• Title/Summary/Keyword: Positive Experience

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Antipsychotics for patients with pain

  • Shin, Sang Wook;Lee, Jin Seong;Abdi, Salahadin;Lee, Su Jung;Kim, Kyung Hoon
    • The Korean Journal of Pain
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    • v.32 no.1
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    • pp.3-11
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    • 2019
  • Going back to basics prior to mentioning the use of antipsychotics in patients with pain, the International Association for the Study of Pain (IASP) definition of pain can be summarized as an unpleasant experience, composed of sensory experience caused by actual tissue damage and/or emotional experience caused by potential tissue damage. Less used than antidepressants, antipsychotics have also been used for treating this unpleasant experience as adjuvant analgesics without sufficient evidence from research. Because recently developed atypical antipsychotics reduce the adverse reactions of extrapyramidal symptoms, such as acute dystonia, pseudo-parkinsonism, akathisia, and tardive dyskinesia caused by typical antipsychotics, they are expected to be used more frequently in various painful conditions, while increasing the risk of metabolic syndromes (weight gain, diabetes, and dyslipidemia). Various antipsychotics have different neurotransmitter receptor affinities for dopamine (D), 5-hydroxytryptamine (5-HT), adrenergic (${\alpha}$), histamine (H), and muscarinic (M) receptors. Atypical antipsychotics antagonize transient, weak $D_2$ receptor bindings with strong binding to the $5-HT_{2A}$ receptor, while typical antipsychotics block long-lasting, tight $D_2$ receptor binding. On the contrary, antidepressants in the field of pain management also block the reuptake of similar receptors, mainly on the 5-HT and, next, on the norepinephrine, but rarely on the D receptors. Antipsychotics have been used for treating positive symptoms, such as delusion, hallucination, disorganized thought and behavior, perception disturbance, and inappropriate emotion, rather than the negative, cognitive, and affective symptoms of psychosis. Therefore, an antipsychotic may be prescribed in pain patients with positive symptoms of psychosis during or after controlling all sensory components.

The effects of UI(user interface) experience on product attitude and purchase intention for smartphones (스마트폰의 UI(User Interface) 경험이 제품태도와 구매의도에 미치는 영향)

  • Youm, Dong-Sup;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.129-137
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    • 2013
  • Increasingly important UI(user interface) on the digital media era, and increasing awareness about the user experience. In this study, by considering these realities, what impact smartphone UI experience, this product attitudes and purchase intentions you want to check. First, the findings of the smartphone UI experience influence on product attitudes of the smartphone was confirmed. Second, the smartphone's UI experience was confirmed also in the purchase of smartphones that partially affects. Finally, attitudes were identified as affecting the purchase of products for smartphones. The results of this study, the strategies suggest the need for consideration of future marketing strategy for smart phones smartphone's UI experience. Especially valuable experience for the smartphone-focused marketing strategy, such as the administration of post-A/S system, ie, around experience than are necessary. Finally, in order to improve the consumer's purchase decision more than anything that can enhance the positive attitude of consumers for its products marketing strategies are necessary.

Influencing factors on oral and maxillofacial trauma prevention education experience of students majoring in physical education (체육전공 대학생의 구강악안면 외상 예방법 교육경험에 영향을 미치는 요인)

  • Jang, Kyeung-Ae
    • Journal of Korean society of Dental Hygiene
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    • v.14 no.6
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    • pp.915-920
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    • 2014
  • Objectives: The aim of this study was to investigate the influencing factors on oral and maxillofacial trauma prevention education experience of students majoring in physical education. Methods: A self-reported questionnaire was filled out by 268 students majoring in physical education in Busan. All statistical analyses were performed using SPSS 21.0. The questionnaire consisted of general characteristics(4 questions), TMJ symptoms(9 questions), oral habit(8 questions), and mouth guard awareness(5 questions). The questionnaire was carried out by 5 Likert scale. Higher points of Likert scale showed the negative tendency except the mouth guard awareness. The higher points of mouth guard awareness showed the positive tendency to use the mouth guard. Results: Male students had higher scores of 2.75 points in bad oral habit than the female students(p<0.05). Female students higher score of 1.30 points in mouth guard awareness than male students(p<0.05). TMJ symptoms experience in oral and maxillofacial trauma was 3.15 points which was higher than the prevention education experience without maxillofacial trauma(p<0.001). TMJ symptoms and Mouth guard awareness showed 2.71(p<0.01) and 1.20 points(p<0.001) respectively in students with maxillofacial trauma prevention education experience. These score were higher than those without education experience of trauma prevention education experience. The influencing factors on trauma prevention education experience are mouth guard awareness(p<0.001), oral habits(p<0.01), and temporomandibular joint symptom(p<0.01). Conclusions: The necessity of mouth guards should be emphasized to prevent the serious oral trauma. It is very important to establish the rule for mouth guard use in sports activities. Therefore, oral and maxillofacial trauma prevention education program is needed.

A Study on the Perception and the Need of Early Childhood Teachers on Forest Experience Activities (숲 체험활동에 대한 유아교사들의 인식 및 요구에 관한 연구)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5189-5197
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    • 2015
  • This study is intended to look into early childhood teachers' perceptions and needs for forest experience activities. To achieve this, a survey was carried out to 170 early childhood teachers in kindergartens and child care centers in Daejeon city. The SPSS(Statistical Package for Social Science) v. 18.0 was used for data analysis through the process of data coding and data cleaning. The frequency analysis was conducted for the general state of those surveyed. The frequency analysis, ANOVA and factor analysis were conducted for the perceptions and needs for forest experience activities. The findings showed that early childhood teachers had positive perceptions for the educational effects of forest experience activities. Especially, they perceived that the educational programs of forest experience activities need to be highly recommended to early children as forest experience education is important for forest experience activities. Consequently, forest experience education is just as important and useful for early children to learn the importance of coexistence with human and nature, and develop a sense of community by interacting with nature.

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

Effects of Wanghong marketing in live commerce on chinese consumers' purchase intention toward fashion products - Focusing on the mediating effect of Wanghong's characteristics and consumers' co-experience - (라이브 커머스의 왕홍 마케팅이 중국 소비자의 패션상품 구매의도에 미치는 영향 - 왕홍의 특성과 소비자 공동경험의 매개효과를 중심으로 -)

  • La, Kyung Won;Oh, Kyung Wha
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.1
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    • pp.19-36
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    • 2021
  • Real-time two-way communication has become an important factor in the relationship between consumers and broadcasters in the Live Commerce environment. To clarify, the relationship of the factors, and the effect of Live Commerce's on consumer purchase intention were examined. In addition, the role of Wanghong, who broadcasts Live Commerce and Co-experience that occurs between consumer and broadcasters influences consumer purchase intention. An online survey method was conducted for 403 subjects in their 20s that were Live Commerce users in Shanghai, Beijing, and Guangzhou, China. The number of final the data used for the analysis was 274 and anlaysis was conducted using SPSS 26.0 program and a Sobel test was employed. Based on the analysis of the data, it was found that Live Commerce's characteristics consisted of interactivity, security, and Wanghong's characteristics consisted of honesty, originality, and expertise. Also, it revealed that Co-experience was consisted of responsiveness and vividness. Second, for Live Commerce's characteristics, the Wanghong's characteristics, and Co-experience had a positive effect on the consumers' purchase intention. Third, the Wanghong's characteristics and vividness, a factor of Co-experience, had significant mediating effects on the relationship between Live Commerce's characteristics and the consumers' purchase intention. Finally, responsiveness of Co-experience had a noteworthy mediating effect on the relationship between the interactivity of Live Commerce's characteristics and the consumers' purchase intention. This study confirmed the important role of Live Commerce's characteristics, the Wanghong's characteristics and Co-experience in relation to the consumers' purchase intention. In addition, the Wanghong's characteristics and Co-experience were proposed as a significant mediating factors.

An Investigation of the Framework for User Experience in Museum Mobile Applications (박물관 모바일 애플리케이션의 사용자 경험 프레임워크에 대한 연구)

  • Zheng Lin;Jonghwan Seo
    • Smart Media Journal
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    • v.12 no.1
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    • pp.62-76
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    • 2023
  • The design of a museum mobile application's user experience demands an in-depth comprehension of the user experience dimensions and the unique attributes of the user experience elements that users may encounter. This paper through a series of experimental studies and analyses of experiences related to the use of museum mobile applications, derives a user experience framework consisting of four dimensions and 19 elements, which has been verified for feasibility. The study shows that all four dimensions have a positive impact on user satisfaction, but the degree of impact varies. Among them, emotionality of use and ease of use have the greatest impact, while usefulness of use and multiformity of function have relatively less impact. In addition, the user experience of museum mobile application can also positively influence the user's future intention to recommend, continue using, and even the actual visit to the museum.

Case study of Music & Imagery for Woman with Depression (우울한 내담자를 위한 MI(Music & Imagery) 치료사례)

  • Song, In Ryeong
    • Journal of Music and Human Behavior
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    • v.5 no.1
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    • pp.67-90
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    • 2008
  • This case used MI techniques that give an imagery experience to depressed client's mental resource, and that makes in to verbalism. Also those images are supportive level therapy examples that apply to positive variation. MI is simple word of 'Music and Imagery' with one of psychology cure called GIM(Guided Imagery and Music). It makes client can through to the inner world and search, confront, discern and solve with suitable music. Supportive Level MI is only used from safety level music. Introduction of private session can associate specification feeling, subject, word or image. And those images are guide to positive experience. The First session step of MI program is a prelude that makes concrete goal like first interview. The Second step is a transition that can concretely express about client's story. The third step is induction and music listening. And it helps to associate imagery more easily by used tension relaxation. Also it can search and associate about various imagery from the music. The last step is process that process drawing imagery, talking about personal imagery experience in common with therapist that bring the power by expansion the positive experience. Client A case targets rapport forming(empathy, understanding and support), searching positive recourse(child hood, family), client's emotion and positive support. Music must be used simple tone, repetition melody, steady rhythm and organized by harmony music of what therapist and client's preference. The client used defense mechanism and couldn't control emotion by depression in 1 & 2 sessions. But the result was client A could experience about support and understanding after 3 sessions. After session 4 the client had stable, changed to positive emotion from the negative emotion and found her spontaneous. Therefore, at the session 6, the client recognized that she will have step of positive time at the future. About client B, she established rapport forming(empathy, understanding and support) and searching issues and positive recognition(child hood, family), expression and insight(present, future). The music was comfortable, organizational at the session 1 & 2, but after session 3, its development was getting bigger and the main melody changed variation with high and low of tune. Also it used the classic and romantic music. The client avoids bad personal relations to religious relationship. But at the session 1 & 2, client had supportive experience and empathy because of her favorite, supportive music. After session 3, client B recognized and face to face the present issue. But she had avoidance and face to face of ambivalence. The client B had a experience about emotion change according depression and face to face client's issues After session 4. At the session 5 & 6, client tried to have will power of healthy life and fairly attitude, train mental power and solution attitude in the future. On this wise, MI program had actuality and clients' issues solution more than GIM program. MI can solute the issue by client's based issue without approach to unconsciousness like GIM. Especially it can use variety music and listening time is shorter than GIM and structuralize. Also can express client's emotion very well. So it can use corrective and complement MI program to children, adolescent and adult.

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A Study on the Characteristics of Youth Gambling Addiction (청소년 도박중독의 특성에 관한 연구)

  • Ryu, Hwang-Gun;Choi, Yi-Soon;Jang, Hyo-Kang;Kim, Jeong-Eun
    • The Korean Journal of Health Service Management
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    • v.6 no.1
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    • pp.153-161
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    • 2012
  • The purpose of this study is to investigate the factors on the characteristics of youth gambling addiction to develop the youth gambling prevention program. The data was collected by using questionnaire, from Oct 2010 to Dec 2011. Of the 2,400 surveys distributed, 2,301 were collected and 2,286 of those were used for analysis after eliminating 15 with insufficient responses. The major findings of this study can be summarized as follows. First, there were some differences on the future gambling intention and the internet addiction by gender, grade, pocket money, experience in the illegal gambling site visits and gambling experience. Students who experience in the illegal gambling site visits were represented relatively higher on the future gambling intention and the internet addiction. Second, the overall experience in the illegal gambling site visits is 6.9%, while 23.2% of the total respondents were found to be the experience of gambling. Third, the future gambling intention, irrational gambling beliefs and the internet addiction were found have positive correlation with each other.

Alcohol Experience, Alcohol Knowledge, and Alcohol Expectancy in Early Adolescents (초기 청소년의 음주경험, 음주지식, 음주기대에 관한 연구)

  • Tak, Young-Ran;Yun, E-Hwa;An, Ji-Yeon
    • Journal of Korean Academy of Nursing
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    • v.37 no.1
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    • pp.35-43
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    • 2007
  • Purpose: This study was to explore the prevalence of alcohol experiences and to identify the expectancy on the effects of alcohol and alcohol knowledge in early adolescents. Method: The cross-sectional survey of 1854 students from seven middle schools in one district of Seoul was conducted by convenience sampling. Alcohol experience and early onset of alcohol use were measured by the Youth Risk Behavior Survey. Alcohol expectancy was measured by an Alcohol Effects Questionnaire. Result: Over sixty five percent of adolescents reported that they had previous drinking experiences. The participants with no alcohol drinking experience had a lower level of alcohol knowledge than those with experience(t=2.73, p=.007). In expectancy on effects of alcohol, girls had a more positive alcohol expectation than boys(t=-2.54, p=.011). Alcohol knowledge negatively correlated with alcohol expectancy(r=-.40 p=.000). In regression of alcohol expectancy, gender and alcohol knowledge were significant predictors explaining 17%. Conclusion: The results support that alcohol expectancy is an important link with early drinking experiences and alcohol knowledge, focusing on the importance of gender differences. Therefore, an alcohol prevention program in early adolescence is needed and should be focused on multidimensionality of the alcohol expectancy with developmental and psychosocial factors for early adolescents.