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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Repercussões psicossomáticas da hipnose em pessoas com diabetes Mellitus tipo 2 / Psychosomatics repercussions of hypnosis in people with diabetes Mellitus type II

Mateus, Rodrigo Cazarotto 25 June 2008 (has links)
Made available in DSpace on 2016-04-28T20:39:51Z (GMT). No. of bitstreams: 1 Rodrigo Cazarotto Mateus.pdf: 1712745 bytes, checksum: ac6f524510cbbd9135997bad613b7e6a (MD5) Previous issue date: 2008-06-25 / This research is the result of the Master dissertation in Clinic Psychology at Hospital Psychology and Psychosomatic Nucleus from PUC-SP. The research aimed to check alteration on the glycemia level and on well-being sensation in people with Diabetes Mellitus type II after experiencing pleasure situations through the ericksonian hypnosis, as well as analyze the outcomes of the investigation. Ten subjects compounded the intervention group and eight subjects compounded the control group. Based on the literature revision, there were employed the following tools: socio-demographic questionnaire; semi-guided interview about pleasure situation; VAS Visual Analog Scale; glycemia level measurement and semi-guided interview about the intervention. The results were divided in five categories: socio-demographic data, pleasure experiences, glycemia level, well-being sensations and intervention perceptions. It was concluded that hypnosis helped decrease patients glycemia level after the last session, with a percentage reducing average of 13.20%, and the statement of every subject pointing out the improvement on the sensation of well-being after the intervention / Esta pesquisa é o resultado da dissertação de mestrado em Psicologia Clínica do Núcleo de Psicossomática e Psicologia Hospitalar da PUC-SP. A pesquisa teve como objetivo verificar se existe alteração no nível de glicemia e na sensação de bem estar em pessoas com Diabetes Mellitus tipo II após vivenciarem situações agradáveis através da hipnose Ericksoniana, bem como analisar os resultados encontrados nessa investigação. Dez sujeitos compuseram o grupo intervenção e oito sujeitos compuseram o grupo controle. Com suporte teórico obtido na revisão de literatura, procedeu-se à aplicação dos seguintes instrumentos: questionário sócio-demográfico; entrevista semidirigida sobre situações agradáveis; escala de cores VAS; medida do nível de glicemia e entrevista semi-dirigida sobre intervenção. Os resultados foram separados em cinco variáveis: dados sócio-demográficos; vivências agradáveis; nível de glicemia; sensações de bem estar e impressões sobre intervenção. Foi concluído que a hipnose ajudou na diminuição do nível de glicemia dos pacientes após a última sessão, com uma média de redução percentual de 13,20%, e todos os sujeitos da amostra indicarem sentir melhora na sensação de bem estar após a intervenção
2

A Hypnotic Digital Artefact

Cederlund, Micaela January 2023 (has links)
This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. With a case study analysing the game Cultist Simulator, this essay observes applications from this essay’s frameworks: NLP, Procedural Rhetorics, Flow, Trance, and Ericksonian Hypnosis. The case study serves to demonstrate how a larger scale reflection of intrinsic cross over points between hypnosis and the video game medium may take place within state-of-the-art discourse. This essay fulfils its design-aid purpose by charting factors that can be put in place to facilitate a trance and a hypnosis in a game, in a design table summarising design methods discussed. The means that may put a player’s mind in abeyance are posited here regarding how this may influence the game experience, including induction techniques, where suggestions are provided in how these might translate to a game format. Through its frameworks and case study, hypnotic content generation is put in focus, where this essay finds that games utilising metaphors and depicting inner spaces carry significance in this pursuit. It also finds that mirroring communication of the unconscious, such as adhering to rules of a dream state, and acknowledging the unconscious’ uses and capacities, has potential in this pursuit. Importantly, the essay includes a discussion on Cultist Simulator’s decadent aesthetics and its role in leading a player towards an alternate state of consciousness.

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