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소마틱(somatic) 경험치료와 속성-경험적 역동 심리치료(AEDP)를 활용한 트라우마 치료사례 연구
김규리 한국기독교상담심리학회 2019 한국기독교상담학회지 Vol.30 No.3
The purpose of this study is to investigate how the therapeutic effects can be achieved by approaching the body senses of trauma related clients by using emotion–centered trauma–related counseling techniques that have recently been attracting attention and to examines the significance of Christian counseling from this trauma psychotherapy. To do this, I introduce the AEDP and somatic experience therapy. The AEDP is a psychotherapy that approaches the core emotion through physical response of the client. This study is to improve the physical sensation and relaxation of the client by using somatic with AEDP. I find the past emotions related to the client’s body sensation at the beginning. In the middle course, the process of transforming the client’s core emotions into positive emotions has begun, while experiencing the client’s emotions with counselors, forming new attachment relationships and transforming negative into positive emotions. Finally, the client perceived the modified emotion through meta–processing. 본 연구의 목적은 최근에 주목받고 있는 정서 중심 트라우마 관련 상담기법들을 활용하여 트라우마 관련 내담자의 신체감각에 접근하여 어떻게 치료적 효과를 낼 수 있는지 알아보고, 이러한 트라우마 심리치료가 기독상담에 주는 의의를 살펴보는 것이다. 이를 위해 속성–경험적 역동 심리치료(Accelerated–Experiential Dynamic Psychotherapy: AEDP)와 소마틱(somatic) 경험치료를 소개한다. Fosha가 개발한 AEDP는 인지와 정서를 함께 다루며 신체감각과 반응을 사용한다는 특징을 갖는데, 내담자의 방어를 낮추기 위해 신체 반응을 통해서 핵심정서에 접근하는 심리치료이다. 본 연구자는 트라우마 관련 치료법인 소마틱을 AEDP와 함께 활용하여 내담자의 신체감각 촉진과 이완작용을 돕고자 하였다. 본 연구의 사례에서 상담 초기에 내담자의 신체감각과 연관된 과거 정서를 발견하고, 상담 중기에는 내담자의 핵심정서를 상담사와 같이 체험하면서 새로운 애착관계를 형성하고 부정적인 정서를 긍정적인 정서로 변형하는 과정이 시작되었다. 상담 후기에는 메타–처리 과정을 통하여 변형된 정서를 내담자가 인식하게 하였다.
시험에 대한 자동적 사고 질문지: 개발 및 심리측정적 속성
조성현,조용래 한국임상심리학회 2012 Korean Journal of Clinical Psychology Vol.31 No.1
Based on the cognitive approach to test anxiety, we conducted two studies in order to develop the Automatic Thoughts of Test Questionnaire (ATTQ) to assess cognitive content associated with test anxiety and to examine its psychometric properties. In Study 1, 95 preliminary items were initially drawn from automatic thoughts collected with the thought-listing method, as well as from existing scales of test anxiety, and then 37 items were selected through an examination of content validity. The preliminary 37-item version of the ATTQ was administered to 223 undergraduate students during an actual test. The final version of the ATTQ consisted of 21 items that were selected using a series of exploratory factor analyses. Factor analyses of the ATTQ revealed a five-factor structure: ‘Negative Prediction of Test Scores’, ‘Catastrophic Interpretation of Test Results’, ‘Concerns about Others’ Negative Evaluation’, ‘Worry about Unexpected Questions on an Exam’, and ‘Fear of Having One's Mind Go Blank’. Study 2 aimed to replicate the initial factor structure found in Study 1 and to examine the reliability and validity of the ATTQ in a sample of 292 undergraduate students. Confirmatory factor analysis revealed that the correlated five-factor model had a better goodness-of-fit than other models. The ATTQ showed high internal consistency, acceptable test-retest reliability over a five-week period, and good convergent, criterion, and incremental validity. Consistent with the cognitive model of test anxiety, automatic thoughts as measured by the ATTQ partially mediated the association between cognitive test anxiety and state anxiety during an actual test, thus providing support for its construct validity. In conclusion, these findings suggest that the ATTQ is a highly reliable and valid instrument for assessing the automatic thoughts associated with test anxiety in undergraduate students. Finally, the theoretical and clinical implications as well as the limitations of the present research were discussed.
로그 데이터의 유형분석 및 인지심리적 속성 추출을 이용한 모바일 게이머 유형화 연구
전지훈(Jihoon Jeon),윤두밈(Dumim Yoon),양성일(Seongil Yang),김경중(Kyungjoong Kim) Korean Institute of Information Scientists and Eng 2018 정보과학회논문지 Vol.45 No.3
The study of classifying gamer types or analyzing the characteristics of gamers is a field of interest for data analysis researchers. From the past to the present, much research has been done on gamer categorization and gamer analysis. However, most studies use surveys or bio-signals, which is not practical because it is difficult to obtain large amounts of data. Even if the game log is used, it is difficult to analyze the psychology of the gamer because the gamer is categorized and analyzed by extracting only statistical values. However, if we can extract the cognitive psychology information of the gamer from the basic game log, we can analyze the gamer more intuitively and easily. In this paper, we extracted eight cognitive psychological features representing the behavior and psychological information of the gamer using Crazy Dragons game log, which is a mobile Role-Playing-Game (RPG). In addition, we classified gamers based upon cognitive psychological features and analyzed them using eight cognitive psychological features. As a result, most gamers were highly correlated with one or two types.
가해염려를 동반한 사회공포증: 한국판 TKS의 신뢰도와 타당도
조용래,김은정 한국임상심리학회 2005 Korean Journal of Clinical Psychology Vol.24 No.2
This article describes three studies examining the psychometric characteristics of a Korean version of the Taijin Kyofusho Scale (K-TKS) - an instrument recently developed to measure social phobia symptoms with concern for offending others. In Study 1, factor analysis of the K-TKS revealed a one-factor solution. In addition, the results revealed high internal consistency. In Study 2, the results revealed satisfactory test-retest reliability over two-week period, as well as good convergent and discriminant validity. In Study 3, the scale demonstrated sensitivity to change following a group cognitive-behavioral therapy. These findings suggest that the K-TKS is a highly reliable, valid measure to assess social phobia symptoms with concern for offending others. Lastly, the utilization of the K-TKS in the research and clinical practice of social phobia with concern for offending others as well as the limitation of the present studies were discussed.
임태성 한국어의미학회 2012 한국어 의미학 Vol.38 No.-
This paper discusses motion and its event, which is focused on ‘dalida’ in Korean. This is based on experientialism in Cognitive Linguistics, which language reflects our experience. Motion is classified not only physical motion but also psychological motion. Physical motion motivates psychological motion. Psychological motion divides situated and fictive motions. Motion event is the frame of direct or indirect events or situations that we experience. This paper discusses the semantic components of the verb ‘dalida’ referring to Talmy(2000)’s analyses. The semantic components are Figure, Ground, Motion, Path, Manner and Cause in Talmy. ‘dalida’ is a motion verb conflated with the Manner of ‘fast’. In respect of physical motion, ‘dalida’ expresses semantic components of Starting point, Path, and End point as well as Figure and Ground. Those components trigger our cognitional expansion into psychological motion. In other words, psychological motion provokes the conceptualizer's imaginative motion. Therefore, the semantic expansion of the motion verb 'dalida' is various and unpredictable while we perceive 'dalida' within a straight line.