바로가기메뉴

본문 바로가기 주메뉴 바로가기

ACOMS+ 및 학술지 리포지터리 설명회

  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

logo

  • ENGLISH
  • P-ISSN1229-067X
  • E-ISSN2734-1127
  • KCI

새로운 기술혁명 시대의 임상심리학 -최근 연구 동향을 중심으로-

Clinical Psychology in the Age of in the new technology -focusing on the recent studies trends-

한국심리학회지: 일반 / Korean Journal of Psychology: General, (P)1229-067X; (E)2734-1127
2019, v.38 no.4, pp.549-578
https://doi.org/10.22257/kjp.2019.12.38.4.549
송현주 (서울여자대학교)

초록

소위 4차 산업혁명은 인공지능, 기계학습과, 빅데이터와 같은 기존에 존재하지 않았던 새로운 기술로 시작되는 혁명이며 임상심리학은 4번째 산업혁명이라는 인류 역사에 중요한 분기점이 되는 거대한 패러다임 변화에 직면해 있다. 본 연구에서는 먼저 4차 산업혁명과 관련된 비인간화를 중심으로 인간과 사회 변화를 살펴보았다. 이어 최근 5년 연구 중심으로 임상심리학의 주요 영역인 심리평가와 심리치료에서 인공지능을 비롯한 새로운 기술들이 어떠한 영향을 미치고 있는지 탐색해 보았다. 더불어 다양한 신기술이 집약되어 있는 기능성 게임 기반 심리평가와 심리치료에 대한 최근 연구들을 탐색하였다. 마지막으로 여러 신기술들 중에서 한국임상심리학자들이 특별한 관심을 가지고 전문 영역에 적용할 필요가 있는 공유데이터와 개인정보 보호에 대한 최근 경향과 의견을 제시하였다.

keywords
임상심리학, 4차 산업혁명, 심리평가, 심리치료, 인공지능, 기능성 게임, 공유자료, 개인정보보호, Clinical psychology, The 4th industrial revolution, Psychological assessment, Psychotherapy, Artificial intelligence, Serious game, Data sharing, Privacy protection

Abstract

The Fourth Industrial Revolution is a revolution that begins with new technologies that never existed, such as machine learning, big data, and artificial intelligence. Consequently, clinical psychology should face a huge paradigm shift that is an important turning point in human history. First, this paper briefly introduced human and social changes focusing on dehumanization associated with the Fourth Industrial Revolution. Primarily, it reviewed based on recent 5 years studies how new technologies are influencing on psychological assessment and psychotherapy in the field of clinical psychology. In addition, recent researches on serious game-based psychological assessment and psychotherapy, which are concentrated on various new technologies, were explored. Lastly, it presented current trends and opinions related to the data sharing and the privacy protection which Korean clinical psychologists should pay attention to special interest among the new technologies.

keywords
임상심리학, 4차 산업혁명, 심리평가, 심리치료, 인공지능, 기능성 게임, 공유자료, 개인정보보호, Clinical psychology, The 4th industrial revolution, Psychological assessment, Psychotherapy, Artificial intelligence, Serious game, Data sharing, Privacy protection

참고문헌

1.

김헌영 (2017). 가상현실 노출치료가 여대생의 발표불안에 미치는 효과. 한국심리학회지:건강, 22(4), 833-847.

2.

류창현 (2018). 청소년 및 성인 ADHD 생체신호분석 기반 분노조절가상현실치료 (VRT)개발의 함의: 묻지마범죄 예방 및 억제기술 중심으로. 한국중독범죄학회보, 8(2), 43-73.

3.

목광수 (2019). 보건의료 빅데이터의 윤리적활용을 위한 방안모색: 동의가 아닌 합의모델로의 전환. 한국의료윤리학회지, 22(1), 1-19.

4.

문학수 (2014. 07. 25). [책과 삶] 불평등은 지갑에만 있지 않다. 건강, 죽음, 섹스는 또 얼마나 불평등한가? 인터넷판 경향신문. http://news.khan.co.kr/kh_news/khan_art_view.html?art_id=201407252052265에서 자료 얻음.

5.

방은별, 김정호, 김제중 (2019). 점진적 가상현실 노출치료가 여대생의 발표불안 및 자기초점적 주의에 미치는 효과. 한국심리학회지: 건강, 24(2), 293-309.

6.

신경은, 오명화, 정현애, 김희동 (2017). 가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과. 재활복지, 21, 101-118.

7.

양노열, 박희수, 윤태형, 문종훈 (2018). 체감형가상현실 훈련(Joystim)이 뇌졸중 환자의인지기능과 일상생활활동에 미치는 효과. 재활복지공학회논문지, 12(1), 10-19.

8.

유정선, 이경선, 권정아 (2017). 인지행동치료기법을 활용한 청소년의 우울 정서 측정 및 관리 어플리케이션 설계 및 구현. 한국디지털콘텐츠학회 논문지, 18(3), 443-455.

9.

이아라, 김효창, 차민철, 지용구 (2019). 상담이론 기반의 심리 상담 챗봇을 활용한 내담자 경험 연구. 대한인간공학회지, 38(3), 161-175

10.

임명지, 송현주 (2019). 실제 얼굴표정과 이모티콘 표정인식차이에 따른 대인관계능력:중학생 대상 모바일 앱 기반 연구. 정서행동장애 연구, 35(2), 265-284

11.

정경미, 오향경, 서유민 (2018). ASD 아동 및 청소년을 위한 앱 기반 얼굴인식 및 사회성 증진 프로그램(Look At Me)의 효과성 검증: 예비 연구. 자폐성장애연구, 18(1), 35-56

12.

조비안 (2019). 스마트폰 기반 신경 심리 평가배터리 구현 및 효과 탐색. 경북대학교 일반대학원 석사학위논문.

13.

Abt, C. C. (1970). Serious Games. The Viking Press, New York, NY, USA.

14.

Achenbach, T. M., & Rescorla, L. A. (2001). Manual for the ASEBA School-Age Forms &Profiles. Burlington, VT: University of Vermont, Research Center for Children, Youth, & Families.

15.

Ahn, W. Y., Dai, J., Vassileva, J., Busemeyer, J. R., & Stout, J. C. (2016). In Ekhtiari H., Paulus M. P.(Eds.), Chapter 3 - computational modeling for addiction medicine: From cognitive models to clinical applications Elsevier. doi: https://doi.org/10.1016/bs.pbr.2015.07.032

16.

Ahn, W., Gu, H., Shen, Y., Haines, N., Hahn, H. A., Teater, J. E.,... Pitt, M. A. (2019). Rapid, precise, and reliable phenotyping of delay discounting using a bayesian learning algorithm. bioRxiv, 567412. doi:10.1101/567412

17.

American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed.). Arlington, VA: Author.

18.

Belchior, P., Marsiske, M., Leite, W. L., Yam, A., Thomas, K., & Mann, W. (2016). Older adults' engagement during an intervention involving off-the-shelf videogame. Games for Health Journal, 5(3), 151-156.

19.

Bikic, A., Christensen, T. Ø., Leckman, J. F., Bilenberg, N., & Dalsgaard, S. (2017). A double-blind randomized pilot trial comparing computerized cognitive exercises to Tetris in adolescents with attention-deficit/hyperactivity disorder. Nordic Journal of Psychiatry, 71(6), 455-464.

20.

Bouchard, S., Dumoulin, S., Robillard, G., Guitard, T., Klinger, E., Forget, H.,..., & Roucaut, F. X. (2017). Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: a three-arm randomised controlled trial. The British Journal of Psychiatry, 210(4), 276-283.

21.

Bower, K. J., Louie, J., Landesrocha, Y., Seedy, P., Gorelik, A., & Bernhardt, J. (2015). Clinical feasibility of interactive motion-controlled games for stroke rehabilitation. Journal of Neuroengineering and Rehabilitation, 12(1), 63.

22.

BSA. 2015 Annual Report. 2015a. Retrieved from http://www.apa.org/science/leader-ship/bsa/2015-report.aspx

23.

Bul, K. C., Kato, P. M., Van der Oord, S., Danckaerts, M., Vreeke, L. J., Willems, A.,..., & Franken, I. H. (2016). Behavioral outcome effects of serious gaming as an adjunct to treatment for children with attention-deficit/hyperactivity disorder: a randomized controlled trial. Journal of Medical Internet Research, 18(2), e26.

24.

Cailois, Roger (1957). Les jeux et les hommes, Gallimard.

25.

Coles, C. D., Kable, J. A., Taddeo, E., & Strickland, D. C. (2015). A Metacognitive Strategy for Reducing Disruptive Behavior in Children with Fetal Alcohol Spectrum Disorders: G o FAR Pilot. Alcoholism: Clinical and Experimental Research, 39(11), 2224-2233.

26.

Craig, T. K., Rus-Calafell, M., Ward, T., Leff, J. P., Huckvale, M., Howarth, E., … Garety, P. A. (2018). AVATAR therapy for auditory verbal hallucinations in people with psychosis:a single-blind, randomised controlled trial. The Lancet. Psychiatry, 5(1), 31-40. doi:10.1016/S2215-0366(17)30427-3

27.

David, O. A., Cardoș, R. A., & Matu, S. (2019). Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial. European Child & Adolescent Psychiatry, 28(1), 111-122.

28.

de Vries, M., Prins, P. J., Schmand, B. A., & Geurts, H. M. (2015). Working memory and cognitive flexibility‐training for children with an autism spectrum disorder: A randomized controlled trial. Journal of Child Psychology and Psychiatry, 56(5), 566-576.

29.

de Wit, S., Ziermans, T. B., Nieuwenhuis, M., Schothorst, P. F., van Engeland, H., Kahn, R. S.,... Schnack, H. G. (2017). Individual prediction of long-term outcome in adolescents at ultra-high risk for psychosis: Applying machine learning techniques to brain imaging data. Human Brain Mapping, 38(2), 704-714. doi:10.1002/hbm.23410

30.

Domitrovich, C. E., Pas, E. T., Bradshaw, C. P., Becker, K. D., Keperling, J. P., Embry, D. D., & Ialongo, N. (2015). Individual and school organizational factors that influence implementation of the PAX good behavior game intervention. Prevention Science, 16(8), 1064-1074.

31.

Dovis, S., Van der Oord, S., Wiers, R. W., & Prins, P. J. (2015). Improving executive functioning in children with ADHD: Training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial. PloS ONE, 10(4), e0121651.

32.

du Sert, O. P., Potvin, S., Lipp, O., Dellazizzo, L., Laurelli, M., Breton, R.,..., & Boukhalfi, T. (2018). Virtual reality therapy for refractory auditory verbal hallucinations in schizophrenia:a pilot clinical trial. Schizophrenia Research, 197, 176-181.

33.

Dyson, F. (1985). Imagined worlds: The Jerusalem-Harvard lectures. Cambridge, MA:Harvard University

34.

Eggenberger, P., Schumacher, V., Angst, M., Theill, N., & de Bruin, E. D. (2015). Does multicomponent physical exercise with simultaneous cognitive training boost cognitive performance in older adults? A 6-month randomized controlled trial with a 1-year follow-up. Clinical Interventions in Aging, 10, 1335.

35.

Fernandez-Aranda, F., Jimenez-Murcia, S., Santamaría, J. J., Giner-Bartolomé, C., Mestre-Bach, G., Granero, R.,..., & Konstantas, D. (2015). The use of videogames as complementary therapeutic tool for cognitive behavioral therapy in bulimia nervosa patients. Cyberpsychology, Behavior, and Social Networking, 18(12), 744-751.

36.

Ferreri F, Bourla A, Peretti CS, Segawa T, Jaafari N, Mouchabac S. (2019). How New Technologies Can Improve Prediction, Assessment, and Intervention in Obsessive-Compulsive Disorder (e-OCD): Review. JMIR Ment Health. 10, 6(12), e11643. doi:10.2196/ 11643.

37.

Fiske, A., Henningsen, P., & Buyx, A. (2019). Your Robot Therapist Will See You Now:Ethical Implications of Embodied Artificial Intelligence in Psychiatry, Psychology, and Psychotherapy. Journal of Medical Internet Research, 21(5), e13216. doi:10.2196/13216

38.

Franklin, J. C., Fox, K. R., Franklin, C. R., Kleiman, E. M., Ribeiro, J. D., Jaroszewski, A. C.,..., & Nock, M. K. (2016). A brief mobile app reduces nonsuicidal and suicidal self-injury: evidence from three randomized controlled trials. Journal of Consulting and Clinical Psychology, 84(6), 544.

39.

Fulmer, R., Joerin, A., Gentile, B., Lakerink, L., & Rauws, M. (2018). Using Psychological Artificial Intelligence (Tess) to Relieve Symptoms of Depression and Anxiety:Randomized Controlled Trial. JMIR Mental Health, 5(4), e64. doi:10.2196/mental.9782

40.

Fusar-Poli, P., Stringer, D., M. S. Durieux, A. et al. (2019). Clinical-learning versus machinelearning for transdiagnostic prediction of psychosis onset in individuals at-risk.. Transl Psychiatry 9, 259, doi:10.1038/s41398-019-0600-9

41.

Giudici P., Rydén T., Vandekerkhove P. (2000). Likelihood-ratio tests for hidden Markov models. Biometrics 56, 742-747. 10.1111/ j.0006-341X.2000.00742.x

42.

Gollub, R. L., Shoemaker, J. M., King, M. D., White, T., Ehrlich, S., Sponheim, S. R., … Andreasen, N. C. (2013). The MCIC collection: a shared repository of multi-modal, multi-site brain image data from a clinical investigation of schizophrenia. Neuroinformatics, 11(3), 367-388. doi:10.1007/s12021-013- 9184-3

43.

Gujjar, K. R., van Wijk, A., Kumar, R., & de Jongh, A. (2019). Efficacy of virtual reality exposure therapy for the treatment of dental phobia in adults: A randomized controlled trial. Journal of Anxiety Disorders, 62, 100-108.

44.

Ham K, Chin S, Suh YJ, Rhee M, Yu ES, Lee HJ, Kim JH, Kim SW, Koh SJ, ChungKM. (2019). Preliminary Results From a Randomized Controlled Study for an App-BasedCognitive Behavioral Therapy Program for Depression and Anxiety in Cancer Patients. Frontier Psychologyl. 25;10:1592. doi:10.3389/fpsyg.2019.01592.

45.

Horsch, A., Vial, Y., Favrod, C., Harari, M. M., Blackwell, S. E., Watson, P.,..., & Holmes, E. A. (2017). Reducing intrusive traumatic memories after emergency caesarean section: A proof-of-principle randomized controlled study. Behaviour Research and Therapy, 94, 36-47.

46.

Horton, R. (2016). Offline: The secrets of a healthy society. The Lancet. 387(10016), 325. https://doi.org/10.1016/S0140-6736(16)00106-9

47.

Hur JW, Kim B, Park D, Choi SW (2018). A Scenario-Based Cognitive Behavioral Therapy Mobile App to Reduce Dysfunctional Beliefs in Individuals with Depression: Pilot Randomized Controlled Trial. Telemedicine and e-Health, 24(9):710-716

48.

Iliescu, D & Greiff, S. (2019). The Impact of Technology on Psychological Testing in Practice and Policy: What Will the Future Bring. European Journal of Psychological Assessment. 35. 151-155. 10.1027/1015-5759/a000532.

49.

Imel, Z. E., Caperton, D. D., Tanana, M., & Atkins, D. C. (2017). Technology-enhanced human interaction in psychotherapy. Journal of Counseling Psychology, 64(4), 385-393. doi:10.1037/cou0000213

50.

Iyadurai, L., Blackwell, S. E., Meiser-Stedman, R., Watson, P. C., Bonsall, M. B., Geddes, J. R.,..., & Holmes, E. A. (2018). Preventing intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department: a proof-of-concept randomized controlled trial. Molecular Psychiatry, 23(3), 674.

51.

Jander, A., Crutzen, R., Mercken, L., Candel, M., & de Vries, H. (2016). Effects of a web-based computer-tailored game to reduce binge drinking among Dutch adolescents: a cluster randomized controlled trial. Journal of Medical Internet Research, 18(2), e29.

52.

Kolo, K. (2019, Nov, 6). VR for education in the $160 B market and how 350 students developed their first VR. Retrived from https://www.thevrara.com/blog2/2019/11/6/vrforeducationinthe160bmarket.

53.

Korn, C. W, Vunder, J., Miró, J., Fuentemilla, L., Hurlemann, R., Bach, D. R. (2017). Amygdala Lesions Reduce Anxiety-like Behavior in a Human Benzodiazepine-Sensitive Approach-Avoidance Conflict Test. Biological Psychiatry, 82(7), 522-531. doi:10.1016/j.biopsych.2017.01.018

54.

Kühn, S., Lorenz, R. C., Weichenberger, M., Becker, M., Haesner, M., O'Sullivan, J.,..., & Gallinat, J. (2017). Taking control! Structural and behavioural plasticity in response to game-based inhibition training in older adults. NeuroImage, 156, 199-206.

55.

Laamarti, F., Eid, M., & Saddi, A. E. (2014). An Overview of Serious Games. International Journal of Computer Games Technology, 2014. https://doi.org/10.1155/2014/358152.

56.

Lado-Codesido, M., Pérez, C. M., Mateos, R., Olivares, J. M., & Caballero, A. G. (2019). Improving emotion recognition in schizophrenia with “VOICES”: An on-line prosodic self-training. PloS ONE, 14(1), e0210816.

57.

Lee, G. J., Bang, H. J., Lee, K. M., Kong, H. H., Seo, H. S., Oh, M., & Bang, M. (2018). A comparison of the effects between 2computerized cognitive training programs, Bettercog and COMCOG, on elderly patients with MCI and mild dementia: A single-blind randomized controlled study. Medicine, 97(45).

58.

Li, A. Y. L., Chau, C. L., & Cheng, C. (2019). Development and Validation of a arent-Based Program for Preventing Gaming Disorder: The Game Over Intervention. International Journal of Environmental Research and Public Health, 16(11), 1984.

59.

Lin, L., Stamm, K., & Christidis, P. (2016). 2015County-level analysis of U.S. licensed psychologists and health indicators. APA Center for Workforce Studies. Retrieved from http://www.apa.org/workforce/publications/15-county-analysis/index.aspx:

60.

Loucks, L., Yasinski, C., Norrholm, S. D., Maples-Keller, J., Post, L., Zwiebach, L.,..., & Rothbaum, B. O. (2019). You can do that?!:Feasibility of virtual reality exposure therapy in the treatment of PTSD due to military sexual trauma. Journal of Anxiety Disorders, 61, 55-63

61.

Mallo, S., Valladares-Rodriguez, S., Facal, D., Lojo-Seoane, C., Fernández-Iglesias, M., &Pereiro, A. (n.d.). Neuropsychiatric symptoms as predictors of conversion from MCI to dementia: a machine learning approach. International Psychogeriatrics, 1-12. doi:10.1017/ S1041610219001030

62.

Martone ME, Garcia-Castro A, (2018). VandenBos GR. Data sharing in psychology. American Psychologist, 73(2), 111-125. doi: 10.1037/amp0000242. Review.

63.

Minas, R. K., Poor, M., Dennis, A. R., & Bartelt, V. L. (2016). A prime a day keeps calories away: The effects of supraliminal priming on food consumption and the moderating role of gender and eating restraint. Appetite, 105, 494-499.

64.

Morris, R. R., Schueller, S. M., Picard, R. W. (2015). Efficacy of a Web-Based, Crowdsourced Peer-To-Peer Cognitive Reappraisal Platform for Depression:Randomized Controlled Trial. Journal of Medical Internet Research, 17(3):e72, URL: https://www.jmir.org/2015/3/e72,DOI:10.2196/jmir.4167

65.

Nieh, H. P., & Wu, W. C. (2018). Effects of a Collaborative Board Game on Bullying Intervention: A Group‐Randomized Controlled Trial. Journal of School Health, 88(10), 725-733.

66.

Nikolaou, I., Georgiou, K., & Kotsasarlidou, V. (2019). Exploring the Relationship of a Gamified Assessment with Performance. The Spanish Journal of Psychology, 22.

67.

Owen, J. E., Jaworski, B. K., Kuhn, E., Makin-Byrd, K. N., Ramsey, K. M., & Hoffman, J. E. (2015). mHealth in the wild:Using novel data to examine the reach, use, and impact of PTSD Coach. JMIR Mental Health, 2, e7. doi:10.2196/mental.3935 doi:10.2196/14724 Journal Pre-proof

68.

Park, S. Y., Kim, S. M., Roh, S., Soh, M. A., Lee, S. H., Kim, H.,..., & Han, D. H. (2016). The effects of a virtual reality treatment program for online gaming addiction. Computer Methods and Programs in Biomedicine, 129, 99-108.

69.

Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C., Lobel, A., Merry, S. N.,..., & Granic, I. (2016). A randomized controlled trial comparing two cognitive-behavioral programs for adolescent girls with subclinical depression: a school-based program (Op Volle Kracht) and a computerized program (SPARX). Behaviour Research and Therapy, 80, 33-42.

70.

Powell J (2019). Trust Me, I’m a Chatbot: How Artificial Intelligence in Health Care Fails the Turing Test. Journal of Medical Internet Research, 21(10):e16222, DOI: 10.2196/16222, PMID: 31661083

71.

Qian, X., Loo, B. R. Y., Castellanos, F. X., Liu, S., Koh, H. L., Poh, X. W. W.,..., & Lee, T. S. (2018). Brain-computer-interface-based intervention re-normalizes brain functional network topology in children with attention deficit/hyperactivity disorder. Translational Psychiatry, 8(1), 149.

72.

Reif, L, R.(2018, Jan. 18). A survival guide for the fourth industrical revolustion, Retrived from https://www.weforum.org/agenda/2018/01/the-fourth-industrial-revolution-a-survival-guide/

73.

Savulich, G., Piercy, T., Fox, C., Suckling, J., Rowe, J. B., O’Brien, J. T., & Sahakian, B. J. (2017). Cognitive training using a novel memory game on an iPad in patients with amnestic mild cognitive impairment (aMCI). International Journal of Neuropsychopharmacology, 20(8), 624-633.

74.

Scherf, K. S., Griffin, J. W., Judy, B., Whyte, E. M., Geier, C. F., Elbich, D., & Smyth, J. M. (2018). Improving sensitivity to eye gaze cues in autism using serious game technology:study protocol for a phase I randomised controlled trial. BMJ Open, 8(9), e023682.

75.

Schwab, K. (2016, Jan 14). The Fourth industrial Revolution: what it means, how to respond. Retrieved from https://www.weforum.org/agenda/2016/01/the fourth industrial revolution what it means and how to respond.

76.

Sen, M., Uzuner, A., Akman, M., Bahadir, A. T., Borekci, N. O., & Viggiano, E. (2018). Examination of a board game approach to children’s involvement in family-based weight management vs. traditional family-based behavioral counseling in primary care. European Journal of Pediatrics, 177(8), 1231-1238.

77.

Smeijers, D., & Koole, S. L. (2019). Testing the effects of a virtual reality game for aggressive impulse management (VR-GAIME): study protocol. Frontiers in Psychiatry, 10, 83.

78.

Stein N, Brooks K. A (2017). Fully Automated Conversational Artificial Intelligence for Weight Loss: Longitudinal Observational Study Among Overweight and Obese Adults. JMIR Diabetes. 1, 2(2):e28. doi: 10.2196/ diabetes. 8590.

79.

Therborn, G. (2014). 불평등의 킬링필드. (이경남 옮김). 서울: 문예춘추사, (원저 출판2013)

80.

Tullo, D., Guy, J., Faubert, J., & Bertone, A. (2018). Training with a three‐dimensional multiple object‐tracking (3D‐MOT)paradigm improves attention in students with a neurodevelopmental condition: a randomized controlled trial. Developmental Science, 21(6), e12670.

81.

Turing, A M. (1950). Computing machinery and intelligence. _Mind_ 59, :433-60.

82.

Ursenbach J, O'Connell M. E,, Neiser, J., Tierney, M. C., Morgan, D., Kosteniuk. J., Spiteri, R. J. (2019). Scoring algorithms for a computer-based cognitive screening tool: An illustrative example of over fitting machine learning approaches and the impact on estimates of classification accuracy. Psychological Assessment, 31(11), 1377-1382. doi:10.1037/ pas0000764.

83.

van de Weijer, S. C., Duits, A. A., Bloem, B. R., Kessels, R. P., Jansen, J. F., Köhler, S.,..., & Kuijf, M. L. (2016). The Parkin’Play study:protocol of a phase II randomized controlled trial to assess the effects of a health game on cognition in Parkinson’s disease. BMC Neurology, 16(1), 209.

84.

Weizenbaum J (1966). ‘ELIZA-a computer program for the study of natural language communication between man and machine’. Commun ACM 9(1):36-35

85.

Weizenbaum J (1976). Computer power and human reason, from judgment to calculation. WH. Freeman, San Francisco.

86.

White, S. F., VanTieghem, M., Brislin, S. J., Sypher, I., Sinclair, S., Pine, D. S.,..., & Blair, R. J. R. (2015). Neural correlates of the propensity for retaliatory behavior in youths with disruptive behavior disorders. American Journal of Psychiatry, 173(3), 282-290.

87.

Wilhelm, S., Weingarden, H., Ladis, I., Braddick, V., Shin, J., & Jacobson, N. C. (2019). Cognitive-behavioral therapy in the digital age: Presidential address. Behavior Therapy. doi:https://doi.org/10.1016/j.beth.2019.08.001

88.

World Health Organization. (2018). International classification of diseases for mortality and morbidity statistics (11th Revision). Retrieved from https://icd.who.int/browse11/l-m/en

89.

Yang, J, Zhang, M, Ahn, H, et al. (2018). Development and evaluation of a multimodal marker of major depressive disorder. Human Brain Mapping, 39, 4420-4439.

한국심리학회지: 일반