• Title/Summary/Keyword: Computer addiction

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The Study on the influencing to adopt national policies on international environmental issues (국제 환경기관의 환경문제가 국가정책채택에 영향력을 미치는 요인에 관한 연구)

  • Kim, Kyung Woo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.213-220
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    • 2013
  • This research paper examined to the influencing factors to adopt national policies of international organization's environment. For this a multivariate regression model has been used to examine cross-national differences in environmental policy adoption. The data analysis was conducted by regression analysis, the indexed point of international environmental agreements were ratified by each nation on the measure of independent variables for a sample of 130 countries in all parts of the world. From analysis results, overall, the regression analysis illustrates that the regression model generally fits our predictions for independent variables. The finding has revealed that external determinants are stronger than internal ones in explaining the level of national environmental policy adoption in relation to international environmental cooperation. Namely, All international environmental organizations, international nongovernmental organizations, and regional multinational institutes proved to function in a positive way in influencing number nations to have a favorable attitude toward international environmental policies. The findings of this study will provide helpful information on how to improve the efficacy of the Korean environmental policy system.

A Study on ways to secure personal information stability according to the implementation of the mobile phone use system for milityary personnel (군장병 휴대전화 사용제도 시행에 따른 개인정보 안정성 확보 방안 연구)

  • Hwangbo, Wongyu;Shin, Dong-Kyoo
    • Journal of Internet Computing and Services
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    • v.23 no.6
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    • pp.49-58
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    • 2022
  • As military service members are fully permitted to use mobile phones for sickness after work, it is time to minimize the direct collection of personal information from telecommunication companies when opening mobile phones to secure the safety of military service personnel's personal information. Prior to introducing the use of mobile phones by soldiers after work, the Ministry of National Defense established a security control system such as blocking the mobile phone shooting function to prevent security accidents and concerns about some adverse functions such as illegal cyber gambling, game addiction, and viewing pornography. come. Mobile telecommunications companies entrust personal information processing tasks, such as opening mobile phones, to telecommunications agencies and carry out management and supervision, such as checking the status of personal information protection measures. When a military service member opens a mobile phone, a personal information management agency is newly established using the right to portability of personal information, and a system for requesting the transmission of personal information from the military service member is proposed.

Developing a Model for Autobiography Writing to Promote Mental Health Using an AI Powered Platform

  • Jinsu Chung;Jaewon Lee;Wontaek Oh;Sungmin Kim;Juwon Lee;Sangwoo Kim
    • Journal of Korean Physical Therapy Science
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    • v.31 no.3
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    • pp.1-14
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    • 2024
  • Purpose: This study aims to make it easier for anyone to write an autobiography by utilizing AI technology, allowing individuals to reflect on their lives and reaffirm their identity, ultimately enhancing their self-esteem. Through this research, the necessity of promoting mental health for the elderly is emphasized, and it seeks to provide foundational data contributing to new approaches for improving quality of life. Methods: Basic data for program development were collected in April 2024. Subsequently, the AI beta version was used to identify issues, which were then addressed and improved upon. Results: The results of this study are as follows: First, it was confirmed that structuring the autobiography writing program and providing clear guidelines are essential. Second, the importance of the role of conversation companions and the need for their prior training were emphasized. Third, ensuring the accessibility and ease of participation in the program was shown to enhance participant engagement. Fourth, further empirical research is necessary to verify the effectiveness of the program. Conclusion: This study confirmed that an autobiography writing model utilizing an AI-based platform can contribute to improving older adults' mental health. Older adults who struggle to use digital devices can become more comfortable with them through this program. Additionally, autobiographical writing activities that involve reflecting on their lives and narrating their stories according to various themes provide older adults with the opportunity to achieve a sense of self-integration. Finally, if this program is disseminated in a manner that suits the characteristics of older adults, it can play a significant role in improving their mental health.

A Research on Addictive Use of Smartphone by University Students (대학생의 스마트폰 중독적 사용 경험 연구)

  • Ko, Ki-Sook;Lee, Myoun-Jae;Kim, Young-Eun
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.501-516
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    • 2012
  • The purpose of this study is to explore the fundamental nature and meanings of the experiences of university students with regard to their smartphone usage in order to prevent smartphone addiction and provide guidelines to develop effective interventions. Nine university students who were currently enrolled in an university located in a Korean province participated in this study. In-depth interviews were conducted from June of 2012 to July of 2012, and data were analyzed using Colaizzi's phenomenological qualitative method. As a results, five theme and 40 subthemes of experiences of problematic smartphone usage were identified. Those themes include 1) a desperate try to connect with others(exposing oneself without appropriate self-protection, seeking emotional comfort, hurt and mistrust); 2) excessive use of smartphone and loss of self-control(more smartphone usage over computer/over-immersion/excessive usage/habituation, loss of self-control); 3) psychological difficulties(excessive attachment and dependence, separation anxiety, clingingness, reduced patience) ; 4) threats to daily functioning (changes in priorities, regressed independent daily functioning, irregular daily patterns, health problems, interruptions from free messenger, academic difficulties); 5) potential for recovery(conflictual feelings and doubts over smartphone usage, importance of interpersonal(face-to-face) communications, willingness to cut down the use, hope for recovery). This study provided suggestions for the prevention effort against smartphone addiction.

Digital Stress of Consumers in Using Digital Goods (디지털 제품 관련 소비자 스트레스에 관한 연구)

  • Kim, Jung-Eun;Yeo, Jung-Sung
    • Journal of Families and Better Life
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    • v.25 no.3 s.87
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    • pp.119-135
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    • 2007
  • The purpose of this study is to find out the level of digital stress that people experience and to investigate the effects of socio-economic variables on that. To collect data, structured questionnaire was developed and 1,200 questionnaires were distributed through internet. There were 2 dimensions in this study to examine digital stress. First dimension was about the devices themselves: computers and the other digital goods. Second dimension was about the time digital stress occurring in consumers' decision-making process: purchasing and using. Based on Yeo&Kim(2004), sub-dimensions of purchasing and using aspects were chosen. 5 sub-dimensions in purchasing side were new technology, cost, variety of alternatives, warranty service, and informational problem 6 sub-dimensions in using field were mal(or impaired)-functioning. physical aspects, immaturity in use, pressure to use, addiction to use, and informational problem. As independent variables, sex, age, educational level, digitalization acceptability and computer usability were used. The overall level of digital stress was around the average point which was not as high as expected. Digital stress of purchasing was higher than that of using. First, in purchasing aspects, the level of digital stress was relatively high in cost, variety of alternatives and warranty service. Hence, clear communications with consumers about the distinctive aspects and cost of digital devices in market are needed. Secondly, in using side, mal-functioning and physical aspects were relatively more powerful stressors. In the other words, the more serious problems were not from the characteristics of individual consumers but from those of products. Producers should put their best efforts to reduce imperfection (defectiveness) and develop user-friendly digital devices. Also, users' individual efforts to overcome the problems that can be solved privately are necessary. Finally, it was discovered that sex and computer usability were very important variables on digital stress. To extend computer usability of consumers and get over digital illiteracy, it is essential to expand the paths to give chances for people to contact with computers and other digital goods. Still there are lots of people whore computer-illiterate or low-skilled at computers. In policies or educational programs made by government, communities, or schools, more attention should be paid to the digitally vulnerable groups.

The Exploratory Study of Children's Use of Smart Devices in Information Society (정보사회에서 어린이들의 스마트기기 이용생활에 대한 탐색적 연구 -초등학교 고학년을 중심으로-)

  • Han, Byoungrae;Gu, Jungmo
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.423-432
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    • 2014
  • With wide spread of smart devices, the use of children's smart devices were increased. We have performed an exploratory study about children's use of smart devices in the viewpoint of lives of children. The children was encouraged on the school centered learning by their parents. In this study, we wanted to explore the state of life of children's using of smart devices in the view of the children's life at the age of information society. The results show that there was a difference in children's using of smart devices between big and small city. This research shows that the students have the lack of the experiences of learning of desired usages and learning with devices. In the play with the non-electronic media, outside play was more than indoor play. Half of the answers at the amount of time to play the game and to watch the TV were "within an 1 hour". We know that the proportion of children's indoor play portion is more than outdoor play of it.

A Study on Schemes to Case Analysis and Cope with Online Game Crimes (온라인 게임범죄의 사례분석과 대응방안)

  • Yoo Yong-Bong
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.85-97
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    • 2006
  • Schemes to case analysis and cope with on-line game crimes net supervision system, a real name confirmation process, and a self-examination system to check by themselves if they are addicted to on-line games with a view to prevent the addiction. In addition, this study found that general precuations should comprise measures to change the awareness of the users of the internet and to establish their ethical senses because most on-line garners are not aware that their actions are a crime and believe their crimes are not disclosed to the outsiders.

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A Study on Deaf Students' Use of Internet Games (청각장애 학생의 인터넷 게임 이용 실태 연구)

  • Yi, Seung-Hoon;Kim, Jung-Soo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.15-24
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    • 2014
  • This research examined the actual state of deaf students' use of Internet games by administering an Internet game addiction scale test to 201 deaf students from elementary, middle or high schools. The research findings indicated that middle and high school students were more likely to be left at home after school without their protector's presence than elementary school students. The average daily sleep hours of deaf students were similar to or fewer than those of general students, and the amount of their Internet access time and the one spent on Internet games were greater than that of non disabled students. As for the Internet user types, more male deaf students were categorized into risk user type than female deaf students, and the number of deaf risk user type students was significantly higher than that of non disabled risk user type students. The results suggest that the on-going national research on the actual state of Internet game users should include disabled students and that there is an urgent need to develop prevention programs of computer games overindulgence.

EEG Dimensional Reduction with Stack AutoEncoder for Emotional Recognition using LSTM/RNN (LSTM/RNN을 사용한 감정인식을 위한 스택 오토 인코더로 EEG 차원 감소)

  • Aliyu, Ibrahim;Lim, Chang-Gyoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.717-724
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    • 2020
  • Due to the important role played by emotion in human interaction, affective computing is dedicated in trying to understand and regulate emotion through human-aware artificial intelligence. By understanding, emotion mental diseases such as depression, autism, attention deficit hyperactivity disorder, and game addiction will be better managed as they are all associated with emotion. Various studies for emotion recognition have been conducted to solve these problems. In applying machine learning for the emotion recognition, the efforts to reduce the complexity of the algorithm and improve the accuracy are required. In this paper, we investigate emotion Electroencephalogram (EEG) feature reduction and classification using Stack AutoEncoder (SAE) and Long-Short-Term-Memory/Recurrent Neural Networks (LSTM/RNN) classification respectively. The proposed method reduced the complexity of the model and significantly enhance the performance of the classifiers.

Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.361-366
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    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.