• Title/Summary/Keyword: Mental And Visual

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The Preference of Geriatric Depression Scale and the Images Applied to Preferable Color of the Elderly - Focused on the Living room - (고령자의 우울증 정도와 선호 색채 적용 이미지의 선호도 분석 - 거실 공간을 중심으로 -)

  • Park, Sung-Jun
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.13-20
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    • 2016
  • Recently, the concern of aging society is 'Healthy life' for the elderly and pre-elderly. Especially, realizing the 'Healthy life', it is very important for the elderly to establish living environment for holding and maintaining mental depression. Mental depression is related to dysfunction of sensory organ included physical functions. Therefore, the dysfunction of elderly's sensory organ is required to the guideline of environmental planning. In this study, among five senses, I focused visual sense due to the large proportion of environmental perception. The purpose of this study is to analyze the degree of geriatric depression and preference of simulated images applying preferable color for the elderly. This study conducted literature review and questionnaire survey. Firstly, the previous studies related with the melancholy, sense of isolation, self-regard for the elderly analyzed. Secondly, the questionnaire tool measuring the degree of geriatric depression developed. Thirdly, the tool investigating the preference for the simulated images applied main, sub, and accent colors produced. Applied preferable colors were used from the results previous study. Lastly, based on the result, the basic data of color planning were suggested. It was judged that this study is an useful as the basic guideline of color planning for the elderly's residential spaces and the potential value of considering geriatric depression and the color planning in terms of the elderly's visual sense.

Symptoms, Mental Health, and Quality of Life Among Patients After COVID-19 Infection: A Cross-sectional Study in Vietnam

  • Hai Nguyen Thanh;Duc Cap Minh;Hien Hoang Thu;Duc Nguyen Quang
    • Journal of Preventive Medicine and Public Health
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    • v.57 no.2
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    • pp.128-137
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    • 2024
  • Objectives: This study was conducted to characterize the symptoms, mental health, quality of life (QoL), and associated factors following the coronavirus disease 2019 (COVID-19) infection. Methods: This cross-sectional study included 394 participants previously infected with COVID-19 in Ho Chi Minh City, Vietnam. Mental health was assessed using the 21-item Depression, Anxiety, and Stress Scale (DASS-21). Participants self-reported health-related QoL was measured with the EuroQol 5-Dimension 5-Level (EQ-5D-5L) scale. Results: Among the participants, 76.4% reported experiencing at least one symptom following COVID-19 infection. The most common symptoms were fatigue (42.1%), cognitive dysfunction (42.9%), and hair loss (27.9%). According to the DASS-21 results, the proportions of depression, anxiety, and stress were 28.7%, 26.4%, and 20.6%, respectively. The mean scores on the EQ-5D-5L and the EuroQol Visual Analog Scale were 0.94±0.11 and 84.20±13.11, respectively. Regarding QoL issues, the highest proportion of participants (32.7%) reported experiencing anxiety or depression, followed by pain or discomfort (25.4%). Multivariable logistic regression analysis revealed that factors associated with the presence of symptoms following COVID-19 infection included female (odds ratio [OR], 2.84; 95% confidence interval [CI], 1.65 to 4.91) and having QoL issues (OR, 3.25; 95% CI, 1.71 to 6.19). Conclusions: The study investigated the prevalence rates of various symptoms following COVID-19 infection. These findings underscore the need to prioritize comprehensive care for individuals recovering from COVID-19 and to implement strategies to mitigate the long-term impact of the disease on mental health and QoL.

Psychotic Symptoms of Hashimoto's Encephalopathy: A Diagnostic Challenge

  • Savarimuthu, Monisha K;Tsheringla, Sherab;Mammen, Priya
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.30 no.1
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    • pp.42-44
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    • 2019
  • Hashimoto's encephalopathy (HE) is a rare and underdiagnosed neuropsychiatric illness. We present the case of a 17-year-old girl who was admitted to a tertiary-care psychiatric center with acute onset psychosis and fever. Her psychotic symptoms were characterized by persecutory and referential delusions, as well as tactile and visual hallucinations. Her acute behavioral disturbance warranted admission and treatment in a psychiatric setting (risperidone tablets, 3 mg/day). She had experienced an episode of fever with a unilateral visual acuity defect approximately 3 years before admission, which was resolved with treatment. Focused clinical examination revealed an enlarged thyroid, and baseline blood investigations, including thyroid function test results were normal. Abnormal laboratory investigations revealed elevated anti-thyroid peroxidase (anti-TPO) and anti-thyroglobulin (anti-TG) levels (anti-TPO of 480 IU/mL; anti-TG of 287 IU/mL). Results of other investigations for infection, including cerebrospinal fluid examination, electroencephalography, and brain magnetic resonance imaging were normal. She was diagnosed with HE and was treated with intravenous corticosteroids (methylprednisolone up to 1 g/day; tapered and discontinued after a month). The patient achieved complete remission of psychotic symptoms and normalization of the anti-thyroid antibody titers. Currently, at the seventh month of follow-up, the patient is doing well. This case highlights the fact that in the absence of well-defined clinical diagnostic criteria, a high index of suspicion is required for early diagnosis of HE. Psychiatrists need to explore for organic etiologies when dealing with acute psychiatric symptoms in a younger age group.

Type and Role of Cognition Strategies in Spatial Tasks: Focusing on Visual Discrimination and Visual Memory Abilities (공간 과제에서 인지 전략의 유형과 역할: 시각적 변별과 기억 능력을 중심으로)

  • Lee, JiYoon
    • Journal of Educational Research in Mathematics
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    • v.25 no.4
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    • pp.571-598
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    • 2015
  • This study aimed to assess the spatial cognition strategies and roles taken by students in the process of solving spatial tasks. For the analysis, this study developed two spatial tests based on the mental rotation test, which were taken by 63 students in their final year in elementary schools. The results of this study showed that in terms of the method of approaching the tasks, students took the comprehensive approach and the partial approach. When solving the tasks, the students were shown to use the imagery thinking or analytic thinking method. In terms of perspective, the students rotated the object or change their perspectives. A comparison of the methods used by the students revealed that when approaching the tasks, the group of students who chose the partial approach had higher scores. In terms of solving the tasks the analytic thinking method, and in terms of perspective, changing perspectives were shown to be more effective. Such effective methods were used more frequently in discrimination tasks than in recognition tasks, and in more complicated items, than in less complicated items. In conclusion, the results of this study suggested that the partial, analytic approach and the change of perspectives are useful strategies in solving tasks which require high cognitive effort.

The Effects of Cognitive Training Using Application Games of Smart Device on Cognitive Function in Patients With Mild Traumatic Brain Injury (스마트기기 애플리케이션 게임을 이용한 인지훈련이 경미한 손상이 있는 외상성 뇌손상 환자의 인지기능에 미치는 영향)

  • Kang, Seon-Hwa;Kim, Young-Sil;Kang, So-La;Moon, Jong-Hoon
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.9-18
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    • 2018
  • The research has sought to examine the effect of cognition training using smart device application games on the cognition function of traumatic brain injury patients. The research was conducted to the seventeen traumatic brain injury patients with slight symptoms who were treated with occupational therapy. The patients were divided into the two groups, nine for the experimental group and eight for the control group. The experimental group was assigned to conduct cognition training using smart device application games and traditional cognition training for fifteen minutes each, and the control group has conducted the traditional cognition training for 30 minutes. All arbitrations were conducted for 30 minutes a day, five times a week and for four weeks. To assess the cognitive function, Korean Mini-Mental State Examination (K-MMSE), Lowenstein Occupational Therapy Cognitive Assessment (LOTCA) and visual memory 1 and 2 of Motor-free Visual Perception Test-3 (MVPT-3) were measured before and after the intervention. In the comparison of the change between the two groups, the experimental groups showed a significant improvement in the visual memory of Motor-free Visual Perception Test-3 and remembrance section of the Korean Mini-Mental State Examination (p<.05). The result of this research has confirmed that the cognition training using the smart device application game can make the positive change to the visual memory of the traumatic brain injury patients more than the traditional cognition training.

A Study on the Panoramic Perception for Restoring of Urban Environment and Architecture (도시환경과 건물 재생을 위한 파노라마 이미지 공간구성 방법)

  • Chun, Soo-Kyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.78-87
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    • 2014
  • The purpose of this paper is to analyze the relationship between panoramic perception and space organization for restoration of urban environment and architecture. Panorama is a collective visual catalogue composed by series of perspective images. It is a product from continuous movements of viewer by defamilarizing real image and structuring order between city and building. Through understanding the panoramic image, the viewer is able to achieve the total image of the city. For example, achieving visual perception of the city by employing the panoramic view from different historical backgrounds and cultures, Berlin developed its urban characteristic by rebuilding panoramic view as an aesthetic device. First, this paper mention theory of panorama as an aesthetic device for shaping the city from the building. Second, this paper analyze the relationships between characteristics of panorama and historical contexts for why those panoramic views are valuable by mentioning the Altes Museum, the Berlin National Gallery, Museum of Modern Literature, and Folkwang Museum of panoramic view. In conclusion, this paper argues that visual perception such as panoramic view is the valuable device for organizing the image of the city's own identity. Constructing vision of each city influences not only shaping the city but also mapping the mental views of the building. Also, historical conditions and open spaces are one of the inherent elements combined with panoramic view for establishing urban identity. In search for good place making, it is important to understand the role of the historical context and fabric plan in shaping how a resident sees - literally, sees- their city with buildings. Berlin serve as excellent counter example in how the valuable place making panoramic mental views of urbanities take shape.

A Study on Spectators Reception of Visual Error in Manually Produced Animation (아날로그 제작 방식 애니메이션에 나타나는 시각적 오차성의 관객 수용에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.83-96
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    • 2008
  • Digital production method in animation has enabled us to reconstruction the real world in the way we had sought in visual all. However, spectator's visual desire is not satisfied with mere photographic visual reconstruction. It demands traditional picturesque qualify with involves a great deal of contingencies and errors. Naturally, Digital film technology has also sometimes tried to simulate analogue technique such as hand drawing so on. This is not caused by nostalgia, but by recursive instinct. The spectator's visual desire for media doesn't remain only precision of real world but require mental demand on successive visual and perceptive errors while repealing ripeness of new media and going through perception and recognition. This spectator's desire and visual art technology pursuits variously its visual perfection in history.

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Efficacy of the Mentalization Improvement Program for Adolescent (MIPAdo) for Enhancement of Mental Health in School Children (청소년용 정신화 프로그램의 학생정신건강 증진효과 평가)

  • Moon, Su-Jin;Oh, So-Young;Lee, Won-Hye;Hong, Min-Ha;Min, Jung-Won;Kim, Bong-Seog;Hwang, Jun-Won;Woo, Iee-Hyok;Bahn, Geon-Ho
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.23 no.3
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    • pp.109-116
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    • 2012
  • Objectives : Understanding the emotions, thoughts, feelings and behaviors of others, as well as oneself, is part of the mentalizing function. We developed a new school-based community model for mental health, called the Mentalization Improvement Program for Adolescent-Community Model (MIPAdo-CM), based on the concept of mentalization. Methods : The MIPAdo-CM was composed of 12 sessions and was applied to 403 students in the 2nd grade of a middle school. Every session was conducted after the regular school hours for 6 weeks. After 6 weeks, we compared the endpoint changes of Adolescent Mental Problem Questionnaire-Revised (AMPQ-R), Emotional Empathy Test (EET), Peer Aggression Scale (PAS), Peer Bullying Scale (PBS), School Adjustment Scale (SAS), Test Anxiety Inventory (TAI) and Visual Analogue Scale between the subject and the control group. Results : There was no significant difference between two groups in AMPQ-R, EET, PAS, PBS, SAS, and TAI. On the Visual Analoge Scale, however, students in the trial classes reported more increase in understanding and respect for both others and themselves. Conclusion : The efficacy of MIPAdo-CM was subjective improvement of understanding and respect for both others and themselves, erence between two groups in AMPQ-R, Empathy test, To prove objective usefulness of this program, further studies with more structured design will be needed.

The Psychological Meaning Delivery of The Color which was Applied to Animation (애니메이션에 적용된 색채의 심리적 의미 전달)

  • Jin, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.145-153
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    • 2006
  • 'Regardless of our consciousness, Color is the energy that we are affected by positively or negatively.' said Johannes Itten. When we see the color in nature, the color acts to our emotion most preferentially and most strongly. These experiences of color become symbol or icon to us and express states of his mind as allegory. The color of animation is the visual element of image media, the image which act as important meaning, the attribute of light, and visual-perceptional factor. With molding factor form, light and shade, the color function importantly as media which express a person and a person's circumstance. In animation, the color is used symbolically to suggest not only mental change of character but also the condition. The transmission of mental meaning express symbolism of the color iconically. Accordingly, the color for image express of animation take on universality. This study focus on how the symbolical meaning of the color is reflected in a work.

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Effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression in the elders with dementia

  • Moon, Hyun Ju;Choi, Yoo Rim;Lee, Sung Kook
    • Journal of International Academy of Physical Therapy Research
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    • v.5 no.2
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    • pp.730-737
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    • 2014
  • The aim of this study is to examine the effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression of long-term care insurance nongrading elderly dementia using Daytime protection service. For achieve this purpose, 30 dementia elderly were randomly assigned in to the experimental group(n=15)and control group(n=15). All subjects performed a general therapeutic exercise and 20- 30minutes takes virtual reality cognitive rehabilitation program were conducted with experimental group 2 times a week for 8 weeks. The intervention effects were measured by using cognitive function is mini-mental states examination-Korean version(MMSE-K), visual perception is MVPT(Motor-Free Visual Perception Test), Berg's balance scales(BBS), depression test GDS-K and lower limb strength. The results of study represented that the training group showed significant improvement in MMSEK( p<.05), visual perception(p<.05), balance(p<.05), lower limb strength(p<.05) and depression (p<.05). In conclusion, the virtual reality cognitive rehabilitation training using improves visual perception included cognitive function, physical function included balance, and lower limb strength and depression. These results suggest that virtual reality training using virtual reality cognitive rehabilitation program is feasible and suitable for mild dementia.