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1.
Dreams have been central in the birth and evolution of psychoanalysis. This paper explores the remarkable story of the relationship between dreams and psychoanalysis as a modern version of the long history of dreams in most healing traditions. But psychoanalysis seems to have turned away from dreams as central inspiration in a way parallel to the general culture’s turn away from dreams and the reality of inner life. Yet modern postindustrial culture is transfixed by a version of “dream life” in ways just beginning to be understood (e.g., in the transformation of ancient interest in the inner screen to the external screen). Working with dreams in psychoanalytic psychotherapy was a creative and revolutionary act for our forebears. It is even more so today, in ways that are discussed in this paper.Dr. Paul Lippmann is training and supervising analyst and faculty member at the William Alanson White Institute and faculty member of the NYU Postdoctoral Program in Psychotherapy and Psychoanalysis. He is also Director of the Stockbridge Dream Society.  相似文献   

2.
    
The human dream has been a central and contested therapeutic resource for the various schools of psychoanalysis and psychotherapy. However, anthropology has been less concerned with human dreaming, though many anthropologists have studied indigenous peoples' dream theories as a consequence of the importance that such people gave to their dreaming. During the twentieth century there has been a fertile interaction between psychoanalytical approaches to dreaming and pertinent anthropological studies. This paper situates these interconnected disciplinary approaches to dreaming in the context of the historical development of thinking about culture and dreaming. The dream is considered as a multiple human resource. Discussion focuses on a fourfold approach to the dream: as therapeutic and existential encounter; as potential social knowledge; as cultural template; and finally as reflexive opportunity. Overall, the paper asserts the centrality of the dream as both a cultural and therapeutic resource.  相似文献   

3.
This article discusses a text on the function of dreams and their relation to trauma. Ferenczi intended to present this material as a talk at the 12th International Congress of Psychoanalysis, which was to take place in Interlaken, Switzerland the same year that he wrote it (1931). The entire conference, however, was postponed, and parts of this communication’s content appeared in other texts in which Ferenczi rethinks the concept of trauma and its clinical significance. In the present article the author makes use of the Freud/Ferenczi correspondence to contextualize Freud’s Hungarian follower’s originality regarding his theorizations about different aspects of the function of dreams. In the 1931 speech, as well as in this article, Ferenczi used a patient’s dream work as a clinical example of a process in which traumatic experiences and unmastered sensory impressions can be repeated to achieve a better working‐through for the dreamer. The process Ferenczi describes resembles an effort of self‐treatment, of self‐Kur.  相似文献   

4.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.  相似文献   

5.
    
This article consistently elaborates the extra-contextual nature of metaphysical knowledge. Metaphysicsis seen as a semantic construction of culture that produces a certain type of thinking, memory, and identification: that is, subjectivity, and sociality as an ethical and axiological model of interaction with the world and the Other. The paper argues that metaphysics is a kind of orientation in space and that culture is a semiotic way of world orientation, or collection of spaces into an intelligible structure, a specific characteristic of human existence in the universe. Indeed, metaphysics through the space of culture allows one to experience the universe empirically as unity, to assume the presence of meaning. Based on the analysis, the paper summarizes the definition of the phenomenon of culture as a specifically human way of mastering space and controlling time, consciousness as a topology of reflective practices, and virtual reality technology as a space of pure metaphysics.  相似文献   

6.
    
An appreciation of the ways in which clients and patients tell stories in psychotherapy is essential to an understanding of the therapeutic process. This paper reports findings arising from a programme of research into the analysis of patient narratives in psychotherapy sessions and diagnostic interviews. The focus of the current paper is on the analysis of the use of language in patient‐therapist interaction during the recounting in therapy of dream narratives. Dream‐telling follows certain rules of presentation that can be described as a set of specific rhetorical practices. The rhetoric of the dream‐teller reporting a dream is one of emotional distance, reflecting a narrative sequence which lacks a motivational framework. The report needs to be put into context by establishing a dialogue with the listener. The sharing of the dream with another, especially in the psychotherapeutic context, represents the dream‐teller's attempt to reproduce the dream experience. This attempt is made with reference to a responding and commenting other. The function — or dysfunction — of the assumption of hidden, non‐obvious, non‐recognisable wish‐fulfillment scenarios in patients' dreams is discussed. A method of working with dream material derived from narrative research is briefly described: the dramaturgical approach. This approach emphasises collaborative negotiation between client/patient and therapist, and combines the idea of free association with dream reconstruction and embedding the dream in current concerns, desires, and challenges.  相似文献   

7.
由于传统干预方法的诸多局限,虚拟现实暴露疗法(virtual reality exposure therapy,VRET)逐渐应用于对社交焦虑的干预,VRET是将虚拟现实技术与传统行为暴露治疗相结合而形成的一种新的干预方法。文章总结了VRET的三个发展阶段及其研究范式,述评了在VRET过程中的作用机制。未来研究可致力于设计更加自然的人机交互技术,实现技术与社交焦虑治疗的深度融合以及关注第三人称视角应用的作用及机制。  相似文献   

8.
  总被引:2,自引:0,他引:2  
This paper is a report on a collection of almost four hundred dreams of medical students and postgraduate trainees with the manifest content about medical training. It is a unique dream collection from a defined population that experiences a developmental sequence of observable, reality events. The reality events appear in the manifest content of the dreams along with their symbolic alterations. The dreams are used as a psychodynamic database. The data may illustrate which reality experiences seem psychologically formative, their emotional developmental sequences and their specific emotional content. This is a pilot project exploring whether dream material collected from a discrete task group might give information about a group's emotional adaptation. The dreams seem to show an unconscious developmental process in response to medical training and becoming a physician that unfolds in overlapping stages as trainees learn to master skills and tolerate care-giving responsibility for human life. A progressive, unconscious hero-healer fantasy seems to form. It becomes elaborated in masochistic and then sadistic fantasies. These fantasies are evoked by, and used as a defense against, inevitable but painful anxieties of emotional adaptation to medical education experiences.  相似文献   

9.
    
The advent of relatively inexpensive 360‐degree cameras and virtual reality (VR) headsets brings new possibilities to the study of religion by allowing students to become virtually immersed in distant religious environments at very little cost. These tools can serve as the basis for assignments that help to engage students and meet core learning outcomes such as empathetic understanding and ethnographic analysis of religious place, ritual, and behavior in light of theories of religion. This article describes and reflects on the experimental incorporation of these technologies in two sections of an introductory religious studies course at a small two‐year campus in the University of Wisconsin System.  相似文献   

10.
    
Looking closely at an Argentine dream interpretation column published in a popular women's magazine from 1948 to 1951, this article examines the role of the dream image in shaping psychoanalytic discourse on femininity and national identity. The column, ‘Psychoanalysis Will Help You,’ emerged during Juan Domingo Perón's first presidency, featuring verbal interpretations written under the pen name ‘Richard Rest,’ as well as surreal photomontages by Grete Stern, a German‐born, Bauhaus‐trained photographer living in exile since 1936. While the column's Jungian text encourages readers’ adaptation to the external reality of their social situation, Stern's droll images emphasize the disjuncture between subject and environment, exposing tensions between the experience of exile and the Peronist mission to consolidate an Argentine national identity. Experimenting formally with European avant‐garde techniques, Stern presents femininity and nation as conflictive imaginary configurations. This theme resurfaces at the 2013 Venice Biennale, where Nicola Costantino's multimedia installation Eva – Argentina: A Contemporary Metaphor was exhibited alongside Carl Jung's Red Book. Formal contrasts between Stern's use of photomontage, Costantino's projection technique, and Jung's theory of mandala symbolism indicate the divergent ways in which their artwork posits the therapeutic function of the dream image, as well as the role of aesthetic production in psychoanalytic care.  相似文献   

11.
    
John A. Teske 《Zygon》2002,37(3):677-700
Recent research suggests an \"Internet paradox\"—that a communications technology might reduce social involvement and psychological well–being. In this article I examine some of the limitations of current Internet communication, including those of access, medium, presentation , and choice , that bear on the formation and maintenance of social relationships. I also explore issues central to human meaning in a technological culture—those of the history of the self, of individuality, and of human relationships—and suggest that social forces, technological and otherwise, have increasingly eroded our social interconnectedness and even produced psychological fragmentation. Finally, by considering the psychology of privacy, subjectivity, and intimacy, I look at the historical and developmental processes of internalization by which we construct the \"virtual interior\" of mind. Understanding this link between human meaning and technological culture, in the form and pattern of our virtual interiors, may help us to see opportunities as well as dangers for the growth of our humanity, our ethics, and our spirituality.  相似文献   

12.
Abstract

This paper is an attempt to weave together selected aspects from the theoretical domains of metaphor and dreams. With respect to dreams, the paper draws on theorists who argue for the continuity hypothesis of dreaming. Of particular interest is the symbolic value that may be placed on the manifest dream. Establishing the significance of the manifest dream is an important step toward linking its imagery with our daytime figurative language in a meaningful way. Further, the notion that dreams symbolically capture our self-state lends support to the idea that there may be thematic correspondence between our dreams and metaphors. This may be most apparent when we compare dominant metaphors with recurring dreams.  相似文献   

13.
虚拟空间的特点之一是具有不连续性, 即在无连接型建筑单元的情况下各个单体间可直接通达的特性。本研究对人在不连续的虚拟空间中的再定向能力进行了探究, 将人类空间再定向能力的研究从现实空间延伸到了虚拟空间, 并研究了人在不同虚拟现实设备中的行为表现差异。结果表明, 人在不连续的虚拟空间中能完成再定向任务, 而虚拟空间中建筑单元的几何信息对人在不连续虚拟空间中的再定向表现无显著影响, 但被试在桌面式虚拟现实中的成绩显著高于在头盔式虚拟现实中的成绩。这些结果表明了人对不连续的虚拟空间的适应性。  相似文献   

14.
    
As virtual reality (VR) technology and systems become more commercially available and accessible, more and more psychologists are starting to integrate VR as part of their methods. This approach offers major advantages in experimental control, reproducibility, and ecological validity, but also has limitations and hidden pitfalls which may distract the novice user. This study aimed to guide the psychologist into the novel world of VR, reviewing available instrumentation and mapping the landscape of possible systems. We use examples of state-of-the-art research to describe challenges which research is now solving, including embodiment, uncanny valley, simulation sickness, presence, ethics, and experimental design. Finally, we propose that the biggest challenge for the field would be to build a fully interactive virtual human who can pass a VR Turing test – and that this could only be achieved if psychologists, VR technologists, and AI researchers work together.  相似文献   

15.
    
Nonmainstream body modifications appear as a social and psychological phenomenon that has been explored from many angles: as identity construction, self-ownership vindication or masking of mental distress. The purpose of this research is to approach this issue, implicating psychic reality constitution and the peculiar way a subject performing these modifications links the three registers of reality according to Lacan: the Real, the Symbolic and the Imaginary. A qualitative research on a single case was carried out, based on in-depth interviews. The participant has performed multiple extreme body modifications within a transformation project he calls: “alien cyborg”. They include, tattoos, mutilations, and suspensions, among others. The interviews delivered several themes related to the three main categories corresponding to the Lacanian registers. The themes reveal the way the subject lives the body's jouissances and how he deals with them standing on each register. The body project as nomination of an unrepresentable inconsistency of the body and pain control, “normalcy” and “perfectionism” as main signifiers sustaining the whole chain, and a reshaping of the body image that can be sustained by the Other's gaze. The project raises as a means of building a specific connection with reality and projecting his body in a space where there seems to be no limitations.  相似文献   

16.
    
Innovative technologies, including virtual reality (VR), can be used for conducting VR exposure therapy (VRET) for individuals with psychiatric disorders, including claustrophobia. Unfortunately, there is a lack of studies on the effect of VR in treating claustrophobia in Arab countries, including Jordan. Therefore, this study aimed to evaluate the effect of VRET on minimising anxiety symptoms at 1 week post-therapy and the physiological arousal measures (heart rate, O2 saturation and mean arterial pressure) of participants before and following therapy.  相似文献   

17.
元宇宙是近期的热点话题,引发了社会各界的广泛关注。元宇宙对于心理学领域可能的影响包括通过创建教育元宇宙从而提供全景式的学习过程新场域,通过创建MOOC元宇宙从而打造更加科学和新颖的教学模式,通过打破\"魔力怪圈\"从而缓解人际回避进而促进个体的社交行为,通过塑造元宇宙赛博朋克文化圈从而增强个体的自我认同,通过搭建元宇宙心理体验馆从而提高学校心理健康教育工作的有效性,以及通过创建基于传统行为疗法的元宇宙心理干预系统从而提升心理咨询工作的有效性等。然而,由元宇宙所代表的新兴科技是一把双刃剑,不仅需要重视这一创造\"完美的\"世界或创造奇迹的机会,还需要谨防其对人类社会发展所造成的潜在危害。  相似文献   

18.
    
Virtual reality (VR) promises methodological rigour with the extra benefit of allowing us to study the context-dependent behaviour of individuals in their natural environment. Pan and Hamilton (2018, Br. J. Psychol.) provide a useful overview of methodological recommendations for using VR. Here, we highlight some other aspects of the use of VR. Our first argument is that VR can be useful by virtue of its differences from the normal perceptual environment. That is, by virtue of its relative non-realism and poverty of its perceptual elements, it can actually offer increased clarity with respect to the features of interest for the researcher. Our second argument is that VR exerts its measurable influence more by eliciting an acceptance of the virtual world (i.e., ‘suspension of disbelief’) rather than by eliciting a true belief of the realism of the VR environment. We conclude by providing a novel suggestion for combining neuroimaging methods with embodied VR that relies on the suspension of disbelief.  相似文献   

19.
    
People show a robust tendency to gaze at other human beings when viewing images or videos, but were also found to relatively avoid gaze at others in several real-world situations. This discrepancy, along with theoretical considerations, spawned doubts about the appropriateness of classical laboratory-based experimental paradigms in social attention research. Several researchers instead suggested the use of immersive virtual scenarios in eliciting and measuring naturalistic attentional patterns, but the field, struggling with methodological challenges, still needs to establish the advantages of this approach. Here, we show using eye-tracking in a complex social scenario displayed in virtual reality that participants show enhanced attention towards the face of an avatar at near distance and demonstrate an increased reactivity towards her social gaze as compared to participants who viewed the same scene on a computer monitor. The present study suggests that reactive virtual agents observed in immersive virtual reality can elicit natural modes of information processing and can help to conduct ecologically more valid experiments while maintaining high experimental control.  相似文献   

20.
    
One major challenge of social interaction research is to achieve high experimental control over social interactions to allow for rigorous scientific reasoning. Virtual reality (VR) promises this level of control. Pan and Hamilton guide us with a detailed review on existing and future possibilities and challenges of using VR for social interaction research. Here, we extend the discussion to methodological and practical implications when using VR.  相似文献   

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