• Title/Summary/Keyword: violent

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Moderating Effects of Daily Life Activity Experiences on the Relationship between Stress and Violent Behaviors in Early Adolescence (초기 청소년의 스트레스와 폭력행동과의 관계에 대한 일상생활활동 경험의 중재 효과)

  • Lee, Mee Ry
    • Korean Journal of Child Studies
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    • v.22 no.4
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    • pp.167-188
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    • 2001
  • This study investigated the relationship of daily life activity experiences to violent behaviors and their moderating effects on the relationship between stress and violent behaviors in early adolescence. A sample of 134 second year middle school students carried electronic watches for one week and provided reports on their objective activity situation and subjective states when signalled at random times. Stress was positively correlated with violent behaviors. Daily activity experiences were correlated with violent behaviors and moderated the relationship between stress and violent behaviors. More time spent in socializing and passive leisure, and negative emotional states during schoolwork and active leisure were correlated with higher violent behaviors. Lower motivational states during schoolwork were correlated with higher violent behaviors. Lower cognition of importance and attention states during schoolwork and higher cognition of importance and attention states during active leisure and maintenance activities were correlated with higher violent behaviors. Finally, the moderating effects of negative emotion during active leisure, motivation and attention states during schoolwork on the relationship of stress with violent behaviors were found among girls only.

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Links to Prosocial Factors and Alpha Asymmetry in Adolescents during Violent and Non-Violent Video Game Play

  • Lianekhammy, Joann;Werner-Wilson, Ronald
    • Child Studies in Asia-Pacific Contexts
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    • v.5 no.2
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    • pp.63-81
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    • 2015
  • The present study examined electrical brain activations in participants playing three different video games. Forty-five adolescents between the ages of 13-17 (M=14.3 years, SD=1.5) were randomly assigned to play either a violent game, non-violent game, or brain training game. Electroencephalography (EEG) was recorded during video game play. Following game play, participants completed a questionnaire measuring prosocial personality. Results show an association between prosocial personality factors and differential patterns of brain activation in game groups. Adolescents with higher empathy playing the brain training game were positively correlated with frontal asymmetry scores, while empathy scores for those in non-violent and violent game groups were negatively linked to frontal asymmetric activation scores. Those with higher scores in helpfulness in the non-violent game group showed a positive association to left hemisphere activation. Implications behind these findings are discussed in the manuscript.

Mediating Effects of Anger Expression Types for Anxiety on the Violent Behaviors of Adolescent School Violence Offenders and General Adolescents (일반청소년과 학교폭력 가해청소년의 불안이 폭력행동에 미치는 영향에 대한 분노표현양식의 매개효과)

  • Oh, Jong-Eun;Lee, Jae-Yeon
    • Journal of Families and Better Life
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    • v.32 no.5
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    • pp.163-178
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    • 2014
  • The purpose of this study is to validate the mediating effects of anger expression types for anxiety on the violent behaviors of adolescent school violence offenders. For the purpose of this study, 114 adolescent school violence offenders and 178 general youths were selected. Through the structural equation model, the mediating effects of anger expression types that are manifested in the path of violent acts of adolescent school violence offenders and general youths are verified. The major findings of this study are as follows. First, for both groups, the same path of violent behavior through anger-in and anger-out was followed: youths repress anger when they have higher anxiety, and when too much anger is repressed, anger-out increases, which results in more violent behaviors. Second, the level of anxiety of adolescent school violence offenders has direct effect on the responsive violent behaviors while the level of anxiety of general youths does not have direct effect on violent behaviors. Third, although the anxiety of adolescent school violence offenders may increase violent behaviors through the paths of acting-in and acting-out, violent behaviors can be reduced by reducing anger-out. Therefore, to reduce the violent behaviors of adolescent school violence offenders, intervention is needed for those who repress their anger due to anxiety; professional education is also required for adolescent school violence offenders to help them control their anger.

The Effect of Pornography Use Among Adolescents on Violent Sexual Behavior and the Moderating Effect of Family Support (청소년의 음란물 이용이 성폭력 가해행동에 미치는 영향 : 가족지지의 조절효과를 중심으로)

  • Kim, Jae Yop;Choi, Sunah;Lim, Jeong Su
    • Human Ecology Research
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    • v.59 no.4
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    • pp.489-500
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    • 2021
  • The purpose of this study was to identify the impact of pornography use among adolescents on their subsequent violent sexual behavior, and to ascertain the moderating effect of family support. The study was conducted with a sample of 2,087 Korean middle and high-school students. To analyze the data, a descriptive analysis, a correlation analysis, and a Poisson regression were conducted using SPSS 24.0. A Poisson regression was performed because the dependent variable, violent sexual behavior, was measured by the frequency of occurrence, and most responses were distributed at '0', indicating a non-normal distribution. The results indicated that 8.1% of adolescents admitted to having sexually violent experiences over the past year, with a relatively high rate of sexual harassment. Secondly, 53.3% of adolescents had used pornography over the past couple of years, with the highest percentage of use occurring via the Internet. Finally, pornography use among adolescents had a significant and direct impact on their sexually violent behavior, with family support playing a moderating role. This indicated that, for adolescents with a high level of family support, the impact of pornography usage on sexually violent behavior decreased. Based on these results, we discuss practical and policy interventions to prevent sexually violent behavior by adolescents.

Deep Learning based violent protest detection system

  • Lee, Yeon-su;Kim, Hyun-chul
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.87-93
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    • 2019
  • In this paper, we propose a real-time drone-based violent protest detection system. Our proposed system uses drones to detect scenes of violent protest in real-time. The important problem is that the victims and violent actions have to be manually searched in videos when the evidence has been collected. Firstly, we focused to solve the limitations of existing collecting evidence devices by using drone to collect evidence live and upload in AWS(Amazon Web Service)[1]. Secondly, we built a Deep Learning based violence detection model from the videos using Yolov3 Feature Pyramid Network for human activity recognition, in order to detect three types of violent action. The built model classifies people with possession of gun, swinging pipe, and violent activity with the accuracy of 92, 91 and 80.5% respectively. This system is expected to significantly save time and human resource of the existing collecting evidence.

The Relationship between Anger Expression and Self-esteem in Nursing College Students (간호대학생의 분노표현과 자아존중감)

  • Cha, Nam Hyun;Seo, Eun Ju
    • Research in Community and Public Health Nursing
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    • v.23 no.4
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    • pp.451-459
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    • 2012
  • Purpose: The purpose of this study was to identify the relationship between anger expression and self-esteem in nursing college students. Methods: A total of 297 subjects aged between 18 and 28 were selected through convenience sampling. Data were collected from March 2 to 25, 2011 using a self-reporting questionnaire. Collected data were analyzed with SPSS/WIN 15.0. Results: Differences in anger expression according to general characteristics were as follows. There were significant differences in violent attitude depending on gender (t=3.003, p<.01). Violent actions differed significantly depending on year in school (F=3.279, p<.05) and whether there is a dual income families (t=-2.23, p<.05). There were significant differences in self-esteem depending on year in school (F=4.553, p<.01), school record (F=15.18, p<.001) and the economic status of the parents (F=4.878, p<.01). There were positive correlations between violent attitude and violent actions, except between violent actions and self-esteem. 10.3% of the variance in violent actions was explained by violent attitude, self-esteem and school in year and perceived acceptance. Conclusion: The findings of this study may be useful in understanding the anger expression of nursing college students and developing more specific programs to improve personality and self-control of the mind.

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.

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.

Adolescents' Moral Reasoning & Attribution about Peer Violence (청소년의 또래폭력 귀인양식과 도덕적 판단에 대한 삽화연구)

  • Lee, Sang-Gyun
    • Korean Journal of Social Welfare
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    • v.42
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    • pp.314-339
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    • 2000
  • To identify adolescents' moral reasoning and attribution about peer violence, vignette study was conducted. 178 subjects selected from 4 inner city schools were asked to evaluate provoked violent situations. 4 situations depicting the provocation/retribution condition and 3 short vignettes depicting peer violence were presented, and adolescents were asked to judge the violent behavior and the morality of story characters. Analyses revealed that many adolescents focused more on the immorality of the provocation and perceived "hitting back" as a form of reciprocal justice. And a number of adolescents attributed the responsibility to the both of prosecutors and victims with situations which have obscure informations to judge the violent behaviors. In addition, adolescents having more violent characteristics were more likely to attribute the responsibility of violence to the victims than non-violent adolescents. Several suggestions based on these results are as follows: First, school or class-based conflict resolution program should be implemented to intervene in a dispute between peers. Second, it is necessary for comprehensive program such as Aggression Replacement Training including moral education as well as behavior modification to resolve peer violence.

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A case study on the Collective activities of Spectators of Professional soccer games (프로축구 관중의 집합행동 사례연구)

  • Joo, Il-Yeob
    • Korean Security Journal
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    • no.6
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    • pp.195-213
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    • 2003
  • This is a case study on the violent collective activities of spectators in professional soccer games. The purpose of this study is to examine the reasons and the processes of the activities. In order to achieve the purpose well, I analyzed two cases of violent collective activities in spectators of professional soccer games that were held on June 24 and July 28 in 2001. The data for this study was collected from 14 kinds of daily newspapers from June 10 to August 20 in 2001 to maintain the objective validity of the outline, the reasons, and the processes of the violent collective activities of spectators in two cases. The data was collected from Korea Integrated News Database System(KINDS) of Korea Press Foundation, and Chollian, on-line service of DACOM, for its efficiency, accuracy and promptness. On the basis of the above-mentioned method as well as the consequences of data analysis, I've reached to a conclusion as follows. The reasons of the violent collective activities of spectators in professional soccer games were the mass effect, the activities of players, umpires and the results of games, etc. The violent collective activities of spectators in professional soccer games need pre-requirements and have relationships with special affairs that are developed in a regular sequence. In other words, a collective activity gives an effect on another one directly or indirectly. Therefore, this study shows that we can reduce or prevent the damages by the violent collective activities of spectators in sport games when we analyze the processes of collective activities and make a previous counter-measure for that.

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