Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.
The purpose of this study was to introduce PBL to dental hygienist education in an effort to raise a question about the inauthentic and inappropriate curriculum. PBL is one of learning methods to enhance the problem-solving ability of learners, and it's attempted to develop a PBL package focusing on dental hygienist roles to lay the foundation for producing competent and expert dental hygienists with a good problem- solving ability. The literature concerned was reviewed from November 2002 through January 2003 to determine whether or not PBL was applicable to dental-hygienist course, and that turned out to be effective for dental hygienist education. And then a PBL package was developed to train students to be knowledgeable and have a knowhow and excellent problem-solving skills. The characteristics of the PBL package could be described as follows: First, that focused on dental hygienist roles to serve the purpose of this study to remedy the current unrealistic and improper curriculum and improve the problem-solving skills of learners. Second, time factor was taken into account. In this four-week course for two credits, there are four classes a week, and it's required to take six or eight weeks to apply the PBL package, which is expected to demotivate students. Therefore, it's planned to conduct more weekly classes to make a proper progress. Third, a wide variety of teaching aids were put to use, and learner would be encouraged to be more interactive and utilize teaching aids properly, and eventually, they could have an opportunity to better express themselves. Fourth, online real-time learner discussion would be attended by this researcher. Learners would have a discussion in real time in the Internet cafe chat room, and different discussion time would be allocated to each team. This researcher would take part in each team's discussion once or more. Fifth, learners would prepare one or more journal(s) about four-hour Internet cafe learning. They have to make it twice a week at least, and it would be a good opportunity for learners to look back on themselves and their teams, and their learning effect would be greater. Specific rules were presented to help them make a successful self-examination. Sixth, there are some spaces in the lower part of objective test sheets to have students describe why they make a particular answer choice. They would be asked to depict the reason of their prior evaluation and lecture assessment especially because their responses would be important for more successful discussion and feedback. Seventh, problem-solving approach was designed to attain learning objectives, stimulate the creative thinking of learners and help them share a more systematic discussion. That would serve as a secondhand guide not to make them digress when they discuss by using information they acquire from a scenario presented in class.
Lee, Jun Cheol;Park, Si Eun;Shin, Hee Jun;Choi, Wan Suk
Journal of International Academy of Physical Therapy Research
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v.8
no.2
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pp.1168-1174
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2017
The purpose of this study was to investigate the health conditions of occupation group and hobby group related to visual display terminal (VDT) syndrome. The VDT occupation group was mainly composed of the worker in banks, telephone companies, and general offices. The VDT-related hobby group was composed of high school students, and Internet cafe users. A questionnaire survey was conducted to classify the subjects according to hours of computer usage. The results indicated that the occupation group represented a higher level of subjective symptoms than VDT-related hobby group. In the VDT occupation group, 'Poor body condition', 'Feeling uncomfortable or pain in the neck', 'Feeling uncomfortable or pain in the back', 'Feeling stressed out', and 'Feeling uncomfortable or pain in the shoulder' items indicated a high level of subjective symptoms. In the VDT-related hobby group, 'Feeling uncomfortable or pain in the neck', and 'Feeling uncomfortable or pain in the back' items indicated a high level of subjective symptoms. According to the hours of computer usage, 4-6 hours and 6 hours or more groups represented a higher level of subjective symptoms than 2-4 hours group. These findings suggest that Visual display terminal (VDT) work effects the individual's health conditions.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2021.05a
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pp.496-498
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2021
In Korea, based on the high fertility rate before 1980, the total population has been steadily increasing, and since the mid-1980s, the fertility rate has fallen sharply and has fallen below the level of population replacement. The cause of low birth rate in the region is not voluntary rejection, but rather, it is necessary to find out the cause by identifying the structural causes of the local community from various angles. We collected local Internet news and local representative cafe data, where many mothers participate, based on the budget area with a very low fertility rate among various areas. Factors of childbirth inhibition were analyzed by using the frequency of concurrent words that became issues related to population decline, low birthrate, and child-rearing welfare.
Journal of the Korea Academia-Industrial cooperation Society
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v.10
no.12
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pp.3848-3855
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2009
Many social and environmental changes emerged by the increasing of the number of the aged to entrance the aged society. This study explored the current supply status on Contents Technology R&D(research and development) of CT ministries and market policies(senior friendly industry) targeting to elderly consumers and the needs and demand of elderly generation to knowledge information technology. In, 2008, Ministries announced the sixth category of CT R&D's fundamental planning. The 'public culture service' to elderly and handicapped person is one of CT R&D category. This study investigated the information technology participation(internet participation rate, blog and internet cafe commitment) and contents technology to the elderly. The research indicated the desired needs of elderly consumers are creativity contents, emotional & experience and communication needs. These three factors of CT R&D to elderly consumers meets the needs non-game factors such as health, economic stability and information seeking in entertainment game.
Recently, as growing number of consumers publish product and service reviews on the Internet, e-review has received attention from retailers and researchers. E-review, a form of electronic word-of-mouth (eWOM) which is typically shared between strangers whose identity and credibility are unknown, has become an important product information source as social media has facilitated information exchanges between more consumers. The objective of this study was to investigate the effects of e-review attributes on purchase intention for fashion products, which is mediated by trust of e-review, as well as to explore the differences between consumer communities and cooperative communities. A questionnaire was developed based on previous researches. Data were gathered from adults living in Busan. The results were analyzed by factor analysis, t-test, and regression using SPSS 18.0. The results showed that consumers tended to recognize e-reviews from consumer communities as exaggerated information, while they considered reviews from cooperative communities as reliable information, which gave the latter higher purchase intention. There were significant differences in e-review attributes for fashion products (e.g., Exaggeration, Entertainment, Innocence, and Agreement), purchase intention between consumer communities (e.g: Blog, Internet cafe) and cooperative communities (e.g: general malls and specialty malls). For both communities, purchase intention of fashion products was influenced by its entertainment attributes and perceived trust of e-reviews. These results suggest that e-retailers need to focus on understanding the causes of purchase intention with e-reviews for fashion products. Specifically, e-retailers should recognize that e-reviews of fashion products were associated primarily with entertaining and with consumers' trust. Based on these findings, managerial implications are presented.
Wisdom contents is made by an ordinary person and contains life tips helpful in general. As the existing copyright management systems are designed for the corporate or professional authors, it's not easy to use and requires high cost for the ordinary person to get the copyright. Blockchain based system can notarize the block of transactions without help of trustful third party such as existing copyright protection center. Thus, blockchain based copyright protection model is needed to protect the ordinary author's copyright. In this study, we propose the smart contract based copyright protection model which run on the blockchain network. The proposed model consists of smart contract creation, contents purchase and profit sharing stages. The digital signature scheme is used to get the contract agreed by the seller and the author. The smart contract stores the author information, contents information and the percentage of the share as states. If the contents is sold, the sales tokens are redistributed to the author and the seller according to the share. The proposed model can be applied to the ordinary person's copyright registration and management for Wisdom contents distributed in cafe, blog, YouTube, etc.
In recently, thanks to the development of computer and internet, and reinforcement of digital media literacy of ordinary people, many users of comics and animations recombine contents into various ways, including UCCs. In a glance, it seems these outputs violates the copyrights of contents. But in reality, they helps the growth of the ecosystem of contents market, with increase of contents users. The reason of these reproductions inclines the characteristics of animation media. Animation, which are constituted by plastic symbols, auditory symbols, and narrative symbols, and Comic, which supports stories of Animations, affects as 'Imaginary signifier'. These signifiers helps users of contents to dismantle and reassemble stories. These aspects are seen in doujin culture, animation soundtrack fandom, and voice actor fandom. But In this article, we will concentrate into cosplay culture. Cosplay culture shows more active appearances than another fandoms. In especially, cosplay stage and daily cafe show more active reproductions of characters and communications. However, they are done by youth fans, which has not enough financial abilities: therefore, events are not sustainable and discontinued. And they have another limits, like lack of opportunity of performance. In the reality of Korean society, which needs of community making by community member, and hybrid culture, comics and animation productions in Korea are in need of access positively and encourage reproductions of active receivers of animations.
The purpose of this study was to examine the perception of cyber community participants on reconciliation of divorced couple and find reasons for pros and cons concerning reconciliation after divorce. The data were collected through searching for website or Internet cafe related to 'reconciliation after divorce' on Internet. The contents of 7 cases for asking for advice on reuniting and opinions of cyber community participants on them were analyzed. Cyber community participants expressed their approval of divorced couple's reuniting for following reasons: 'strong motive for reunion', 'sexual relation with ex-partner', 'parental responsibility', 'regarding reconciliation as a better choice than remarriage', 'regarding as a good choice for child' etc. But cyber community members were opposed to divorced couple's reuniting for following reasons: 'doubt about real intention to reuniting', 'no self-reflection on previous marriage and ex-spouse', 'concern for recurrence of former marital conflict', 'reuniting only for child not for couple', 'no prior settlement of former marital conflict', 'no forgiveness and tolerance for ex-spouse', 'no reflection and change', 'no effort on ex-spouse's side' etc. Though these results were restrictive, this study identified issues surrounding reconciliation after divorce through asking and giving advices by anonymous members on cyberspace. These findings implied that we should take more interest in reconciliation as an realistic alternative marriage pattern after divorce and consider what is important to successful reuniting after divorce.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.9
no.5
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pp.21-31
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2014
The purpose of this study is to explore the relationships among service quality, self-efficacy, achievement need, and satisfaction in internet shopping mall entrepreneurial education. In this research, service quality consists of four factors including curriculum(lecturer expertise, distinction, and diversity of curricula), type(theory-oriented and practice-oriented), and administration(operation, facility and networking). First, this study investigated how service quality affected both self-efficacy and achievement need, second analyzed how both self-efficacy and achievement need influenced the satisfaction in internet shopping mall entrepreneurial education. The data were obtained from a questionnaire handed out to a random sample of 129 individuals that Cafe 24 in progress in the shopping mall entrepreneurial education. With the information obtained, and after the scales validation process, a structural equation analysis has been conducted. The analysis results indicate that service quality affects both self-efficacy and achievement need. According to the analysis, first, expertise, distinction and operation affect self-efficacy, second both expertise and operation affect achievement need. In addition, the results show that self-efficacy and achievement need influenced the satisfaction of entrepreneurial education. Finally, based in the findings of this study, theoretical contribution and managerial implications are discussed.
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