• Title/Summary/Keyword: 주관적 시간경험

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A Study on the Effect and Related Factors of Self-Perceived Oral Health Awareness and Dental Care on Work Loss of Workers in the Capital Region (수도권 지역 산업체 근로자들의 주관적 구강건강인식과 치과치료가 근로 손실에 미치는 영향 및 관련 요인)

  • Yoon, Mi-sook
    • Journal of dental hygiene science
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    • v.18 no.6
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    • pp.389-397
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    • 2018
  • The purpose of this study was to examine the self-rated oral health status of industrial workers and influential factors for their work loss caused by dental care in an effort to prepare some information on policy setting about the promotion of the oral health of industrial workers and on the prevention of their oral diseases. The married industrial workers experienced work loss due to dental care more commonly than did the unmarried workers ($x^2=5.10$, p<0.05). In addition, the workers who found themselves to be in worse health experienced significantly more work loss ($x^2=29.69$, p<0.001). The workers who received treatment for oral diseases experienced significantly more work loss than those who did not receive treatment ($x^2=14.60$, p<0.001). In addition, the workers who had oral symptoms requiring treatment experienced more work loss than the others who not ($x^2=11.08$, p<0.01). The experience of not receiving treatment for a perceived oral disease was more dominant among the workers who found themselves to have an oral disease but did not receive treatment than among those who received treatment (p<0.001). Regarding factors affecting the work loss of the industrial workers caused by dental care, the workers whose monthly mean income was larger and who found themselves to be in worse health had significantly more experience of absenting themselves from the office or of leaving work early (p<0.001).

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.

How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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Oral Health Belief and Oral Health Behavior of Taxi Driver in Jeollabuk-do (전라북도 일부 운수종사자의 구강건강신념과 구강보건행태에 관한 연구)

  • Kim, Sun-Mi;Lee, Heung-Soo
    • Journal of dental hygiene science
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    • v.15 no.5
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    • pp.542-550
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    • 2015
  • The purpose of this study was to examine the relationship between the oral health behavior and oral health belief of transportation workers. The subjects in this study were 270 selected taxi drivers who engaged in the taxi transportation industry in Jeollabuk-do. They were selected by convenience sampling. To determine the influence of their general characteristics and oral health belief on scaling experience and oral health education experience, a logistic regression analysis was made. And a multiple regression analysis was made by selecting general characteristics and oral health behavior as independent variables and by selecting oral health belief as a dependent variable. A statistical package SPSS for Windows ver. 12.0 was employed to make all the statistical analysis. As a result of making the logistic regression analysis, benefit that was one of the subfactors of oral health belief had something to do with oral health education experience, and the subfactors that exerted an influence on scaling experience were benefit, susceptibility and barrier. When the multiple regression analysis was carried out to find out influential factors for oral health belief, monthly mean income had an impact on susceptibility and barrier among the subfactors of oral health belief, and self-rated oral health status affected seriousness and barrier. There were differences among the taxi drivers in oral health belief according to their own characteristics, and oral health belief was linked to oral health behavior. Therefore oral health belief and oral health behavior should be taken into account when it's planned to promote the oral health of taxi drivers.

Factors related to problematic experiences of smartphone use among adolescents according to gender (성별에 따른 청소년의 스마트폰 사용의 문제적 경험 관련 요인)

  • Kim, Ki-Bong;Moon, Weon-Hee;Kwon, Myoung-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.84-92
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    • 2021
  • This study was conducted to identify factors related to the problematic experiences of smartphone use among adolescents according to gender. The subjects of this study were 54,603 male and female adolescents. This study data was analyzed using SPSS 25.0 program. As a result of this study, the relevant factors for the problematic experiences of smartphone use among male students were academic performance, economic level, counselors, fast food consumption frequency, depression, suicidal ideation, suicide plan, happiness, subjective body image, stress, and smartphone usage time. Drinking and smoking were found to be significant related factors only for female students. Therefore, in order to reduce the problematic experience of smartphone use, an intervention considering the influence factors according to gender is required.

죽음에 대한 종합적 고찰

  • Kim Sun-Ja
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.1 no.1
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    • pp.7-17
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    • 1994
  • 사람은 자연계 생물의 한 종(species)으로 태어나 자라고 늙거나 병들어 모두 반드시 죽는 고로 죽음은 생물학적인 존재인 인간에게 나타나는 보편적이고 필연적인 현상이다. 사람의 죽음은 생명 스위치를 끄듯이 일순간에 일어나는 현상이 아니고 일련의 과정을 거친다. 심장이나 폐장 또는 뇌와 같은 생명장기의 기능이 정지되면 생체액의 흐름이 정지되고 이로써 사람을 이루고 있는 모든 장기, 조직 및 세포의 생명현상이 멈추게 된다. 사람을 이루고 있는 세포가 모두 죽는 시간은 아무도 알 수 없기 때문에 사람의 죽음을 판정하는 일은 쉽지 않고 이에 실용적인 생의학적 판정기준이 논의되어 최근에는 뇌사를 죽음의 판정기준으로 하는데 동의하고 있어 "뇌의 기능이 비가역적으로 정지된 상태"는 죽음의 한 측면이다. 자신에게 다가올 죽음을 예측하면서 사는 존재인 사람에게는 이 생물학적인 과정을 거치는 동안 위격인 자아의 종결(consummation of personal self)이 함께 이루어지며 이 과정은 죽는 사람은 물론이고 가족 및 친지에게 있어서도 지극히 주관적인 고유한 경험이다. 죽음의 주체인 사람은 의지의 동물이며, 인간이 희망하고 추구하는 모든 행위는 이 의지의 표현이다. 인간의 의지 가운데 큰 의미를 두는 것은 삶, 특히 "영원한 삶"에 대한 의지여서 인간의 죽음은 의식(儀式)으로 정교하게 가꾸어져 문화가 되었다. 따라서 생의학적인 상태에 지나지 않는 인간의 죽음은 단편적인 사실로서 또는 경험의 과정으로서 뿐 아니라 종교, 관습, 문화적인 요소를 포함하는 거시적이고 포괄적인 종합체계로의 접근으로서 깊은 이해에 이를 수 있다.

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Factors Related to Mental Health of Juveniles - Using the Korea Youth Risk Behavior Web-Based Survey 2019 - (청소년의 정신건강 관련 요인 연구 - 2019년 청소년건강행태온라인조사 자료를 이용하여 -)

  • Kim, Kyeong-Na
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.475-481
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    • 2020
  • This study investigated the mental health factors of juveniles according to socio-demographic characteristics and mental health related characteristics using the Korea Youth Risk Behavior Web-Based Survey 2019 Data. The study subjects were total 57,303 students (middle school: 29,384, high school: 27,919). The data was analyzed with descriptive statistics, frequency analysis, χ2-tests and regression analysis using SPSS ver. 18.0. The findings revealed that socio-demographic characteristics (gender, residential area, residential type, economic status, school achievement) and mental health related characteristics (subjective assessment, stress cognition, overcoming fatigue through sleeping, experiencing sadness and despair, suicidal ideation, suicidal planning, suicidal attempts, experience of hospital care for violence, experience of smoking, drinking, sexual relations and/or habitual drug use, internet use except for study) were factors that influenced factors related to the mental health of juveniles (p<0.05). The mental health of juveniles was closely related with health behaviors. This study could be used as a tool for the development and establishment of juveniles' health promotion and prevention strategies in the future.

A Study on the Nonlinear Relationship Between Volunteer Time Spending and Psychosocial Well-being in Old Life (노년기 자원봉사 시간과 심리사회적 안녕감의 관계 - 비선형성의 탐색 -)

  • Jung, Jin-Kyung
    • Korean Journal of Social Welfare
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    • v.63 no.1
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    • pp.137-158
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    • 2011
  • This study explore nonlinear relationship between volunteer time spending and psychosocial well-being among the old adults, on the ground of Socioemotional Selectivity Theory. This is secondary analysis using the 2009 National Old Aging Volunteer Survey data including 645 cases. The simple and multiple line graph method are implemented. As a result, this paper shows a nolinerar relationship which the low level of psychosocial well-being at non volunteer status is increasing to the paticular time spending, and then decreases after high level participation like U-shape. Male, over the 75 and not good health status has showed lower level of volunteer time spending. It can be founded that volunteering activity contributes to improve a psychosocial well-being in old life, but the desirable volunteer time spending is medial about 100-200 yearly not over the 700.

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A case-based DSS to support enterprise data model development (전사적 데이터 모델 개발을 지원하는 사례기반 의사결정지원시스템)

  • 박동진
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.10a
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    • pp.218-221
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    • 1996
  • 전사적 데이터 모델을 개발하기 위해서는, 먼저, 기업에 있어서 중요하게 관리되어져야 할 주요 entity들을 파악하는 것이 선행되어야 한다. entity의 결정은 시스템 개발 전 단계에 걸쳐 지대한 영향을 끼치는 중요한 의사결정이나, 아직까지 이는 매우 주관적일 뿐 아니라 의사결정자의 경험 및 전문성에 매우 의존적이다. 또한 때로는 entity의 결정에 필요 이상의 많은 시간이 소요되기도 한다. 본 연구에서는 entity결정에 직면한 의사결정자를 지원하기 위하여, 사례기반 추론 기술을 채택한 의사결정지원시스템을 설계 개발하였다. 본 시스템에서는 과거에 성공적으로 entity를 결정했었다고 평가되는 사례로부터, 해당 기업의 상황에 적합한 새로운 결론을 도출해서 의사결정자를 효과적으로 지원한다.

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The Development of Virtual Reality Therapy(VRT) System for the Treatment of Acrophobia and Therapeutic Case (가상현실을 이용한 고소공포증 치료 시스템의 개발 및 치료 예)

  • 신민보;장동표;구정훈;조항준;안희범;이재민;최영희;서병설;김인영
    • Journal of Biomedical Engineering Research
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    • v.22 no.1
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    • pp.119-126
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    • 2001
  • 가상현실은 인간과 컴퓨터가 서로 커뮤니케이션할 수 있도록 하는 새로운 테크놀로지이다. 이는 사용자로 하여금 컴퓨터로 만들어진 가상의 삼차원 환경 속에서 보고, 듣고, 느끼며 그리고 가상환경과 상호 작용할 수 있도록 한다. 본 논문에서, 우리는 정신치료 분야에 가상현실을 도입하고 이를 이용한 고소공포증 노출치료 시스템을 개발하였다. 이러한 가상현실을 이용한 정신치료는 과거의 전통적인 방법보다 더 안전하고 시간적, 경제적으로 효율적이라는 장점을 지니고 있다. 본 시스템은 개인용 컴퓨터를 기반으로 하여 도심 한 가운데에 있는 번지 점프대를 배경으로 가상장면을 구성하였다. 그리고 철 구조물 옆에 사방이 개방된 난간이 있는 리프트를 만들어 가상환경 속에서 피험자가 높이감을 경험할 수 있게 하였다. 또한 이러한 가상현실 정신치료를 이용하여 높이에 대한 두려움을 지니고 있는 환자에게 임상실험을 실시하여 그 주관적 치료효과를 입증하였다.

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