• Title/Summary/Keyword: Digital intervention

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Factors Influencing Depression in Stressed Adults by Age (스트레스 인지 성인의 나이에 따른 우울 영향 요인)

  • Kwon, Myoungjin;Kim, Sun Ae
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.747-758
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    • 2022
  • This study aimed to identify the factors that influence depression in stressed adults by age. Data were extracted from the 7th Korea National Health and Nutrition Examination Survey, covering 3,333 adults aged 20 to 59 years who were highly aware of stress. Linear regression analysis was performed using the IBM SPSS 25.0 program. The study found that in the case of people in their 20s, education level, health-related quality of life, obesity, weight change, smoking, and subjective body type were significant influencing factors, with an explanatory power of 60.3%. In the case of people in their 30s, gender, household income level, living with spouse, economic activity, health-related quality of life, food intake, obesity, alcohol consumption, smoking, and subjective health were significant influencing factors, with an explanatory power of 30.3%. For people in their 40s, household income level, living with spouse, economic activity, health-related quality of life, smoking, aerobic exercise, and subjective health were significant influencing factors, with an explanatory power of 34.4%. For people in their 50s, gender, education level, income, economic activity, health-related quality of life, protein intake, fat intake, high blood pressure, diabetes, weight control, aerobic exercise, subjective health, and subjective body type were significant influencing factors, with an explanatory power of 42.3%. Therefore, as it was found through this study that the factors affecting depression in stressed adults differ by age, it is necessary to establish an intervention strategy for each age when trying to lower depression in stressed adults.

Analysis on Characteristics of Therapeutic Factors of VRAT(Virtual Reality Art Therapy) Contents (가상현실 미술치료 (VRAT) 콘텐츠의 치료적 요인 특성에 대한 분석)

  • Rim, Sung-Ryun
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.1-12
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    • 2022
  • Since the early 20th century, along with the interest and development of alternative psychotherapy, the field of art therapy has also been developed and expanded. In particular, the recent development of technology and the untact era brought about by the COVID-19 Pandemic is accelerating the development of new digital art therapy contents. Among them, the hot interest in virtual reality is raising expectations and questions about the effectiveness of psychotherapy given by new media beyond traditional art therapy. In this study, the characteristics of VRAT (Virtual Reality Art Therapy) content therapeutic factors were investigated through qualitative literature analysis based on the conceptual framework and therapeutic components of ETC (Expressive Therapies Continumm), an integrated art therapy theory. As a result of the study, VRAT contents showed mostly therapeutic factors in the left hemisphere that triggered the user's dynamic, perceptual, and cognitive factors, and the therapeutic factors in the right hemisphere, which focused on sensory, emotional, and symbolic factors, were relatively few. The reason seems to be due to the nature of the experimental stage, the absence of active intervention by the therapist and long-term session composition, and the fear, clumsiness, and unfamiliarity of users about VRAT in addition to the characteristics and technical limitations of the VRAT medium. The limitations of the study include the small number of documents to be analyzed and the insufficient form of current VRAT to be called art therapy. It is expected that the characteristics of the therapeutic factors of VRAT content media and environment derived as a result of this study will be usefully used for the appropriate development of VRAT content in the future.

Effect of the use of social services by the elderly with disabilities on life satisfaction: Focusing on the moderating effect of less support. (장애 노인의 사회서비스 이용이 삶의 만족도에 미치는 영향: 사회적 지지의 조절효과)

  • Lim, Jung mi;Kim, Ji young
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.11-21
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    • 2022
  • The purpose of this study is to analyze the moderating effect of social support on the effect of the use of social services by the elderly with disabilities on life satisfaction.To this end, the 15th data of the Korean Welfare Panel 2020 were used to verify the characteristics, correlation, and multiple regression analysis of variables related to life satisfaction. The SPSS WIN 25.0 program was used. The survey subjects extracted 684 elderly people with disabilities aged 65 or older, and the use of welfare services was divided into income Service, health Service, home welfare Service, and social participation Service, and the analysis results are as follows. First, it was found that the experience of using welfare services for the elderly with disabilities had a positive (+) effect on life satisfaction. Second, social support showed a moderating effect on the effect of using welfare services for the elderly with disabilities on life satisfaction. Through these results, the necessity of practical intervention measures and development of various programs in social welfare policies that can improve the quality of welfare services for the elderly with disabilities and increase life satisfaction through various social support was suggested.

Effect of convergence body stabilization exercise on the visual response speed and functional movement, balance, and vital capacity of High School Football Players. (융복합적 신체안정화운동이 고등학교 축구선수의 시각반응속도와 기능적 움직임, 균형 및 폐활량에 미치는 영향)

  • Seo, Yeon-Soon;Song, In-Young;Yoon, Jong-Hyuk
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.191-202
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    • 2022
  • The purpose of this study is to examine the effect of a 10-week body stability exercise program, which was conducted on 24 male football players. The result of the Visual Response Speed Test using BlazePod, showed a significant increase of the upper arms, left foot and right foot for 15 second in number of reactions and reaction time (p<0.001). As a result of evaluating whether or not 7 functional movements were improved in order to evaluate the functional movement screen, Hurdle Step (p=0.001) and Active Straight Leg Rise (p=0.022) movements were significantly improved. significantly improved. As a result of measuring the y-balance Test in order to evaluate the balance ability, composite score(p<0.001) of both sides was significantly improved. The result of evaluating vital capacity, which was conducted to evaluate mobility and muscle endurance, showed a significant improvement in Forced vital capacity(p<0.001) and Forced expiratory volume in 1.0(p=0.003). In conclusion, a 10-week BSE program intervention in high school period, which can most improve the technical fitness necessary for the game in power, agility, leg strength, leg stability, mobility, and muscle endurance, will improve overall technical fitness, prevent football players from being injured and enhance their performance.

Relationship between Ethical Decision-Making, Moral Sensitivity and Infection Control Performance of Nursing Student's on COVID-19 (간호대학생의 COVID-19에 대한 윤리적 의사결정, 도덕적 민감성 및 감염관리 수행도와의 관련성)

  • Lee, Mi Hyang;Lee, Joo Yeon
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.359-366
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    • 2022
  • This study is to provide basic data on intervention methods to enhance the performance of infection control by grasping the relationship between ethical decision-making, moral sensitivity and infection control performance of nursing students in the global COVID-19 pandemic. General characteristics, major-related characteristics, ethical decision-making, moral sensitivity, and infection control were investigated using a structured questionnaires for 3rd and 4rd graders of nursing college. To analyze collected data, descriptive statistics, indepentent t-test, one-way ANOVA, Pearson's correlation coefficient, and stepwise multiple regression anlaysis were performed using IBM SPSS21.0 program. As a result of this study, factors influencing the performance of COVID-19 infection control were the principle of beneficence, which is the sub area of ethical decsion-making, and conflict and patient-centered nursing, which is the sub-area of moral sensitivity. In order to improve infection control of nursing students who are prospective medical professionals in a situation where new infectious diseases are highly likely to occur in the future, it is required to develop a practice-oriented convergence education programs for nurses which can improve ethics of patient centered nursing.

Analyzing Policy Measures to Promote Mobile Communications Network Investment Using AHP/ANP (AHP/ANP를 활용한 이동통신 네트워크 투자 활성화 정책대안 분석)

  • Jaehyun Yeo;Injun Jeong;Won Seok Yang
    • Knowledge Management Research
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    • v.24 no.3
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    • pp.195-215
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    • 2023
  • In the telecommunications service industry, until now, it has been possible for Network Operators (NOs) to secure a competitive advantage to increase subscribers and profits through network investment. However, amid a big change to digital economy, network investment fails to lead to increase profits. These days platform companies without holing network infrastructure have a more competitive advantage and take more profits. This makes NOs gradually lose interest in network investment. The purpose of this paper is to find policy measures to promote network investment in digital economy. Specifically, we identify the factors influencing the network investment and promising policy measures energizing the investment, and then analyze their priorities and derive policy implications through Analytic Hierarchy Process (AHP) and Analytic Network Process (ANP). The results of this paper show that market competition is more preferred to public intervention in promoting network investment. However, in order to guarantee and expand the universal access to network, it is necessary to consider expanding the role of the public, focusing on non-economic areas.

Development of a Remote Wheelchair Accessibility Assessment System Using Virtualized Reality Technology (가상현실기술을 이용한 원격휠체어접근성평가시스템의 개발)

  • Kim, Jong-Bae
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.33-39
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    • 2006
  • Home modification has come to be recognized as an important intervention strategy to manage health care conditions, maintain or improve functioning, ensure safety, and reduce the wheelchair user's dependency on others. However, the availability of skilled professionals with experience in home modifications for accessibility is limited. A system that enables accurate remote assessments would be an important tool to improve our ability to perform home assessments more easily and at decreased cost. A Remote Wheelchair Accessibility Assessment System (RWAAS) using Virtualized Reality(VR) technology was developed that enabled clinicians to assess the wheelchair accessibility of users' built environments from a remote location. Characteristics of the camera and 3D reconstruction program chosen for the system significantly affect its overall reliability. In this study, we performed two reliability analyses on the hardware and software components: 1) Verification that commercial software can construct sufficiently accurate 3D models by analyzing the accuracy of dimensional measurements in a virtualized environment; 2) comparison of dimensional measurements with four camera settings. Based on these two analyses, we were able to specify a consumer level digital camera and the Photomodeler Pro software for this system. And we then tested the feasibility of the selected software and hardware in an actual environment. Lastly, A field evaluation was performed to test whether this new system is comparable to the traditional method of accessibility assessment to evaluate its ability to assess the accessibility of a wheelchair user's typical built environment. The results of field trials showed high congruence between the assessments by two methods. Findings suggested that the RWAAS assessments have the potential to enable specialists to assess potential accessibility problems in built environments regardless of the location of the client, home, or specialist.

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The Effect of Ankle Balance Traning on Unstable and Stable Surface on Proprioception, Balance and Muscle Strength in Obese Middle-Aged Woman (불안정 지지면과 안정 지지면에서의 발목균형훈련이 비만중년여성의 고유수용성감각, 균형 및 근력에 미치는 영향)

  • Han, Junho;Lee, Hyojeong
    • Journal of The Korean Society of Integrative Medicine
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    • v.6 no.3
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    • pp.59-71
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    • 2018
  • Purpose : The purpose of this study was to compare the effects of ankle balance training on unstable and stable surfaces to discover on which surface the proprioception, balance and muscle strength of obese middle aged women improves more. Method : Thirty obese middle-aged women were randomly recruited and divided into two groups (training on an unstable surface, training on a stable surface). The subjects in each group participated in the training for six weeks, three times per week for 30 minutes each session. Proprioception was measured using Dualer IQ digital inclinometer; sway length (SL) and sway area (SA) of center of pressure, and limit of stability (LOS) were measured for balance; muscle strength before and after the training was measured using manual muscle testing. Results : There were significant improvements in the subscales of the proprioception, balance and muscle strength in those who participated in ankle balance training on the unstable surface, and in those who participated on the stable surface. However, before and after the intervention, there were no differences between those who had the balance traning on the unstable surface and those who had the balance traning on the stable surface. Conclusion : Unstable and stable surface ankle balance training are both effective in improving the proprioception, balance and muscle strength of obese middle-aged woman.

The experiences of middle-aged woman using SNS through Smartphone (중년여성의 스마트폰을 통한 SNS 사용경험)

  • Kim, Jeong-Seon;Kim, Hey-Kyoung;Kim, Deok-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8616-8625
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    • 2015
  • This study was done to describe the experiences of middle-aged woman using SNS through smart phone. Data were analyzed using Colaizzi(1978)'s phenomenological method. The research participants were middle-aged woman 10 participants(age 42~52). As result of research, 75 significant statements, 22 themes, 5 themes cluster, and 2 categories of themes cluster were extracted. The 5 themes cluster are: 'space of meeting and communication', 'space of exchanging information', 'space of cultural creation', 'space of digital fatigue', 'dishonesty communication', and 2 categories of themes cluster are: 'Restructuring on positive social relationship', 'Restructuring on negative social relationship'. These results will promote understanding of middle-age woman using SNS through smartphone, and will be helpful in developing more effective nursing intervention for social relationship.

Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.