• Title/Summary/Keyword: Computer Anxiety

Search Result 153, Processing Time 0.026 seconds

The Association between Mibyeong Symptoms and Quality of Life (미병 증상과 삶의 질 연관성 연구)

  • Park, Kihyun;Lee, Youngseop;Jin, Hee-Jeong
    • Journal of Society of Preventive Korean Medicine
    • /
    • v.21 no.2
    • /
    • pp.35-44
    • /
    • 2017
  • Objectives : The purpose of this study was to investigate the association between quality of life and Mibyeong index of abnormal symptoms by the Mibyeong state. Methods : A total of 1,100 people were recruited into this study and were collected by specialized research company. The data were collected by personal information using MBI(Mibyeong Index) and SF-12 (Short form-12) and were analyzed with SPSS (version 21.0) computer program, and included Pearson's chi-square test, ANOVA, Pearson's correlation coefficient, and multiple regression analysis. Results : The Mibyeong Index which represents abnormal symptom type showed significant difference for Mibyeong state (p<.001). In Total subject, fatigue, pain, low sleep quality and indigestion were found to be significant predictors of PCS(Physical Component Summary). In Healthy group, pain was found to be significant predictor of PCS. In MI 1 group, fatigue, pain, indigestion and anxiety were found to be significant predictors of PCS. In MI 2 group, fatigue, pain and low sleep quality were found to be significant predictors of PCS. In Total subject, fatigue, depression, anger and anxiety were found to be significant predictors of MCS (Mental Component Summary). In Healthy group, indigestion and anxiety were found to be significant predictors of MCS. In MI 1 group, depression and anger were found to be significant predictors of MCS. In MI 2 group, fatigue and depression were found to be significant predictors of MCS. Conclusions : The relationship between Quality of life and MBI changes according to Mibyeong state. We expect that this result could be contribute to health management of people in Mibyeong state.

Influence of Computer Attitude on Critical Thinking Disposition

  • Kim, Jung Ae;Kim, Ju Ok
    • International journal of advanced smart convergence
    • /
    • v.9 no.1
    • /
    • pp.1-9
    • /
    • 2020
  • This study was conducted to investigate the effects of computer attitudes such as anxiety, confidence, preference, usefulness, and computer literacy on their critical thinking ability, targeting college students at unspecified university universities. The period of data collection was from January 10, 2020 to January 17, 2020. A total of 213 people participated in the study. For data analysis, SPSS 18.0 was used for frequency analysis, Pearson correlation, x2 square, and simple regression analysis. As a result of the analysis, the difference of interests under the statistical significance level among general characteristics was Gender (x2=55.7***, p<0.001), Age (x2=407.5***, p<0.001), Resident (x2=127.5***, p<0.001) Family (x2=289.4***, p<0.001). In the simple regression analysis, computer liking (t=2.102, p<0.05) and computer use ability affected Truth seeking (t=-6.319, p<0.01), computer use ability was affecting analyticity (t=-5.630, p<0.01), computer use ability was affecting systematicity (t=-2.545, p<0.05), computer use ability was affecting maturity under statistical significance (t=-2.583, p<0.05). In conclusion, this study suggests that computer liking and computer use ability affect the sub-factor components of critical thinking disposition, truth seeking, analyticity, systematicity, and maturity, therefore the emphasis of this study is to emphasize that it is desirable to use the computer as a medium of learning based on computer literacy rather than worrying about excessive computer use.

Diabetes Detection and Forecasting using Machine Learning Approaches: Current State-of-the-art

  • Alwalid Alhashem;Aiman Abdulbaset ;Faisal Almudarra ;Hazzaa Alshareef ;Mshari Alqasoumi ;Atta-ur Rahman ;Maqsood Mahmud
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.10
    • /
    • pp.199-208
    • /
    • 2023
  • The emergence of COVID-19 virus has shaken almost every aspect of human life including but not limited to social, financial, and economic changes. One of the most significant impacts was obviously healthcare. Now though the pandemic has been over, its aftereffects are still there. Among them, a prominent one is people lifestyle. Work from home, enhanced screen time, limited mobility and walking habits, junk food, lack of sleep etc. are several factors that have still been affecting human health. Consequently, diseases like diabetes, high blood pressure, anxiety etc. have been emerging at a speed never witnessed before and it mainly includes the people at young age. The situation demands an early prediction, detection, and warning system to alert the people at risk. AI and Machine learning has been investigated tremendously for solving the problems in almost every aspect of human life, especially healthcare and results are promising. This study focuses on reviewing the machine learning based approaches conducted in detection and prediction of diabetes especially during and post pandemic era. That will help find a research gap and significance of the study especially for the researchers and scholars in the same field.

The Relationship between Mental Health Problems and Health-promoting Behaviors among Elementary School Students in a Rural Area (일부 농촌지역 초등학생들의 정신건강 문제와 건강증진행위와의 관련성)

  • Bae, Jin-Soon
    • Journal of the Korean Society of School Health
    • /
    • v.26 no.1
    • /
    • pp.26-33
    • /
    • 2013
  • Purpose: The mental health during the elementary school years is important to develop overall healthy behaviors and well adapt to society. So as to provide basic data for comprehensive health education programs, we investigated the state of mental health problems and health promotion behaviors among rural elementary school students, along with the relationship between the two factors. Methods: In total, 421 5th and 6th grade students were recruited to answer a self-administered questionnaire. The questionnaire was composed of questions about general demographic characteristics, 4 items over mental health-interpersonal vulnerability, depression, anxiety, hostility-, and 5 items over health behaviors-general health habits, computer addiction, accident prevention, infection prevention, and mental health-. The participation rate was 96%(407/421). Results: 1) The mean and the standard deviation of mental health problems were as follows; interpersonal sensitivity $2.06{\pm}0.70$, hostility $1.88{\pm}0.73$, depression $1.74{\pm}0.69$, anxiety $1.72{\pm}0.66$. 2) The mean and the standard deviation of health-promoting behaviors were as follows; prevention of infectious diseases $3.37{\pm}0.47$, hygiene and daily-life habit $3.09{\pm}0.41$, mental health $2.81{\pm}0.51$, accident prevention $2.79{\pm}0.57$, computer usage and health $2.61{\pm}0.56$. 3) Students with high academic performance, good relationships with friends and teachers, high household economic status, and good family relation, showed higher scores in health-promoting behaviors. 4) Higher scores in mental health problems were significantly correlated with lower scores in health-promoting behaviors. Conclusion: In developing comprehensive school health programs, it is necessary to find ways to improve both health promoting behaviors and mental health problems.

  • PDF

Novel dental anesthetic and associated devices: a scoping review

  • Kyung Hyuk Min;Zac Morse
    • Journal of Dental Anesthesia and Pain Medicine
    • /
    • v.24 no.3
    • /
    • pp.161-171
    • /
    • 2024
  • The efficient management of pain and discomfort is essential for successful dental treatment and patient compliance. Dental professionals are commonly evaluated for their ability to perform treatment with minimal patient discomfort. Despite advancements in traditional local dental anesthesia techniques, the pain and discomfort associated with injections remain a concern. This scoping review aims to provide a comprehensive overview of the literature on novel dental anesthetics and associated devices designed to alleviate pain and discomfort during dental procedures. The Joanna Briggs Institute and the Preferred Reporting Items for Systematic reviews and Meta-Analyses Extension for Scoping Reviews guidelines were used to prepare the review. Six databases and two sources of gray literature were searched. This review analyzed 107 sources from 1994 to 2023. Local anesthesia devices were grouped into computer-controlled local anesthetic delivery (CCLAD) systems, intraosseous anesthesia (IOA), vibratory stimulation devices, and electronic dental anesthesia (EDA). CCLAD systems, particularly the Wand and Single-Tooth Anesthesia, have been the most researched, with mixed results regarding their effectiveness in reducing pain during needle insertion compared to traditional syringes. However, CCLAD systems often demonstrated efficacy in reducing pain during anesthetic deposition, especially during palatal injections. Limited studies on IOA devices have reported effective pain alleviation. Vibrating devices have shown inconsistent results in terms of pain reduction, with some studies suggesting their primary benefit is during needle insertion rather than during the administration phase. EDA devices are effective in reducing discomfort but have found limited applicability. These findings suggest that the CCLAD systems reduce injection pain and discomfort. However, the evidence for other devices is limited and inconsistent. The development and research of innovative technologies for reducing dental pain and anxiety provides opportunities for interdisciplinary collaboration and improved patient care in dental practice.

A Study on Policy Strategies for Settlement of North Korean Defectors in Korean Society

  • Cho, Woo-Hong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.1
    • /
    • pp.117-122
    • /
    • 2018
  • This study aims to search for policy strategies for settlement of North Korean defectors in Korean society, develop strategies based on the results and present their implications. For the purposes, this study set up a cause and effect model referring to previous bibliographical and statistical data. The results are presented as follows: First, to overcome anxiety of exposure in the defectors, personal information should be protected. Second, their psychological problems should be solved and they should be emotionally stable for better adaptation to Korean society. Third, keeping in mind that North Korean defectors are Korean people, the issue of nationality should be institutionally managed. Fourth, as one of difficulties they have is economic problems, practical support measures should be developed to solve them. Fifth, the federal government and local governments should be active in changing their recognition on them and provide the Korean community education for citizens to resolve cultural differences.

Gamephobia, From Homo Ludens To Cyberspace (게임포비아, 호모루덴스에서 사이버스페이스까지)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.2
    • /
    • pp.137-146
    • /
    • 2013
  • The vague anxiety or disbelief about new media undermines the confidence of old media about controlling the future. The negative response of old media makes the vicious circle. In spite of the development of new media and IT industry, the conservative view regards computer game as taboo. The absolute taboo provokes the absolute fear. Then the absolute taboo is 'computer game' in today's Korean society. Computer game as play in the digital era is burdened by the critique on the non-productivity and the deviation. And what's more, the digital technology of computer game intensifies the image of 'virtuality'. It cause the fear about computer game. This article starts on the understanding about computer game and inspects the mass image about computer game which is caused by the various aspects of cultural or technological facts in computer game. From this inspection, the article explains the mechanism of gamephobia and suggests the view to catch the cultural value of computer game beyond the fear.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
    • /
    • v.17 no.2
    • /
    • pp.1-29
    • /
    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

  • PDF

The Scheme of Education for Gender Diversity in Computer Engineering Education (컴퓨터공학 교육에서 젠더 다양성을 위한 교육 방안)

  • Cho, Jungrae;Lim, Sukja
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.1
    • /
    • pp.13-20
    • /
    • 2015
  • The new plan for the current computer engineering involved in education and research in the values of the major and one of the female students, and you can improve your major satisfaction and retention training and development assessment process is the point of need. in computer engineering majors can be linked to the process of targeted quantitative and qualitative research conducted by the results of major and career choices of students turned out to be a mismatch could result in the phenomenon of female engineering escape. How to study ICT in education for female students to computer engineering major regional, historical and social context should be re-designed to suit the characteristics and analysis of exposed female students majoring computer engineering from anxiety and weak organization that has a sense of belonging, and to offer the first and is the appropriate teaching methods seems to be.

The Effect of Consumer's Interpersonal Anxiety on Shopping Addiction: Focusing on Multi-parallel Mediation Effect of Self-Control and Public-Consciousness and Moderating Effect between Men and Women (소비자의 대인 불안이 구매중독 성향에 미치는 영향: 자기 통제력과 타인 의식성의 다중 병렬매개효과와 남녀 간의 조절 효과를 중심으로)

  • Park, Ok-Hee;Jeong, Jo-Hee;Lee, Seok-Kee
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.2
    • /
    • pp.70-81
    • /
    • 2020
  • Living in the modern world, we can easily access large marts and outlets, and live convenient mobile shopping and same-day and early morning shipping. It is called 'shopping addiction' when the purpose of such shopping is not to be attributed to the original purpose of the goods, but to be purchased by an irresistible impulse. According to past studies, 5.8% of American adults and 15.5% of Korean college students were found to be purchase poisoning[3]. The study identified the relationship between interpersonal anxiety, public-consciousness and self-control among the various factors leading to purchase addiction and confirmed their impact on consumers internal psychology. The study found that although Interpersonal anxiety did not directly affect purchasing addiction, it was influenced by self-control and public-consciousness that increased the tendency to purchase addiction. The results of the group comparison between men and women showed that the self-control of men and the public-consciousness of women has increased their purchasing addiction. Such differences in psychology between men and women suggested related implications, such as the need to apply purchase addiction prevention management and treatment methods differently.