• Title/Summary/Keyword: Addict

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Design of a Stress Measurement System for State Recognition of Game Addicts

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.87-93
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    • 2017
  • In this paper, we design a small low power single channel ECG(Electrocardiogram) system of Chest Belt type with fiber-type electrodes to measure emotional state change of game addict. HRV(Heart Rate Variability) is analyzed through heart rate signal measurement and the psychological stress state is judged by using it. And it verifies its effectiveness through prototype. First, we design HR measurement module through low power MCU(Micro Controller Unit) and implement prototype level measurement system. The results showed that the difference between the addiction group and the general group was confirmed and that the system was effective. The result of this study can be used for health management such as reduction of stress of the user through music and breathing that lowers the stress by detecting the stress state of the general person or the chronic ill person.

The Characteristics of Internet Addiction Subtypes and the Effects of Internet Addiction in College Students (대학생의 인터넷중독유형에 따른 특성과 인터넷중독의 영향)

  • 이현아
    • Journal of the Korean Home Economics Association
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    • v.42 no.3
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    • pp.27-49
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    • 2004
  • The abuse of the internet creates the problem of ′Internet Addiction′ in the lives of college students. The purpose of this study is to investigate the characteristics and effects of ′Internet Addiction′ in college students. Data was gathered by in-depth interviews with 13 college students who use the internet addictively. The internet addictive group was divided into three subtypes:internet game addicts, personal relation addicts and majors in computer science. There were many characteristic differences among the internet addict subtypes in internet use, and psycho-social traits, such as self-efficacy, impulsiveness, and time management ability. The effects of "Internet Addiction" in the lives of college students were divided into five categories: emotional problems, physical problems, family relationship problems, friendship problems, and schoolwork problems. This study suggests some implications on developing programs for managing and schoolwork problems. This study suggests some implications on developing programs for managing and preventing "Internet Addiction."

Race and Love in Etheridge Knight (흑인시인 이써리지 나이트의 인종과 사랑)

  • Jang, Geun Young
    • English & American cultural studies
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    • v.14 no.1
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    • pp.169-191
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    • 2014
  • This explores an African American male poet, Etheridge Knight, and his poems. He died in 1991 and had been wounded in the battle field during the Korean War (1950-1953). Particularly, engaged in the war as a boy soldier, due to his wound, he had turned to a drug addict. Despite his experience in the war, Knight didn't write poems much about the war and wartime experience. Rather than war experience, for Knight, the prison gave him a strong motivation to be a poet with Gwendolyn Brooks' help. Further, Korean scholars are not familiar with contemporary African American poets, and my study is an introduction of those poets. Since in Korea researches on African American poets have been relatively rare, it is needed to sincerely work on those poets. The none-white writers, above all, penetrate the undercurrent of canonized American poets and poems. By examining Knight's poems, I eventually align a notion of the ethnic with racial minorities in the U. S.

Implement for Addiction Patient-Care System based on Status-Information Recognition in Ubiquitous-Zone (u-Zone에서 상태정보 감지를 통한 중독환자 케어 시스템 구현)

  • Lim, Myung-Jae;Lee, Seung-Ho;Lee, Ki-Young;Choi, Mi-Lim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.123-128
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    • 2010
  • ularly, a points of view Health-care system, it can reduce costs and efforts in order to management of patients. However, Health-care system keep a level of service for person and extends of hospital inner parts system. Although the rate of an addict grow by alcoholic but it is difficult to manage and diagnosis because of patient data gathering. Therefore in this thesis, it is proposed to patient data gathering and monitering method in u-zone. It can collect patient data by pulse, temperature and acceleration sensor and it can diagnosis correct based on emotion change data.

Non-ethic Behavior and the Process of Adaptation of Used Market Site: An Approach Based on Grounded Theory (아나바다 사이트 참여자의 비윤리적 행동과 반응양식 : 근거이론적 접근)

  • Nam, Su-Jung;Yoo, Hyun-Jung
    • Journal of the Korean Home Economics Association
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    • v.44 no.12
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    • pp.189-201
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    • 2006
  • The purpose of this study was to explore consumers' experiences in one used market site. For this purpose, in-depth interviews were conducted for the 8 consumers who were members of the used market site. In the study methodology, the grounded theory designed by Strauss and Corbin was utilized. From the analysis results, 23 subcategories and 11 categories were created. In the axial coding, the following paradigm model was proposed: 1) the casual conditions were "the pond of information" and "underground market," 2) the contextual conditions were "inconsistent behavior" and "error of communication", 3) the central phenomenon was "non-ethic behavior of seller/buyer, 4) the intervening conditions were "induction of intimacy", "use of patronage", and "creation of network", 5) the action/interaction strategy was "being shrewd", and 6) the consequence was "adaptation/non-adaptation". In selective coding, the core category was "to adapt of non-ethic behaviors through being shrewd." Based on the core category, the following four types of process of adaptation of the used market site were found: "A selfish addict," "An advanced utilitarian", "A hard philosopher," and "A cynical dropout".

An Exploratory Study on the Extraction of Game Addiction Factors (게임 중독 요인추출에 관한 탐색적 연구)

  • Park, Jeong-Eun;Kwon, Hyeog-In
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.163-177
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    • 2007
  • This research is the concept of a game addiction absorbed in the game based on the review and analysis of factors that affect the characteristics of game addiction, it is appropriate to extract the purpose of factors. Game addiction factor is composed of a total of 32 questions, and a total of 356 people, to collect data through surveys. Factor analysis of the collected data to the target as a result of physical and mental problems, loss of control, tolerance, and avoidance of real world consists of three sub-factors. Factors that affect flow of tolerance and loss of control, and avoid the real world, including two sub-factors that could determine. Diagnostic game addiction factor in the reliability coefficients (Cronbach alpha) is a robust .966 aspects in the event. The game addiction scale score of 90-game addiction by category 'regular user', 90 points and 114 between the terms 'potentially dangerous user' and 13 percent of the overall. Finally, more than 115 points in the 'high-risk user' has been classified as 5% of the overall distribution of the notice that. Such factors extract game is a game addict, addicted users of the game and tend to properly evaluate and navigate game addiction-related problems early in the game addiction and found it could be used properly.

A Study on Effects of Elementary School Students' Use of Smart Phone upon Reading and Self-regulated Reading (초등학생의 스마트폰 사용 실태가 독서 실태 및 자기조절읽기에 미치는 영향)

  • Kim, Taeyong;Park, Sunju
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.433-442
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    • 2014
  • This study investigated effects of elementary school students' use of smartphone upon not only reading but also self-regulated reading. The subject was 6th year students of elementary school. The study investigated the students by smartphone addict self-diagnosis, reading conditions and self-regulated reading test. The findings were: The students' ownership of smartphone and addiction had influence upon reading quantity, reading time and self-regulated reading, and had no influence upon time of use of smartphone. To help elementary school students make use of smartphone correctly and prevent smartphone addiction, the students should be educated at school and home, and also, proper way to teach students how to read books should be researched in the era of smartphone.

A Study on the Relapse and Recovery Experience of Female Drug Addicts (여성마약중독자의 회복과 재발경험에 대한 연구)

  • Kim, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.673-685
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    • 2020
  • The purpose of this study is to specifically investigate the factors that affect maintenance, relapse, and recovery after the abstinence of female drug addicts. For such purpose, ten females who repeated drug addiction and are currently in recovery were selected as the study participants to carry out in-depth interviews. The original materials were analyzed using descriptive phenomenological methods of Giorgi. The results of the analysis showed that most participants experienced discrimination and inhospitable treatment in their childhood. They began taking drugs as an escape from their difficult realities or out of curiosity and worked at adult entertainment establishments, living as a drug addict for a long time. Drugs gave them extreme sexual pleasure and it was difficult for them to recover as their body became dependent on drugs. However, as they experienced religious awakening or existential existence, they gained an opportunity for newly understanding themselves. Social support was an essential resource for their recovery. However, various kinds of trauma that they experienced in their lives acted as a factor to worsen drug addiction. Based on the study results, this study proposes spirituality, actual programs, and trauma treatment approaches that can contribute to the restructuring of life.

An Analysis on the Relationship between Game and Grade (게임과 학업 성적 간 관계에 대한 연구)

  • Choi, Seong-rak;Park, Minjeong
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.41-50
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    • 2016
  • In Korea, a lot of people think that the more students spend time in playing game, the more students get their grade lower. So that, parents of students don't want their children play games. But there are few research about the relationship between the playing time of game and a grade of students. Therefore, this research would find the relationship between the playing time of game and students' grade. In result, there is no relationship between the game playing time of a students and the student's grade. A game addict who play game a lot of time a day could have lower grade. But for normal user of game, there is no relationship between the game playing time and the grade.

Adult Internet Addiction and Smartphone Use Characteristics (성인 인터넷중독 및 스마트폰 이용 특성)

  • Seo, Bo-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.305-317
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    • 2014
  • The purpose of this study is to examine sociological characteristics, internet and smartphone use characteristics of adults with Internet Addiction, so that the results will be used for the identification of the adult internet addicts, the planning and performing of prevention, counseling of adult internet addicts. This study is explorative study in order to find a sociological profile of adults with internet addiction. Using the data of survey on internet addiction 4787 adults in the age of 20~39 who used internet at least one time within a week were analysed. The results of this study showed that there were significant differences in sociological characteristics like in gender, age, education, occupation as well as in internet use characteristics like spending hours on internet use, the first year of internet use etc. Thirdly, the addict group reported that internet use hour increased due to smartphone usage, and that they overused SNS. Finally, implications and suggestions for further studies are discussed.