• Title/Summary/Keyword: 인지 행동

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Suggestions for the Development of Internet-based Cognitive-Behavioral Therapy with a Trauma Focus (트라우마 초점의 인터넷 기반 인지행동치료 개발을 위한 제언)

  • Choi, Yun-Kyeung
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.261-274
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    • 2020
  • Research on the development and effectiveness of internet-based cognitive-behavioral therapy with a trauma focus (iCBT-T) has been actively conducted in Western societies, but these studies have just begun in Korea. The purpose of this study was to suggest practical considerations to developing and managing the iCBT-T program. After reviewing previous studies on iCBT-T, this author suggested a model of convergence and collaboration between mental health knowledge and information and communication technologies (ICT) to develop the iCBT-T program. This article outlines practical considerations, including focus and target groups of iCBT-T, intervention types of iCBT-T (open access vs. guided), number of sessions, ethical issues, professional support, and degree of user involvement. Methods to complement the limitations of internet as a medium are also proposed in the iCBT-T program. The convergence model of CBT-T and ICT is expected to promote the development of programs that can contribute to improving the mental health of users who experience traumatic events.

Implications of Using Physical and Virtual Tools in Learning Science Concepts from a Literature Review (문헌고찰을 통한 물리적 도구와 가상도구의 사용이 과학 개념학습에 미치는 시사점)

  • Seokmin Kang;Sungyeun Kim
    • Journal of Science Education
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    • v.47 no.2
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    • pp.154-166
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    • 2023
  • It has been known that the tool characteristics embedded in physical tools and virtual tools act with different underlying mechanisms in a user's knowledge acquisition and conceptual understanding. This overview study examines the learning process through the use of physical and virtual tools from the perspective of conceptual frameworks, affordability that tools present, and the depth of cognitive engagement that occurs in the process of learning concepts through various learning activities. Based on the conceptual frameworks, the results of previous comparative studies were reinterpreted. It was found that what mattered for learning is the amount of new information that a tool provides and the different level of cognitive engagement that students use through various learning activities. Finally, the implications to be considered when teachers use physical and virtual tools to help students better understand various concepts are discussed.

Study on the development of drought information for public awareness (국민체감 가뭄정보 개발 연구)

  • Kim, Young-Oh;Lee, Chul joo;Kang, Tae-Ho;Hwang, Hyunjung;Kim, Jiheun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.15-15
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    • 2020
  • 기후변화로 인하여 가뭄은 그 위험성이 점차 높아질 것으로 예상되고 있다. 잠재적 대규모 가뭄피해를 사전에 예방하기 위해서는 가뭄에 보다 효과적으로 대응하기 위한 방안을 마련하는 것이 필요하며, 국가적 수자원 관리를 넘어선 국민 전반이 가뭄 심각성을 인지하고 적합한 대응을 하도록 유도하는 것이 중요하다. 기상, 수문, 농업 등 가뭄 발생의 다양한 측면들을 표현한 여러 가뭄지수 및 정보가 이미 생산되고 있으므로, 이러한 정보를 국민에게 제공한다면 국민이 가뭄의 심각성을 인지하고 물 절약 등의 행동에 동참하도록 하거나 농민의 경우 사전에 대처 방안을 마련하도록 하는 등, 공급측면에서의 수자원 관리 뿐만 아니라 수요 측면에서의 대응도 가능하게 될 것이다. 하지만 현재 제공되는 가뭄지수 및 정보는 전문적 지식이 있는 의사결정자 및 연구자 등을 위한 것으로, 일반 시민이 이러한 정보를 통해 가뭄의 상황을 이해하고 해석하여 그에 따른 행동을 하기란 어려운 것이 사실이다. 따라서, 본 연구에서는 국내 가용한 가뭄지수 및 정보로부터 국민이 체감할 수 있으며, 적절한 행동을 하도록 설득할 수 있는 가뭄정보 생산 방안을 도출하고자 한다. 사회과학적 이론, 포커스그룹 인터뷰 및 설문조사를 통하여 국민의 가뭄정보에 대한 인지 및 이해 특성을 파악하고, 시민자문단을 통하여 직접적으로 국민에게 현재 가용한 가뭄정보를 제공하고 어떻게 바라보는지 분석함으로써, 국민이 체감 가능한 가뭄정보의 방향을 제안하였다. 또한 현재 가뭄에 대한 뉴스 등이 어떠한 방식으로 생산되고 유통되는지를 분석하여 이로부터 사회과학적 측면에서 국민을 설득하기 위한 보다 효과적 방안을 제시하였다. 결과적으로 국민이 가뭄의 상황을 인지하고, 국가적 차원의 가뭄 대응의 필요성을 이해하며, 물 절약 등의 행동을 하도록 설득하는 것이 가능하게 되어, 점차 심각해져가는 가뭄에 효과적으로 대응할 수 있을 것으로 판단된다.

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The Impact of Digital Strategies on Corporate Performance: Focusing on Relational Behavior Dimensions, Cognitive Dimensions and Sustaining Digital Transformation (디지털 전략이 기업성과에 미치는 영향: 관계적 행동차원, 인지차원 및 지속적인 디지털 전환을 중심으로)

  • Hyun-Ah Yang;Young-Wook Seo
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.41-55
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    • 2024
  • This study analyzes the impact of digital strategy on firm performance through relational behavior, cognitive dimensions, and continuous digital transformation based on social capital theory. The research model was tested using data collected from a survey of 300 domestic corporate employees who have worked for over a year, conducted from February 20 to 23, 2024, using Smart PLS 4.0. The key findings of the study are as follows: First, it was confirmed that digital strategy plays a crucial role in promoting cooperation and interaction within the organization, enhancing members' understanding and perception of digital technology, and strengthening the firm's competitiveness through continuous change and innovation. Second, continuous digital transformation and cognitive dimensions positively impact firm performance, while the influence of relational behavior dimensions was found to be insignificant. These findings suggest that digital strategy can significantly affect firm performance by fostering interaction and perception changes within the organization, beyond mere technology adoption, and provide strategic implications for Korean firms to effectively pursue digital transformation.

A study on the scalp, hair care according to DiSC behaviors of cosmetic consumer in their 20s (20대 미용소비자의 DiSC행동유형에 따른 두피·모발관리 연구)

  • Jo, Min-Hye;Yang, Eun-Jin
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.415-421
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    • 2018
  • The purpose of this study is to analyze the difference of scalp and hair care behaviors according to DiSC behaviors of beauty consumer. For the study, 251 questionnaires were analyzed using the SPSS v.18.0 statistical package program. First, there was statistically significant difference in psychological stability, favorable image, and maintaining state of scalp and hair management according to DiSC behavior type. In case of Shin Jung - hyung (C), psychological stability, Positive images, and maintaining good condition. Second, DiSC and hair management behaviors according to DiSC behaviors showed statistically significant difference in state cognition management and product use management. In the case of cognition type (C) and social type (I) Product use management. The results of this study suggest that hair management awareness and behavior, which is dependent on DiSC behaviors of consumers, are provided as basic data for corporate marketing strategy.

The Effects of Family Environment and Individual Psychological Variables on Adolescents' Problem Behaviors (가족 환경 및 개인 심리 요인이 남녀 청소년의 문제행동에 미치는 영향)

  • Seo Chan-Ran;Lee Hyong-Sil
    • Journal of Korean Home Economics Education Association
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    • v.18 no.2 s.40
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    • pp.151-162
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    • 2006
  • The purpose of this study was to investigate the effects of family environment and individual psychological variables on adolescent's problem behaviors. The subjects of this study were 855 students of middle school who reside in Seoul and 791 self-reported questionnaires were used for final analysis. The major results of this study were as follows: First, gender differences in adolescent's problem behaviors were not found. Second, depression, mother's monitoring and father's parenting behavior were found to have effects on adolescents' problem behaviors. Particularly, male adolescents' problem behaviors were influenced by depression and father's parenting behavior. Female adolescents' problem behaviors were influenced by depression, father's monitoring, and mother's monitoring.

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Participation in Activities, Emotions, and Problem Behaviors of Elderly with Dementia Residing in Nursing Homes (시설 거주 치매노인의 활동 참여, 정서, 문제행동에 관한 연구)

  • Ko, In-Soon;Kang, Hee-Sun
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.45-55
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    • 2017
  • The purpose of this study was to identify the participation in activities, emotions, and problem behaviors of elderly people residing in nursing homes. In this observational study targeting 81 elderly patients with dementia, each patient's participation in activities, emotion, and problem behaviors were observed for 4 hours per day with 20 minutes interval, which leads to 6,804 data based on 12 times a day for 7 days. According to this study, 90.1% of the participants were suffering from severe cognitive impairment. Their emotions were scored 4 out of 7. They mainly participated in activities such as sitting or lying down, which had no specific purpose, but they showed the most positive emotion when involved in social activities. The most frequent types of problem behaviors were repetitive behaviors and making noises, and the frequency of their behaviors were different depending on the time. There were significant correlation between cognitive functions, emotions, and problematic behaviors. Therefore, it is necessary to find effective ways to increase participation in activities, induce participation in positive emotional activities, and reduce problem behaviors manifested most prominently each hour of the elderly patients with dementia residing in nursing homes.

The Effects of A Cognitive-Behavioral Anger Control Training on Anger Control Ability and Peer Relationships of Children (인지행동적 분노조절 훈련이 아동의 분노조절능력과 교우관계에 미치는 효과)

  • Kim, Mi-Ra;Lee, Young-Man
    • The Korean Journal of Elementary Counseling
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    • v.7 no.2
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    • pp.101-115
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    • 2008
  • The purposes of this study were to consist an anger control program in order to help children confirm and modify their cognitive errors in peer anger-provoking situations(Lee Mi-gyeong, 2006), that and to examine the effects of this program on anger-provoking experience, anger controllability and peer relationship. The cognitive-behavioral anger control program was consisted of 16 sessions. The focus of the program were placed on perceiving angry feelings, confirming automatic thinking and cognitive errors and acquiring how to correct the cognitive errors(1st-10th sessions), and checking cognitive errors in 13 anger-provoking situations and practicing way to correct the errors(11th-15th sessions). To examine the effects of the program, 10 children who had a lot of anger-provoking experiences, and were poor at anger control and faced difficulties with peer relationship were selected. The cognitive-behavioral anger control program was implemented for eight weeks, twice a week, 40 minutes each. The collected data were analysed by the ANOVA method using the SPSS and Kwakstat(Kwak Ho-wan, 1993). What cognitive errors children made and how they modified the errors during the program were checked. The findings of the study were as follows: The cognitive-behavioral anger control program served to cut down on the anger-provoking experiences, to improve their anger controllability, to boost their peer relationship, and that effect lasted till six weeks later. And the cognitive errors they made during the program were in the order as follows: stating the oughtness of their behavior, followed by naming, seeing everything in black and white, emotional judgment, mind reading, linking the situation to themselves, overgeneralizing, and hasty conclusion. The ways to correct the cognitive errors were in the order as follows: putting oneself in another's place, explaining in a different manner, looking for proof, thinking of it is so difficult to indure, thinging of there is moral to it, and thinking of how angry after passing time.

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User Modeling Method for Dynamic-FSM (Dynamic-FSM을 위한 사용자 모델링 방법)

  • Yun Tae-Bok;Park Du-Gyeong;Park Gyo-Hyeon;Lee Ji-Hyeong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2006.05a
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    • pp.317-321
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    • 2006
  • 게임의 재미요소를 증대 시키고, 게임 생명주기(Life-Cycle)를 늘어나게 하기 위해 다양한 방법이 연구 중이다. 현실감 있는 그래픽 효과와 뛰어난 음향 효과 등과 함께 게임 플레이어의 게임 스타일이 반영된 게임을 만들기 위한 방법이 대표적이 예라 할 수 있다. 그 중 게임 플레이어의 스타일을 게임에 다시 이용하기 위해서는 플레이어의 인지과정이 요구되며, 인지된 결과를 이용하여 플레이어를 모델링(User Modeling)한다. 하지만, 게임의 종류와 특성에 따라 다양한 게임이 존재하기 때문에 플레이어를 모델링하기 어렵다는 문제를 가지고 있다. 본 논문에서는 게임에서 정의된 FSM(Finite State machine)을 이용하여 플레이어가 선택한 행동 패턴을 분석하고 적용하는 방법과 다양한 게임에서 이용 할 수 있는 스크립트 형태의 NPC 행동 패턴 변경 방법을 제안한다. 플레이어의 데이터를 분석하여 얻은 결과는 FSM을 변경하여 새로운 행동을 보이는 NPC(Non-Player Characters)를 생성하는데 사용되며, 이 캐릭터는 게임의 특성과 플레이어의 최신 행동 패턴 경향을 학습한 적용형 NPC라 할 수 있다. 실험을 통하여 사용자의 행동과 유사한 패턴을 보이는 NPC의 생성을 확인할 수 있었으며, 게임에서 상대적인 또는 적대적인 캐릭터로 유용하게 사용 될 수 있다.

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Determinants of the user's Intention to use of Mobile banking (Mobile Banking 사용 의도 결정 요인)

  • Han, Sang-Il
    • The Journal of Society for e-Business Studies
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    • v.10 no.3
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    • pp.135-157
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    • 2005
  • Based on literature relating to the theory of planned behavior(TPB) and the TAM, this study extends the applicability of the TAM in a mobile banking context, by adding one trust-based construct('perceived credibility') and two resource-based constructs('perceived efficacy' and 'perceived cost') and technical suitability constructs to the model, while paying careful attention to the placing of these constructs in the TAM's existing nomological structure. Data collected from 182 users in Korea were tested against the extended TAM, using the structural equation modeling approach. The results strongly support the extended TAM in predicting users intentions to adopt mobile banking. Several implications for IT/IS acceptance research and mobile banking management practices are discussed.

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