著者
首藤 祐介 山本 竜也 坂井 誠
出版者
一般社団法人 日本認知・行動療法学会
雑誌
行動療法研究 (ISSN:09106529)
巻号頁・発行日
vol.41, no.2, pp.137-147, 2015-05-31 (Released:2019-04-06)
被引用文献数
2

行動活性化療法は生活の中で強化される経験を増やす行動を活性化することを目的とした、抑うつのための構造化された短期療法である。本事例においては、大うつ病性障害により休職に至った29歳の男性に対して活動スケジュールと回避行動への介入を中心とした14回のセッションと2回のフォローアップ(1回45分)を実施した。その結果、活動が増加するとともに、Self-rating Depression Scale(SDS)の得点が65点から37点に減少していた。1年後もSDSの得点が37点であり、長期間効果が維持されることが明らかになった。このことから、行動活性化療法は回避行動や反すう、生活習慣の乱れによって抑うつ状態にあるクライアントに効果が期待でき、復職支援にも有効であると考えらえる。
著者
山本 竜也 首藤 祐介 坂井 誠
出版者
一般社団法人 日本認知・行動療法学会
雑誌
行動療法研究 (ISSN:09106529)
巻号頁・発行日
vol.42, no.2, pp.247-256, 2016-05-31 (Released:2019-04-27)
参考文献数
20

本研究では、Reward Probability Index (RPI)日本語版を作成し、その信頼性・妥当性を検討した。研究協力者は、大学生392名(男性199名、女性191名、不明2名、平均年齢=19.61)であった。探索的因子分析の結果、RPI日本語版は、「報酬量」、「環境的抑制」、「報酬獲得スキル」の3因子、原版より1項目を削除した19項目から構成される尺度となった。RPI日本語版の内的一貫性(Cronbach’s α=.86)、および、再検査信頼性(級内相関係数=.88)は十分にあった。仮説検定では、RPI日本語版とBehavioral Activation for Depression Scale–Short FormやEnvironmental Reward Observation Scale、Beck Depression Inventory、Center for Epidemiologic Studies Depression Scaleとの相関係数は、仮説を満たしており、構成概念妥当性が確認された。したがって、RPI日本語版は報酬知覚を測定する尺度として、有用であると考えられた。
著者
大木 知佳子 岡本 俊英 只木 寿理恵 山本 竜也 相賀 洋 吉澤 望
出版者
日本建築学会
雑誌
日本建築学会環境系論文集 (ISSN:13480685)
巻号頁・発行日
vol.84, no.766, pp.1067-1076, 2019 (Released:2019-12-30)
参考文献数
31
被引用文献数
1 4

Daylight harvesting is now attracting attention not only from energy saving but also from the viewpoint of improving the health and comfort of people working in the building. Daylighting standards, such as EN 17037:2018, provides the target values to obtain sufficient daylight, and also prescribe the evaluation criteria for view and glare. We used a Meta_Simulation platform that combined Radiance and NewHASP to evaluate lighting and air conditioning energy of exterior and interior sun shading devices. We confirmed the behaviour of basic parameters by combining glare and view evaluations from Radiance and using the graphical algorithm editor Grasshopper to calculate air conditioning/lighting energy, glare index and view. By utilizing the plug-in software OCTOPUS, we evaluated air conditioning/lighting energy usage, glare, and view based on four variables of exterior and interior sun shading devices and the optimal solution for Tokyo (Hyakuri) was confirmed. For glare, the vertical illuminance of the viewpoint was not high in the building targeted by our simulation, and because no cases exceeded the allowable simplified DGP value of 0.35, the threshold was lowered to evaluate glare in the multi-objective optimization calculation. Under the European Standard, view is evaluated based upon the horizontal angle of the window, the distance to adjacent buildings, and the number of layers for sky, landscape, and ground that can be seen (European committee for standardization, 2019). We used a simple evaluation based upon the ratio of sky that could be seen from a sample point, however it is possible to incorporate the view metrics of the EN 17037:2018 into our new module using Radiance. We conducted a multi-objective optimization calculation for the annual fixed angle of vertical louvers and of blinds typically used in the sun shading devices. In the future, we plan to apply optimization calculations to complex sun shading devices such as slat cut-off angle controls for blinds, moveable or curved surfaces for exterior sun shading.
著者
古賀 佳樹 山本 竜也 川島 大輔
出版者
日本パーソナリティ心理学会
雑誌
パーソナリティ研究 (ISSN:13488406)
巻号頁・発行日
vol.29, no.1, pp.31-33, 2020-06-16 (Released:2020-06-16)
参考文献数
8
被引用文献数
2

This study aimed to examine the effects of anhedonia and behavioral activation on game addiction. A sample of 248 game players completed a questionnaire that collected information regarding game addiction, anhedonia, and behavioral activation. The results of the causal mediation analysis showed that behavioral activation did not directly affect game addiction but, instead, had an indirect effect: anhedonia mediated the relationship between behavioral activation and game addiction. This finding suggests that behavioral activation could be one of the effective intervention strategies for compulsive game players with anhedonia.
著者
山本 竜也 三宅 博行 山口 秀樹 吉澤 望
出版者
日本建築学会
雑誌
日本建築学会環境系論文集 (ISSN:13480685)
巻号頁・発行日
no.783, pp.451-461, 2021-05
被引用文献数
1

<p>While improvements in the energy-saving performance of buildings are required, productivity improvements and health management are also getting more necessary due to work style reforms. This trend demands the development of new methods which enable us to quantitatively assess the physiological and psychological quality of the built environment from the design stage. In terms of the light and visual environment, spaciousness is one of the factors that affect the comfort, intellectual productivity, and health of users of interiors.</p><p>In this research, definition of "spaciousness" by Inui will be used, but the purpose of this study was to propose a comprehensive quantitative spaciousness evaluation index of the interiors, including spaces of different sizes and shapes, considering various factors related to light and visual environment.</p><p>In recent years, technological developments have made complex data processing possible and expanded the range of experiment methods. VR technology is one of them, and there are many merits of using it in promoting spaciousness evaluation, such as to virtually compare spaces that are separated from each other by a great distance. This research aims to verify the validity of using VR with HMDs for spaciousness evaluation, through subject experiments in six real spaces with different volumes and usages. Volumes ranged from a minimum of 35 m<sup>3</sup> to a maximum of 1,969 m<sup>3</sup>, and vertical illuminance ranged from 30 lx to 720 lx at the subject's observation position. Openings were blocked from line of sight and daylight was shut off by closing the blinds. VR spaces with several lighting environments for each space were reproduced. In experiments using ME method, we compared and verified the cases where the real space and the VR space were used as the reference stimulus for the comparative stimulus of the real space. Major findings are as follows:</p><p> 1) In order to verify how well the VR space could reproduce the real space from the point of view of the optical environment, we compared the luminance of the targeted real space and the VR space, and found that high-luminance parts could not be reproduced on HMD: Oculus Quest, which has an output limit of approximately 100 cd/m<sup>2</sup> or higher in luminance. However, the overall luminance balance, including main parts such as the floor, walls, and ceiling, could be well reproduced on VR display.</p><p> 2) There were no statistically significant differences (5% level) in 62 pairs among 65 pairs. As to the remaining 3 pairs, the light source had a large effect on the reproducibility of luminance and the relative error from the real space was relatively large. In particular, when the subject's evaluations were divided around 2.0, as in Experiment III, where the reference stimulus was 120lx and the comparative stimulus was 30lx, a reversal phenomenon occurs in which the average luminance of the real space of 30 lx including the light source is larger than that of the VR space of 120 lx including the light source due to the influence of the large light source. In conclusion, it is approximately possible to use the VR space, which does not cause luminance problems, as a reference stimulus for spaciousness evaluation.</p>