness or slowness, despite being in the same busy reality, were examined. Furthermore, an in-depth study was conducted on the adaptation factors in the real society according to the speed of individual life. The analysis of this study was based on an in-depth interview data of 21 unmarried men and women in their 20s and 30s, and was conducted using a phenomenological qualitative analysis method. As a result, the perception and experience of being busy had both positive and negative parts. The components of socio-psychological motivation that affect the speed of an individual's life are 'internalization of positive values of (busy/rest)', '(future/present) centric', 'selection & concentration/Inertial busyness', 'personality characteristics' were derived. In addition, 'self-selection', 'successful time management', and 'maintenance of psychological health' were derived as common factors among adaptation factors in real society, 'a sense of achievement' and 'understanding and accepting self-characteristics' were derived as discriminatory factors. became Based on these results, the value and meaning of being busy in Korean society was discussed from a social psychology perspective, and a new perspective was presented to existing studies and discussions related to the speed of life. In addition, several follow-up studies were proposed.

Exploring Scientific Argumentation from Teacher-Student Interaction with Epistemological and Psychological Perspectives (교사-학생 상호작용간의 과학논증 탐색: 인식론 및 심리학적 관점으로)

  • Park, Young-Shin
    • Journal of the Korean earth science society
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    • v.31 no.1
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    • pp.106-117
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    • 2010
  • The purpose of this study was to explore students' argumentation in perspectives of epistemology and psychology and to find out how teacher can promote students' abilities of developing argumentation. The 60 hours of lessons from the interaction between one science teacher (Mr. Physics, who had 35 years of teaching experience) and his 26 students were observed, transcribed, and analyzed using two different analyzing tools; one is from the perspective of epistemology and the other from the perspective of psychology, which can portray how argumentation is constructed. Mr. Physics created the environment where students could promote the quality of scientific argumentation through explicit teaching strategy, Claim-Evidence Approach. The low level of argumentation was portrayed through examples from students' prior knowledge or experience in the form of an Appeal to the instance operation and the Elaboration reasoning skill. Students' own claims were developed through application of knowledge in a different context in the form of an Induction operation and Generativity reasoning skill. Higher level of argumentation was portrayed through Consistency operation with other knowledge or experience and Explanation reasoning skills based on students' ideas with more active teacher's inputs. The teacher in this study played a role as a helper for students to enact identities as competent "sense makers," as an elaborator rather than evaluator to extend students' ideas, and as a mentor to foster and monitor the students' development of ideas of a higher quality. It is critical for teachers to understand the nature of argumentation, which in turn is connected to their explicit teaching strategy with the aim of providing opportunities where students can understand the science enterprise.

Perceived Controllability of the Ubiquitous Computing Devices as a Function of Design Familiarity and Complexity (유비쿼터스 컴퓨팅의 친밀감과 복잡성에 따른 사용자 통제감 지각 효과)

  • Lee, Ji-seon;Lee, Kyung-Soo;Lim, Seong-Joon;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.555-569
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    • 2007
  • Ubiquitous computing environment is the new surroundings, currently being realized by modern technology. Since previous usability tests are not suitable for this new technological environment, new research on psychological factors needs to be conducted. The evaluation of service scenarios also will be required in tandem with traditional usability tests of operation devices. Consequently, this study classified usability factors from a scenario perspective and was conducted with a focus on the psychological elements of controllability from a mechanical perspective. Study 1 reclassified the factors of existing usability tests according to similarity and application scenarios, and ten important groups of factors were newly created. Study 2 focused specifically on the design side of a device and showed that the degree of familiarity with the ubiquitous computing device and its complexity brought about a difference in perceived controllability of the device.

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Yoga Psychology and Positive Emotions (요가심리학과 긍정적 정서)

  • Ok-Kyeong Cho
    • Korean Journal of Culture and Social Issue
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    • v.15 no.1
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    • pp.227-239
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    • 2009
  • The purpose of this study was to show that yoga psychology aims to actualize the positive potentials in the depth of human mind with the perspective of body-emotion-mind-spirit integration. This approach is described in the context of modern positive psychology. For this purpose, the Self-realization of yoga psychology is discussed, which is to develop one's higher self as a center of psyche apart from one's psychological growth or maturation. An individual can experience positive emotions such as pleasure, joy, happiness and ecstasy through the typical yoga technique of concentration. Happiness is one of the main issues of positive psychology, but yoga psychology called it "ānanda" and divided it further into seven types. The positive emotions of positive psychology seem to be equivalent to positive states of mind in yoga psychology. But yoga regards calmness, tranquility, nonattachment and transcendence as the most valuable virtues for the full actualization of human potentials. From the perspective of yoga psychology, the tranquil state of mind is the wonderful fruit of long and arduous yoga practices. It is the calm and neutral state of mind which is free from all the turmoils of everyday life. Tranquility is beyond the scope of modern positive psychology's issues, but it offers some precious insights to them.

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A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.