• Title/Summary/Keyword: Multidimensional Scales

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Image Processing Using Multiplierless Binomial QMF-Wavelet Filters (곱셈기가 없는 이진수 QMF-웨이브렛 필터를 사용한 영상처리)

  • 신종홍;지인호
    • Journal of Broadcast Engineering
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    • v.4 no.2
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    • pp.144-154
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    • 1999
  • The binomial sequences are family of orthogonal sequences that can be generated with remarkable simplicity-no multiplications are necessary. This paper introduces a class of non-recursive multidimensional filters for frequency-selective image processing without multiplication operations. The magnitude responses are narrow-band. approximately gaussian-shaped with center frequencies which can be positioned to yield low-pass. band-pass. or high-pass filtering. Algorithms for the efficient implementation of these filters in software or in hardware are described. Also. we show that the binomial QMFs are the maximally flat magnitude square Perfect Reconstruction paraunitary filters with good compression capability and these are shown to be wavelet filters as well. In wavelet transform the original image is decomposed at different scales using a pyramidal algorithm architecture. The decomposition is along the vertical and horizontal direction and maintains constant the number of pixels required to describe the images. An efficient perfect reconstruction binomial QMF-Wavelet signal decomposition structure is proposed. The technique provides a set of filter solutions with very good amplitude responses and band split. The proposed binomial QMF-filter structure is efficient, simple to implement on VLSl. and suitable for multi-resolution signal decomposition and coding applications.

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Identification Model Development for Gifted Students Based on Class Observations and Nominations (영재학급 대상자 선발을 위한 관찰.추천 영재판별모형 개발 연구)

  • Ryu, Ji-Young;Jung, Hyun-Chul
    • Journal of Gifted/Talented Education
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    • v.20 no.1
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    • pp.257-287
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    • 2010
  • The purpose of this study is to develop an identification model for gifted students, based on class observations and nominations. The definition, issues and methods of identification were examined to achieve the research goal. Gifted identification model based on class observations and nominations consists of 4 steps: The first is the collection of multidimensional information on students, and the second is the evaluation of the students' portfolios with the rubric that has the criteria of rating scales on each information. At the third, students are observed in the class. Then the students are interviewed for the evaluation of their cognitive and non-cognitive characteristics. At the fourth, the identification committee makes a final decision for the selection of gifted students, after considering all the results from the steps. This model will be helpful to identify gifted students who are regarded to have potential abilities, especially economically disadvantaged students.

A Study for Suggestion of Quantitative Scale for Dysmenorrhea in Clinics (한의원에서 사용 가능한 정량적인 월경곤란증 평가지표 개발)

  • Park, Jeong-Su;Park, Sun-Ju;Gim, Gyeong-Hun;Kim, Woon-Ji;Choi, Hyeong-Sim;Choi, Han-Seok;Choi, Youn-Kyung;Cho, Jung-Hoon;Shin, Young-Chul;Ko, Seong-Gyu
    • The Journal of Korean Obstetrics and Gynecology
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    • v.24 no.1
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    • pp.144-161
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    • 2011
  • Objectives: Oriental Medicine has thousands years of history. But this era, every medical decision should be based on scientific evidence, that is evidence-based medicine (EBM). This study is to suggest quantitative case report form for dysmenorrhea that can be easily used in clinics. Methods: First, to search published papers in Korea and overseas, OASIS, KISS and NCBI(pubmed) database. Second, to search clinical trials in clinical trial register website, ISRCTN and clinicaltrials.gov. Result: Visual Analogue Scale(VAS) is the most commonly used scale. Conclusion: The main scales for dysmenorrhea are Visual Analogue Scale(VAS), Multidimensional verbal Rating scale(MVRS), pain-killer intake amount and restriction of daily life activities. To measure the effect of herbal medicine, more than 2 menstrual cycle is recommended.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Stressful Life Events, Physical Symptoms, and Anxiety in Adolescents (청소년의 스트레스 생활사건, 신체적증상과 불안에 관한 연구)

  • Yun, Kyu-Wol
    • Korean Journal of Psychosomatic Medicine
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    • v.8 no.1
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    • pp.20-30
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    • 2000
  • Objective : This study was designed to investigate the frequencies and the relation of stressful life events and health problems and evaluate the influence of stressful life events on the physical symptoms and anxiety in adolescents. Method : Newcomb's 39-item life-event questionnaire and Newcomb's 19-item health problems questionnaire were administered to 475 adolescents. The frequencies of stressful life events and health problems which had actually occurred to them during the previous 12 months were investigated. Items of stressful life events were classified in 8 dimensional scaling factors(Family/parents, Accident/Illness, Sexuality, Autonomy, Deviance, Relocation, Distress, Items not in scales) and items of health problems were classified in 5 health problems(General, Heart and Lung, Nervous system, Anxiety, Psychosomatic symptoms) and the correlation between them was analyzed. Result : 1) The average number of events occurring during the past year for the 475 adolescents is 3(7.7%). The most frequent item of stressful life events was 'Thought about suicide' and dimensional factors of "Distress" and "Autonomy" were the most frequent life events in multidimensional sacling analysis. There were more factors of "Family/Illness" and " Autonomy" in male, while there was more factor of "Distress" in female. There were more factors of "School violence" and "Deviance" in younger students, while there were more factors of "Sexuality" and "Autonomy" in older students. 2) The most frequent item of health problem was 'excessive fatigue' and "anxiety" was most frequent health problem in multidimensional scaling analysis. There were more health problems in female than those in male. The higher grades the students became, the more health problems they have reported. 3) There was significant relationship between 7 factors of stressful life events except one factor of "Relocation" and 5 health problems. Conclusions : These findings suggest that as adolescents grow older, they are engaging in more controllable behaviors related to autonomy and sexuality and at the same time are experiencing increased difficulty with distressful or discomforting events, and their stressful life events are significantly related to decreased health and psychological functiong.

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Factors Associated with Personal and Social Performance Status in Patients with Bipolar Disorder (양극성 장애 환자의 개인적·사회적 기능 상태에 대한 관련 요인)

  • Kim, Min-Jung;Lee, Jeon-Ho;Youn, HyunChul;Jeong, Hyun-Ghang;Kim, Seung-Hyun
    • Sleep Medicine and Psychophysiology
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    • v.26 no.1
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    • pp.33-43
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    • 2019
  • Objectives: Bipolar disorder is characterized by repetitive relapses that result in psychosocial dysfunctions. The functioning of bipolar disorder patients is related to the severity of symptoms, quality of sleep, drug compliance, and social support. The purpose of this study was to investigate the association between sociodemographic and clinical factors and functional status in bipolar disorder patients. Methods: A total of 52 bipolar disorder patients participated in the study. The following scales were utilized: Korean version of personal and social performance scale (K-PSP), Korean version of Hamilton rating scale for depression (K-HDRS), Korean version of young mania rating scale (K-YMRS), Korean version of pittsburgh sleep quality index (PSQI-K), Korean version of drug attitude inventory (K-DAI), mood disorders insight scale (MDIS), and multidimensional scale of perceived social support (MSPSS). Results: The K-PSP score showed a negative relationship with K-HDRS score (r = -0.387, p = 0.005), but not with K-YMRS score (r = -0.205, p = 0.145). The K-PSP score showed a negative relationship with global PSQI-K score (r = -0.378, p = 0.005) and overall sleep quality (r = -0.353, p = 0.010). The K-PSP scores were positively associated with the KDAI score (r = 0.409, p = 0.003) and MSPSS score (r = 0.334, p = 0.015). The predictive factors for K-PSP were overall sleep quality and social support from family. Conclusion: Our study showed that depressive symptoms were related to overall function in bipolar disorder. Also, our study suggested that improving sleep quality is important in maintaining functional status. Appropriate social support and positive perception toward the drug may lead to the higher level of functioning. This study is meaningful in that the functional status of bipolar disorder patients is analyzed in a multivariate manner in relation to various variables in psychosocial aspects.

A Study on the Relationships of Discomfort, Self-Esteem, Personality and Life-Satisfaction in Persons With Rheumatoid Arthritis (류마티스양 관절염환자의 불편감, 자기존중감, 성격 및 삶의 만족도간의 관계)

  • 김명자;송경애
    • Journal of Korean Academy of Nursing
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    • v.20 no.2
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    • pp.185-194
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    • 1990
  • The purpose of this study was to investigate the correlation of discomfort. self - esteem. personality and life - satisfaction in persons with rheumatoid arthritis and to provide basic data to help them attain a better quality of life. From Jan. 27 to Feb. 24, 1988, 53 patients, registered at a rheumatic clinic at one general hospital in Seoul, were accepted as subjects for this study. The instruments used for this study were a discomfort scale and life- satisfaction scale developed by the researcher, Rosenberg's Self - esteem Scale and Wallston and Wallston's Multidimensional Health Locus of Control (MEILC) Scale. The reliability of the scales were tested by Cronsbach's alpha. The collected data were analyzed by the SAS program using unpaired t-test, ANOVA, and Pearson's Correlation Coefficients. The results were as follows : 1. There was a significant difference in the subjects perceived discomfort level(t=-3.49, p= .0010) between the onset of the disease(14.87$\pm$9.02) and the present(19.87$\pm$8.44). 2. There was a significant correlation between the MHLC - internal score and the MHLC -chance score (r=-.4366, p= .0011). 3. The findings related to the demographic variables regarding the MHLC scores were as follows : 1) Regarding sex, there was a significant difference for the MHLC -internal score(t=4.2572, df=15.2, p= .0007) between male(32.13$\pm$2.47) and female(27.56$\pm$4.17). But the MHLC-chance score for male(15.13$\pm$2.85) was lower(t=3.1539, df=21.8, p$\pm$ .0047) than for female(19.47$\pm$6.29). 2) Regarding educational background, the MHLC - chance score for the below - high school group(20.52$\pm$5.81) was higher(t=2.5450, df=51.0, p= .0140) than the college graduate group(16.41$\pm$5.76). 4. The average Self - esteem score was 26.87 (S.D.=5.29) and there was a significant correlation between the Self- esteem score and the MHLC - chance score (r= .3122, p= .0026). 5. It was found that the subjects' Discomfort score was correlated with the Self -esteem score(r=-.3788, p= .0051) and the Life - satisfaction score(r=-3570, p= .0087). It was also found that subjects' Self - esteem score was correlated with the Life-satisfaction score(r= .4474, p= .0008).

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The Influences of Perceived Locus of Control to Patients with Pain (지각된 통제소재 (Locus of Control)가 통증환자의 심리상태에 미치는 영향)

  • Cho, Sun-Mi;Chin, Bum-Su;Song, Ho-Jeong;Kim, Chan;Han, Gyung-Lim
    • Korean Journal of Psychosomatic Medicine
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    • v.10 no.2
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    • pp.101-109
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    • 2002
  • Objectives: Cognitive-behavioral scientists have long been interested in how a pain patient's cognition such as locus of control relates to coping and adjustment. The present study examined the relationship of locus of control orientation to pain coping strategies, psychological distress and perceived pain intensity of patients with pain. Methods : Subjects were 96 patients with pain who visited pain clinic. All patients were administered the Multidimensional Health Locus of Control Scales, the Minnesota Multiphasic Personality Inventory, the Coping Strategies Questionnaire, and rating for perceived pain intensity, distress, and duration. Results : Correlational analysis revealed that patients who viewed outcomes as controlled by internality tended to have better ability to control and decrease pain. Also they tended to be less depressed and anxious. Regression analysis indicated that patients having a internal locus of control were more likely to use coping self-statement and reinterpreting pain sensation. Powerful others and chance locus of control orientation were predicted reliance on catastrophizing. Conclusion : The clinical implication of the present study is that cognitive factors of patients with pain such as locus of control influence emotional distress and coping. this study show that these factors should be applied to cognitive behavioral therapeutic intervention.

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A Study of the Relationships among Health Promoting Behaviors, Health Locus of Control(HLOC), and Response Patterns to HLOC in Korean Elderly (일지역 노인의 건강증진 행위, 건강통제위 및 건강통제위 반응유형)

  • Eun, Young;Gu, Mee-Ock
    • Journal of Korean Academy of Nursing
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    • v.29 no.3
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    • pp.625-638
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    • 1999
  • The purpose of this study was to identify the relationships among health promoting behaviors, Health Locus of Control(HLOC), and response patterns to HLOC in Korean elderly. The sample was composed of 162 healthy elderly ranging in age from sixties to eighties. The instruments for this study were modified Health Promoting Lifestyle Profile (45 items, 4 scales), and Multidimensional Health Locus of Control (18 items). For the in data analysis, SPSS PC$^{+}$ program was uilized for descriptive statistics, Pearson correlation, t-test, ANOVA and Stepwise multiple regression. The results of the study are as follows : 1. The total mean score for the HPLP was 2.411 (range 1-4), and the mean scores on the subscales were 3.324 for nutition, 2.709 for interpersonal support, 2.495 for exercise,2.225 for health responsibility, 2.205 for self actualization, 2.026 for stress management. 2. The mean scores for the HLOC in the elderly were HLOC-I : 23.531, HLOC-P : 21.914, HLOC-C : 18.667. 3. The response patterns of the HLOC identified eight types, pure internal, pure powerful others, pure chance, double external, believers in control, yea sayer, nay sayer and complex control. The “believers in control” was the largest group (22.8%), and “yea sayer” was the next largest group(17.9%). The “nay sayer”(5%) was the smallest group. 4. Demographic variables, such as education, economic status, religion and the perception of the health status showed strong connections to health promoting behaviors. 5. The HLOC-I and health promoting behavior were correlated positively(r=.165, P=.017), but the HLOC-P, the HLOC-C and the health promoting behavior were not correlated at the level of statistical significance. 6. There was not significant difference in health promoting behavior depending on the response patterns of the HLOC(F=1.171, P=.108). But, there were significant differences in two subscales of health promoting behavior exercise (F=3.279, P=.002), and stress management (F=3.165, P=.003). 7. Education, the perception of the health and economic status explained 21.0% of the variance for health promoting behaviors. These results suggest that several demographic factors are important factors in predicting the level of health promoting behaviors in elderly. So to enhance the health promoting behavior, nurses should use the different nursing strategies depending on the demographic characters of the elderly.

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Evaluation and Management of Frailty, and Its Association With Pain (노쇠의 평가와 관리, 그리고 통증과의 연관성)

  • Kang Joon Lee
    • Korean Journal of Psychosomatic Medicine
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    • v.32 no.1
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    • pp.1-9
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    • 2024
  • Frailty is a clinical syndrome as an increased vulnerability to stressors, leading to a decrease in physiologic reserves and a decline in the ability to maintain a good homeostasis. This condition leads to an increased risk of hospitalization, disability and mortality. Frailty occurs due to various causes and requires a multidimensional approach. It is also important to detect and manage it early. Frailty is also deeply related to neuropsychiatric problems such as pain and depression. In evaluating frailty, it is desirable to comprehensively consider not only physical areas such as disease, nutrition, movement, and sensory functions, but also psychosocial areas, and representative scales include Fried's physical frailty phenotype and Rockwood's frailty index. Physical activity and appropriate protein intake are important for frailty management, and inappropriate drug use should be reduced and oral care, cognitive function, and falls should also be noted. Frailty and pain can affect each other, and pain can promote frailty. Evidence has been published that hormone and protein abnormalities, immune system activity and inflammatory response, and epigenetic mechanisms work in common in the field of frailty and pain. More extensive and high-quality research should be conducted in the future, and the quality of life will be improved if the results are applied to the suppression and treatment of old age and pain.