• Title/Summary/Keyword: 회상방식

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Psychological Well-being in Mid to Late Adulthood of American: Parent-child Relationship across the Lifespan and Generativity Development (중노년기 미국성인들의 심리적 복지감: 전생애 발달과정의 부모자녀관계와 생산감 발달의 영향)

  • An, Jeong-Shin
    • 한국노년학
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    • v.25 no.2
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    • pp.245-266
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    • 2005
  • This study examined the relationship between parent-child relationship experiences in childhood and adulthood, and individual development and psychological well-being in mid to later life using structural equation modeling with data from 1,882 parents who have at least one child over 18 years old. Findings indicated that receiving more affectionate parenting in childhood was associated with greater generativity development, more positive parental experiences with one's own children, and better psychological well-being in mid to later adulthood. In addition, the effects of received parenting in childhood on psychological well-being after midlife were partially mediated by parental experiences with adult children and generativity development. These findings suggest that early experiences with parents in childhood continuously influence psychological well-being in adulthood through their impact on concurrent family experiences. However, early influences can be redirected through adult experiences too. These findings have implications for the development of intervention programs aimed at promoting volunteer work for older adults, as well as for practitioners who work with families and individuals who are having problems.

Explaining Variance in Children's Recall of a Stressful Experience: Influence of Cognitive and Emotional Individual Differences (스트레스적 경험에 대한 아동 기억의 신뢰성과 인지 및 정서적 개인차 특성들과의 관계)

  • Seungjin Lee
    • Korean Journal of Culture and Social Issue
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    • v.19 no.3
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    • pp.343-365
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    • 2013
  • This study examined the effects of various individual differences on children's memory of a stressful experience. The participants for the current study were children (N=85) aged 4-9 years those who experienced a naturally occurring stressful experience from a dental procedure. There was overall negative relation between the level of stress and children's memory performance. However, more interestingly, the results of this study provided some further evidence that several cognitive (i.e., receptive language ability and working memory capacity) and emotional (i.e., children's general anxiety condition, children's self-report of pain and anxiety about the event) individual difference factors were associated with variations in children's remembering across ages. The results suggest that the relation between stress and children's memory might be impacted in part by children's various individual characteristics. Furthermore, the findings are discussed in the applied context that based on the results clinical and legal professionals can tailor interviews to best meet children's needs and capabilities, and create developmentally and individually sensitive guidelines for interviewing children in the legal system.

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Design and realisation of 'PicGo' application, based on UI design, to vitalise domestic travels (UI 디자인을 기반으로 국내여행 활성화를 위한 'PicGo' 어플리케이션 설계 및 구현)

  • Cho, young-ju;Jeong, hyeong-Jun;Lee, chang-su
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.95-96
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    • 2017
  • 최근 현대인들의 다양한 여가생활을 보내는 방법 중의 하나로 관광산업이 급속히 발전되고 있다. 현재 국내 관광산업의 발전을 증진 시킬 수 있는 방안으로 관광객들 사이에 다양한 커뮤니케이션을 유도할 수 있고 국내 관광지 활성화를 이끌어 낼 수 있는 새로운 어플리케이션의 필요성이 대두되고 있다. 따라서 본 논문에서는 국내여행 활성화를 위해 기존 관광관련 어플리케이션과 차별화를 둔 새로운 관광 컨텐츠인 'PicGo' 어플리케이션을 제안하기로 한다. 'PicGo'는 사용자에게 편리함과 즐거움은 더하고, 지도형식의 관광지를 채워가듯 추억을 남기며 회상하게 하는 방식의 UI 디자인을 기반으로 하는 관광만족도에 중점을 둔 어플리케이션이다.

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Typological characteristic of the comics published gutter (출판만화 칸새의 유형별 특징)

  • Lee, Suk Jae;Yoon, Ki Heon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.271-291
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    • 2013
  • Cartoons exhibit contents and images and deliver them to readers by repeating frames. Frames embody the cross sectional factors of space-time, and the repetition of frames makes those cross sectional factors into a continuous flow. The gutter, which exists between frames, takes the role to make the continuous flow link smoothly, and at the beginning stage of the gutter, the operating of the gutter was usually passive by the frame meanings. However, the gutter is not just a medium for linking the frames, but is an efficient participation device for creating new expression methods of cartoon organization. By producing new directing methods for cartoon organization, the distinctive functions of the gutter have been kept alive with cartoon history. The distinctive functions of the gutter can be divided largely into transition function, reminiscence function, speech balloon function, pen function, and decorative function. And those functions perform actively as direct expression method of the gutter. When those functional methods are expressed by the author's intention and the frequency of them is generalized according to described contents, using each author's individual differences can suggest direction for new directing organization of cartoons.

Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

Developing, and Testing the Effects of a Group Program for the Low Income Depressed Elderly Women Living Alone, Which Integrated Positive Psychology and Solution-Focused Therapy (저소득 우울 여성 독거노인 대상 긍정심리.해결중심 통합 집단 프로그램 개발 및 효과)

  • Lee, Hyunju;Um, Myungyong
    • Korean Journal of Social Welfare
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    • v.66 no.3
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    • pp.101-131
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    • 2014
  • The purpose of this study was to develop, and test the effects of a group program on the subjective well-being and depression of the low-income depressed elderly women living alone. Conceptual framework was based on the positive psychotherapy and a broad range of intervention techniques of the solution focused therapy was integrated into the program by using assimilative integration methods. A quasi-experimental nonequivalent comparison group design was used to test the effects of the program. The newly developed group program was implemented to the intervention group and a reminiscence group program was implemented to the comparison group for 10-session. And no intervention group received only home-based routine care services as usual. Results suggested that the newly developed program was effective in increasing the level of subjective well-being, and decreasing the depressive symptoms of the low-income depressed elderly women living alone. It was also proved that the newly developed program maintained its gains up through 11-week follow-up.

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The Development of an Automatic Indexing System based on a Thesaurus (시소러스를 기반으로 하는 자동색인 시스템에 관한 연구)

  • 임형묵;정상철
    • Korean Journal of Cognitive Science
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    • v.4 no.1
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    • pp.213-242
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    • 1993
  • During the past decades,several automatic indexing systems have been developed such as single term indexing.phrase indexing and thesaurus basedidndexing systems.Among these systems,single term indexing has been known as superior to others despte its simpicity of extracting meaningful terms.On the other hand,thesaurus based one has been conceived as producing low retrival rate ,mainly because thesauri do not usually have enough index terms.so that much of text data fail to be indexed if they do not match with any of index terms in thesauri.This paper develops a thesaurus based indexing system THINS that yields higher retrieval rate than other systems.by doing syntactic analysis of text data and matching them with index terms in thesauri partially.First,the system analyzes the input text syntactically by using the machine translation suystem MATES/EK and extracts noun phrases.After deleting stop words from noun phrases and stemming the remaining ones.it tries to index these with similar index terms in the thesaurus as much as possible. We conduct an experiment with CACM data set that measures the retrieval effectiveness with CACM data set that measures the retrieval effectuvenss of THINS with single term based one under HYKIS-a thesaurus based information retrieval system.It turns out that THINS yields about 10 percent higher precision than single term based one.while shows 8to9 percent lower recall.This retrieval rate shows that THINS improves much better than privious ones that only yields 25 or 30 percent lower precision than single term based one.We also argue that the relatively lower recall is cause by that CRCS-the thesaurus included in CACM datea set is very incomplete one,having only more than one thousand terms,thus THINS is expected to produce much higher rate if it is associated with currently available large thesaurus.

A Study on the Visual Attention of Sexual Appeal Advertising Image Utilizing Eye Tracking (아이트래킹을 활용한 성적소구광고 이미지의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.207-212
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    • 2020
  • This study analyzes the Soju(Korean alcohol) advertisement image, which is relatively easy to interpret subjectively, among sexual appeal advertisements that stimulate consumers' curiosity, where the image is verified through AOI (area of interest) 3 areas (face, body, product), and eye-tracking, one of the psychophysiological indicators. The result of the analysis reveals that visual attention, the interest in the advertising model, was higher in the face than in the body shape. Contrary to the prediction that men would be more interested in body shape than women, both men and women showed higher interest in the face than a body. Besides, it was derived that recognition and recollection of the product were not significant. This study is significant in terms of examining the pattern of visual attention such as the gaze point and gaze time of male and female consumers on sexual appeal advertisements. In further, the study looks forward to bringing a positive influence to the soju advertisement image by presenting the expression method that the soju advertisement image should pursue as well as the appropriate marketing direction.

Qualitative Case Study on Computational Thinking Patterns of Programming Processes for the Tower of Hanoi Task (하노이 탑 프로그래밍 경험에서 나타나는 정보과학적 사고 패턴에 관한 질적 사례 연구)

  • Jang, Jeongsuk;Jun, Youngcook;Yoon, Jihyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.33-45
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    • 2013
  • This paper aims at exploring how a high school student is engaged with C computer programming language and explore deep aspects of programming experiences based on video recalled interview as part of portraiture. The single case was selected and several in-depth interviews and video recording were arranged after Oct 2011. The portrait of K reveals interesting strands of his computer programming experiences with his own thinking patterns and exploring ideas for more concrete ways of coding his thinking similar to scientific experiments; ie, design-development-implementation-debugging-revision. Overall, this case illustrates how the inner aspects of subjective programming experiences on the tower of Hanoi were integrated and unified within himself for inner growth. We discussed the student's inner faculties as part of the student's unity and suggested future research direction.

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The Effect of BPL (Brand Placement) in Movies on Short-term and Long-term Memory (영화 속 BPL이 단기기억과 장기기억에 미치는 효과)

  • Nam, Kyeong-Tae
    • Korean Journal of Communication Studies
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    • v.18 no.1
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    • pp.165-193
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    • 2010
  • The current study has significance in that it increases our understanding of BPL effectiveness by adding long-term memory dependent variables to widely used short-term memory variables. Furthermore, two unit of analysis of the current study, subject and BPL, made richer analysis possible as compared to previous studies. The result showed that BPL was effective in short-term recognition(52.8% of BPLs), long-term recognition(44.4% of BPLs), and long-term recall(30.6% of BPLs). The further result showed that audiovisual BPL, closeup BPL, long-exposed brand, leading actor using brand were more effective than other kinds of BPL. On the other hand, preference for the movie and preference for the actor were not significant factors in increasing people's memory of the brand name. Future researchers should settle the confusion existed in this field by inventing a more elaborate research design and exploring mediating and moderating variables in the subject of BPL effectiveness.