• Title/Summary/Keyword: 인터넷 사용행태

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The Relationship between Internet Use for Non-academic Purposes and Happiness and Stress in Adolescents (학업 목적 외의 인터넷 사용과 청소년들의 행복감 및 스트레스와의 관련성)

  • Park, Hyunju
    • Research in Community and Public Health Nursing
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    • v.26 no.2
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    • pp.169-177
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    • 2015
  • Purpose: Previous studies focused on the negative effects of Internet use such as obesity, depression, and addiction. However, few studies investigated whether the Internet use for an appropriate time has positive effects on adolescents' health. Thus, the purpose of the study was to examine the dose-response relationship between Internet use for non-academic purposes (NAP) and happiness/stress in adolescents. Methods: This study used data from the 2013 Korea Youth Risk Behavior Web-Based Survey. A total of 72,435 adolescents were included. Rao-Scott ${\chi}^2$ and multiple logistic regression were conducted. To test the dose-response relationship, this study examined how happiness/stress changed with increase in the time of Internet use for NAP. Results: After controlling for general characteristics, the odds ratios for being unhappy and stressful were lowest in adolescents using the Internet for NAP for more than 0 hour and less than an hour a day. Interestingly, students who did not use the Internet for NAP had a significantly higher risk of being unhappy/stressful than those using for more than 0 hour and less than an hour a day. Conclusion: Internet use for NAP for more than 0 hour and less than an hour a day has positive effects on happiness/stress in adolescents.

Automatic Generation of XML Documents Using Rule-Based Document Classifier (규칙기반 문서 분류기를 이용한 XML 문서 의 자동생성)

  • 김효정;민미경
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.125-128
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    • 2000
  • 인터넷 중심의 정보화 사회가 되면서 기존의 문서는 대부분 전자 문서로 대치되어 가고 있다. 전자 문서간의 호환과 표준화를 위하여 XML(eXtensible Markup Language)이 웹 문서의 표준으로 지정되었으나, 현재까지 사용되고 있는 문서들이 XML 형태의 문서가 아니므로 이를 수동으로 변환해야 하는 어려움이 있다. 본 논문에서는 규칙기반 분서 분류기(Rule-Based Document Classifier)를 설계하여 다양한 형태의 문서를 자동으로 분류하고 그룹화한다. 그룹화된 문서를 이용하여 자동으로 DTD(Document Type Definition)를 생성하고, 자동 생성된 DTD를 이용하여 XML 형태의 문서로 자동 변환할 수 있는 자동 XML 변환기를 제시한다. 이러한 방법은 문서들을 자동으로 분류하고, 문서의 행태에 변화가 있을 때에도 유사한 문서로 분류할수 있을 뿐만 아니라 문서를 재분류할 때 DTD의 중복 생성을 줄일 수 있는 등의 장점을 갖는다.

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Analysis of Internet Addiction, Eating, Physical Activity Behavior and Mental-psychological State among Korean Adolescents: Based on 2010 Korean Youth Risk Behavior Survey (한국 청소년의 인터넷중독, 식생활, 신체활동, 정신·심리 상태의 분석: 2010년 청소년건강행태온라인조사를 바탕으로)

  • Jee, Youngju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4979-4988
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    • 2013
  • This study was aimed to identify the differences and relation of eating, physical activity behavior and mental-psychological state according to the level of internet addiction in adolescents. A self-report by on-line survey was conducted on 73238 middle & high students, who are 12 and 18 years old in South Korea. The questionnaires utilized in this study were eatings, physical activities, perceived happiness and mental health. Data were analyzed with descriptive statistics, $x^2$-test, ANOVA and Pearson's correlation coefficient using SPSS WIN 14.0 program. All participants were general group 94.5%, potential group 2.5%, high risk group 3.0% classified. Violent, Muscle strengthening did not show a significant difference on three groups. Eating, physical activity, mental-psychological health and internet addiction was a correlation, eating and mental-psychological health did not show a correlation. The study suggests adolescents internet addiction prevention education to include Eating, physical activity, mental-psychological health.

How Do People Evaluate a Web Site's Credibility (이용자들의 웹 사이트 신뢰성 평가 방법에 관한 연구)

  • Kim, Young-Ki
    • Journal of Korean Library and Information Science Society
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    • v.38 no.3
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    • pp.53-72
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    • 2007
  • The Internet is now an integral part of the everyday lives of a majority of people. They are demanding web sites that offer credible information - Just as much as they want sites that are easy to navigate. But the online reality today is that few Internet users say they can trust the web sites that have products for sale or the sites that offer advice about which products and services to buy. Users want the web sites they visit to provide clear information to allow them to judge the site's credibility. Users want to know who runs the site; how to reach those people; the site's privacy policy; and how the site deals with mistakes. In the eyes of users all sites ate not equal. Users have different credibility standards for different types of sites. For news and information sites users want advertising clearly labeled as advertising. And users want the site to provide a list of the editors responsible for the site's contents, including the editor's email address. For e-commerce sites, user expectations and demands are just about as high as they can be. They say that it is very important that these sites provide specific, accurate information about the site's policies and practices.

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Personalization of Brick-and-Mortar Retail Stores (오프라인 상점의 개인화)

  • Kim, Chan-Young;Cho, Yoon-Ho
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.117-134
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    • 2008
  • The outpaced growth of online channel sales over the traditional retail sales is a result from superior shopping convenience that online stores offer to their customers. One major source of online shopping convenience is a personalized store that reduces customer's shopping time. Personalization of an online store is accomplished by using various in-store shopping behavior data that the Internet and Web Technology provides. Brick-and-mortar retailers have not been able to make this type of data available for their stores until now. However, RFID technology has now opened a new possibility to personalization of traditional retail stores. In this paper, we propose BRIMPS (BRIck-and-Mortar Personalization System) as a system that brick-and-mortar retailers may use to personalize their business and become more competitive against online retailers.

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A Study on Consumers' Perception and Attitudes for Market Promotion of Mobile IPTV (모바일 IPTV 시장 활성화를 위한 소비자 연구)

  • Kim, Min-Jeong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.45-53
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    • 2014
  • This study investigated users' usage of mobile video service, users' perception and usage of mobile IPTV. The results show that 82.8% is using mobile video services and 33.6% of the entire respondents has the intention to use mobile IPTV with regards to future usage. They answered that 'various real-time broadcasting' and'mobile IPTV charges' were the major areas of considerations for mobile IPTV users. And we analyzed the most watching contents on mobile IPTV and the willingness to pay for one month. In addition, the main reasons for not using mobile IPTV were the charges for mobile IPTV. Based on these results, action plans for the promotion of mobile IPTV are proposed.

A Study on the Application of Data-Mining Techniques into Effective CRM (Customer Relationship Management) for Internet Businesses (인터넷 비즈니스에서 효과적인 소비자 관계관리(Customer Relationship Management)를 위한 데이터 마이닝 기법의 응용에 대한 연구)

  • Kim, Choong-Young;Chang, Nam-Sik;Kim, Sang-Uk
    • Korean Business Review
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    • v.15
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    • pp.79-97
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    • 2002
  • In this study, an analytical CRM for customer segmentation is exercised by integrating and analyzing the customer profile data and the access data to a particular web site. We believe that effective customer segmentation will be possible with a basis of the understanding of customer characteristics as well as behavior on the web. One of the critical tasks in the web data-mining is concerned with both 'how to collect the data from the web in an efficient manner?' and 'how to integrate the data(mostly in a variety of types) effectively for the analysis?' This study proposes a panel approach as an efficient data collection method in the web. For the customer data analysis, OLAF and a tree-structured algorithm are applied in this study. The results of the analysis with both techniques are compared, confirming the previous work which the two techniques are inter-complementary.

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A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

Propensity Adjustment Weighting of the Internet Survey by Volunteer Panel (자원자 패널에 의한 인터넷 조사의 성향조정 가중화)

  • Huh, Myung-Hoe;Cho, Sung-Kyum
    • Survey Research
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    • v.11 no.2
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    • pp.1-28
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    • 2010
  • This paper reports the results of the 2009 Internet volunteer panel version of the social survey conducted by Statistics Korea (Korea National Statistical Office). Authors identify socio-psychological characteristics of Internet survey volunteers and present quantitative evaluation of the propensity adjustment weighting method intended to remove Internet sample bias. The nine criteria used for propensity adjustment were regions, urban/rural, gender, age, education, consumer satisfaction, views on income distribution, newspaper access and Internet news access. Propensity adjustment weighting based on the logit model and rim weights were applied to the online survey of 2,903 respondents using the face-to-face area sample data of 37,049 respondents as reference. A total of 106 items were used for evaluating the propensity adjustment weighting methods. The results showed that in 80% of survey items the propensity adjustment weighting yielded better estimates compared to simple demographic weighting. This suggests that Internet surveys by volunteer panels are useful for conducting the general social study in Korea. The reference survey data for this study contains several items on social-psychological behaviors and attitudes, is large in size and obtained by probability sampling. Thus it may be utilized in propensity adjustment of other Internet surveys.

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An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3777-3785
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    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.