• Title/Summary/Keyword: Multi-dimensional Data

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The Effect of Nuclear Overhauser Enhancement in Liver and Heart $^{31}P$ NMR Spectra Localized by 2D Chemical Shift Technique (이차원 화학변위 기법을 이용한 간 및 심장 $^{31}P$ 자기공명분광에서의 Nuclear Overhauser 효과에 대한 연구)

  • Ryeom Hun-Kyu;Lee Jongmin;Kim Yong-Sun;Lee Sang-Kwon;Suh Kyung-Jin;Bae Sung-Jin;Chang Yongmin
    • Investigative Magnetic Resonance Imaging
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    • v.8 no.2
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    • pp.94-99
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    • 2004
  • Purpose : To investigate the signal enhancement ratio by NOE effect on in vivo $^{31}P$ MRS in human heart muscle and liver. we also evaluated the enhancement ratios of different phosphorus metabolites, which are important in 31P MRS for each organ. Materials and Methods : Ten normal subjects (M:F = 8:2, age range = 24-32 yrs) were included for in vivo $^{31}P$ MRS measurements on a 1.5 T whole-body MRI/MRS system using $^1H-^{31}P$ dual tuned surface coil. Two-dimensional Chemical Shift Imaging (2D CSI) pulse sequence for $^{31}P$ MRS was employed in all $^{31}P$ MRS measurements. First, $^{31}P$ MRS performed without NOE effect and then the same 2D CSI data acquisitions were repeated with NOE effect. After postprocessing the MRS raw data in the time domain, the signal enhancements in percent were estimated from the major metabolites. Results : The calculated NOE enhancement for liver $^{31}P$ MRS were $\alpha-ATP\;(7\%),\;\beta-ATP\;(9\%),\;\gamma-ATP\;(17\%),\;Pi\;(1\%),\;PDE\;(19\%)$ and $PME\;(31\%)$. Because there is no creatine kinase activity in liver, PCr signal is absent. For cardiac $^{31}P$ MRS, whole body coil gave better scout images and thus better localization than surface coil. In $^{31}P$cardiac multi-voxel spectra, DPG signal increased from left to right according to the amount of blood included. The calculated enhancement for cardiac $^{31}P$ MRS were : $\alpha-ATP\;(12\%),\;\beta-ATP\;(19\%),\;\gamma-ATP\;(30\%),\;PCr\;(34\%),\;Pi\;(20\%),\;(PDE)\;(51\%),\;and\;DPG\;(72\%)$. Conclusion : Our results revealed that the NOE effect was more pronounced in heart muscle than in liver with different coupling to 1H spin system and thus different heteronuclear cross-relaxation.

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Performance Evaluation of Machine Learning and Deep Learning Algorithms in Crop Classification: Impact of Hyper-parameters and Training Sample Size (작물분류에서 기계학습 및 딥러닝 알고리즘의 분류 성능 평가: 하이퍼파라미터와 훈련자료 크기의 영향 분석)

  • Kim, Yeseul;Kwak, Geun-Ho;Lee, Kyung-Do;Na, Sang-Il;Park, Chan-Won;Park, No-Wook
    • Korean Journal of Remote Sensing
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    • v.34 no.5
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    • pp.811-827
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    • 2018
  • The purpose of this study is to compare machine learning algorithm and deep learning algorithm in crop classification using multi-temporal remote sensing data. For this, impacts of machine learning and deep learning algorithms on (a) hyper-parameter and (2) training sample size were compared and analyzed for Haenam-gun, Korea and Illinois State, USA. In the comparison experiment, support vector machine (SVM) was applied as machine learning algorithm and convolutional neural network (CNN) was applied as deep learning algorithm. In particular, 2D-CNN considering 2-dimensional spatial information and 3D-CNN with extended time dimension from 2D-CNN were applied as CNN. As a result of the experiment, it was found that the hyper-parameter values of CNN, considering various hyper-parameter, defined in the two study areas were similar compared with SVM. Based on this result, although it takes much time to optimize the model in CNN, it is considered that it is possible to apply transfer learning that can extend optimized CNN model to other regions. Then, in the experiment results with various training sample size, the impact of that on CNN was larger than SVM. In particular, this impact was exaggerated in Illinois State with heterogeneous spatial patterns. In addition, the lowest classification performance of 3D-CNN was presented in Illinois State, which is considered to be due to over-fitting as complexity of the model. That is, the classification performance was relatively degraded due to heterogeneous patterns and noise effect of input data, although the training accuracy of 3D-CNN model was high. This result simply that a proper classification algorithms should be selected considering spatial characteristics of study areas. Also, a large amount of training samples is necessary to guarantee higher classification performance in CNN, particularly in 3D-CNN.

High-Resolution Numerical Simulations with WRF/Noah-MP in Cheongmicheon Farmland in Korea During the 2014 Special Observation Period (2014년 특별관측 기간 동안 청미천 농경지에서의 WRF/Noah-MP 고해상도 수치모의)

  • Song, Jiae;Lee, Seung-Jae;Kang, Minseok;Moon, Minkyu;Lee, Jung-Hoon;Kim, Joon
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.17 no.4
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    • pp.384-398
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    • 2015
  • In this paper, the high-resolution Weather Research and Forecasting/Noah-MultiParameterization (WRF/Noah-MP) modeling system is configured for the Cheongmicheon Farmland site in Korea (CFK), and its performance in land and atmospheric simulation is evaluated using the observed data at CFK during the 2014 special observation period (21 August-10 September). In order to explore the usefulness of turning on Noah-MP dynamic vegetation in midterm simulations of surface and atmospheric variables, two numerical experiments are conducted without dynamic vegetation and with dynamic vegetation (referred to as CTL and DVG experiments, respectively). The main results are as following. 1) CTL showed a tendency of overestimating daytime net shortwave radiation, thereby surface heat fluxes and Bowen ratio. The CTL experiment showed reasonable magnitudes and timing of air temperature at 2 m and 10 m; especially the small error in simulating minimum air temperature showed high potential for predicting frost and leaf wetness duration. The CTL experiment overestimated 10-m wind and precipitation, but the beginning and ending time of precipitation were well captured. 2) When the dynamic vegetation was turned on, the WRF/Noah-MP system showed more realistic values of leaf area index (LAI), net shortwave radiation, surface heat fluxes, Bowen ratio, air temperature, wind and precipitation. The DVG experiment, where LAI is a prognostic variable, produced larger LAI than CTL, and the larger LAI showed better agreement with the observed. The simulated Bowen ratio got closer to the observed ratio, indicating reasonable surface energy partition. The DVG experiment showed patterns similar to CTL, with differences for maximum air temperature. Both experiments showed faster rising of 10-m air temperature during the morning growth hours, presumably due to the rapid growth of daytime mixed layers in the Yonsei University (YSU) boundary layer scheme. The DVG experiment decreased errors in simulating 10-m wind and precipitation. 3) As horizontal resolution increases, the models did not show practical improvement in simulation performance for surface fluxes, air temperature, wind and precipitation, and required three-dimensional observation for more agricultural land spots as well as consistency in model topography and land cover data.

The Effect of Welfare Recognition on the Utilization of Social Services and the Satisfaction of Social Welfare Policies for the Elderly (노인의 복지인식이 사회서비스 이용과 사회복지정책 만족도에 미치는 영향)

  • Seo, Bok Hyun;Hwang, Yoon Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.583-597
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    • 2020
  • This study analyzed how elderly people's perception of social welfare affects social welfare service and social welfare policy satisfaction by paying attention to the use of social welfare services and satisfaction with social welfare policies. In order to achieve this research goal, 465 people aged 60 or older who completed responses to the additional survey were collected and analyzed as research targets based on data from the Korea Welfare Panel, which is accumulated by the Korea Institute for Health and Social Affairs and Seoul National University's Social Welfare Research Institute. The results of this study are as follows. First, "Awareness of welfare for the elderly (recognition of welfare expenditure, recognition of welfare targets, recognition of welfare tax increases)" was found to have a negative impact on "use of social services." Second, "Awareness of welfare for the elderly (recognition of welfare expenditure, recognition of welfare targets, recognition of welfare tax increases)" was found to have a negative impact on "satisfaction with social welfare policies." Third, the impact of the recognition of welfare for the elderly on the use of social services was found to be different according to the demographic characteristics (education level, income level, educational background, gender). Fourth, according to the "population statistical characteristics (education level, income level, educational background, gender)" the impact of the recognition of welfare for the elderly on the satisfaction of social welfare policy was shown to be different. The implications of this study are that we looked at multi-dimensional welfare awareness and social service use experience together as factors affecting social welfare policy satisfaction. In other words, it is meaningful that the government focused on welfare awareness based on individual values and subjective perceptions as an influence on social welfare policy satisfaction, and sought practical alternatives to welfare policies and welfare sites by examining whether the experience of using social services in relation to welfare awareness and social welfare policy satisfaction among the elderly.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Estimation of Jaw and MLC Transmission Factor Obtained by the Auto-modeling Process in the Pinnacle3 Treatment Planning System (피나클치료계획시스템에서 자동모델화과정으로 얻은 Jaw와 다엽콜리메이터의 투과 계수 평가)

  • Hwang, Tae-Jin;Kang, Sei-Kwon;Cheong, Kwang-Ho;Park, So-Ah;Lee, Me-Yeon;Kim, Kyoung-Ju;Oh, Do-Hoon;Bae, Hoon-Sik;Suh, Tae-Suk
    • Progress in Medical Physics
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    • v.20 no.4
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    • pp.269-276
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    • 2009
  • Radiation treatment techniques using photon beam such as three-dimensional conformal radiation therapy (3D-CRT) as well as intensity modulated radiotherapy treatment (IMRT) demand accurate dose calculation in order to increase target coverage and spare healthy tissue. Both jaw collimator and multi-leaf collimators (MLCs) for photon beams have been used to achieve such goals. In the Pinnacle3 treatment planning system (TPS), which we are using in our clinics, a set of model parameters like jaw collimator transmission factor (JTF) and MLC transmission factor (MLCTF) are determined from the measured data because it is using a model-based photon dose algorithm. However, model parameters obtained by this auto-modeling process can be different from those by direct measurement, which can have a dosimetric effect on the dose distribution. In this paper we estimated JTF and MLCTF obtained by the auto-modeling process in the Pinnacle3 TPS. At first, we obtained JTF and MLCTF by direct measurement, which were the ratio of the output at the reference depth under the closed jaw collimator (MLCs for MLCTF) to that at the same depth with the field size $10{\times}10\;cm^2$ in the water phantom. And then JTF and MLCTF were also obtained by auto-modeling process. And we evaluated the dose difference through phantom and patient study in the 3D-CRT plan. For direct measurement, JTF was 0.001966 for 6 MV and 0.002971 for 10 MV, and MLCTF was 0.01657 for 6 MV and 0.01925 for 10 MV. On the other hand, for auto-modeling process, JTF was 0.001983 for 6 MV and 0.010431 for 10 MV, and MLCTF was 0.00188 for 6 MV and 0.00453 for 10 MV. JTF and MLCTF by direct measurement were very different from those by auto-modeling process and even more reasonable considering each beam quality of 6 MV and 10 MV. These different parameters affect the dose in the low-dose region. Since the wrong estimation of JTF and MLCTF can lead some dosimetric error, comparison of direct measurement and auto-modeling of JTF and MLCTF would be helpful during the beam commissioning.

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A Study on the Actual Conditions of Smoking in Middle and High School Students in One Region (일 지역 중·고등학생의 흡연실태)

  • Kim, Hyeon-Ok
    • Journal of the Korean Society of School Health
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    • v.12 no.1
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    • pp.149-167
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    • 1999
  • To investigate the actual conditions of smoking in middle and high school students in Chinan County, I used a sturctured questionnaire for 1,579 students attending twelve middle-high schools from December 1, 1998 to December 20, 1998. I collected and data correlated the using an $SPSS-PC^+$ 1. The smoking rate of middle-high schoo1 students in Chinan County was 17.9%, relatively high. This smoking rate was different according to the gender, grade, religion, and economic situation. In mals, high school students, non-religious, students low income family students, the smoking rate was higher. The smoking rate of high school students was almost the same as the smoking rate of adults, generally higher than that of foreign teenagers. Because the smoking rat of studinets in the third grade of middle school and in the first grade of high School was six times higher, increased education should be conducted during this time in an attempt to curb the sudden increase of the smoking rate. The smoking rate of girl students was 5.0%; this has increased mor than three times from ten years ago. Consequently, counter measures should be taken against the smoking of female students as well as juvenile smoking in general. In addition, the smoking rate of middle-high school students showed interesting differences when correnated with enviornmental factors. Students with low grades, who are not satisfied with school life, who don't have both parents, who have uncaring parents who nare too strict or too arbitary, who have smoking parents, or who have experienced smoking commonly smoked. Therefore, to lower the smoking rate we should improve the school environment, improve a student's interest in school life. And parents or siblings should lead by example and quit smoking at home. Schools should educate students more effectively concerning the harmful effects of smoking and create an accurate understanding of its dancers. From the beginning, we should teach students never ever to touch cigaretts. 2. The surve discovered that most students started out of curiosity, or solicitantion from friends or elders at middle school, and had been smoking one to five cigarettes for more than a year. They obtained cigarettes at stores and most of them have friends who smoke. As a result anti-smoking education should be conducted at elementary schools prior to middle school. More than 95% of the teenagers who smoke had friends who smote and smoked out of curiosity or the recommendation of elders. Thus, we must focus on teenagers who smoke in group, rather than individually. Fuyrthermore, the strict application of the regulation of tobacco sales as well as tobacco cooperation from retailers are needed. While students did not show any mood or academic achievement difference after beginning smoking, 58.1% of the students a health situdation that was worse. Juvenile smoking is more harmful to the juvenile than adult smoking is to the adult. This should be focused on in an anti-smoking campaign. 3. Students who smoke hada more positive attitude toward smoking than students who don't smoke. Students who smoke had a tendency to have a nuetral position and are not concerned about smoking compared to non-smoking students. The survey showed that the great number of students had a nuetral position. Because this nuetrality may increase Juvenile smoking, education that provides an exact understanding of smoking should be performed to build the correct attidude toward smoking. 4. Middle school students smoke when angry, gloomy, anxious, a lone and when they have some problems to solve, on when they feel inconveniened in other wores, they smoke to reliver stress. They also smok due to addiction. Because smoking is not a praetical method to relieve stress, a program which helps to acquire positive relief stress should be provided to help reduce smoking. 5. About 65% of students who smoke want to quit smoking because of health problem, 78% of them have tried mor than once to quit but failed due to weak will power and peer pressure from friends who smoke. Juvenile smoking is group, oriented. Thus, the program that advances less smoking will be the one that focuseds on groups. 6. As for advice to students who want to quit smoking, "persuasion" was used most commonly, followed by a "presentation on how to quit smoking". Another method were severe punishment. About 70% of the students wanted the anti-smoking guide at school. 7. Most students (73.5%) had a position that more anti-smoking education at school is needed. Obriously, then, anti-smoking education at middle-high schools should be reinfoced. Although the education which explains the harmful influence of tobacco is known as an efficient way prevent smoking; it does not influence students who already smoke. Therefore, for students who smoke, multi-dimensional approaches must be attempted that include physical training, phychokogical approache, consultation and discussion, medical chek-ups, audio-visual education technigues, and professonal instructors, in addition, because smoking students have more negative on lukewarm attitude to anti-smoking education anti-smoking education should be conducted through a communicative style by dedicated teachers who care about students. In order to increase the effectiveness of this program.

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Factors Affecting Use Satisfaction of Medical Institutions on Korean Society Adaptation of the Multicultural Families' Woman (다문화 가정 여성의 한국 사회 적응도가 의료기관 이용과정 만족도에 미치는 영향)

  • Choi, Sung-Suk;Yun, Hyun-Kyuong;Choi, Gyu-Yil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.12
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    • pp.5875-5881
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    • 2012
  • Research objectives: This research is focused on the multicultural families based on the existing studies. The problems that the women of the multicultural families experience in this society were studied, in relation to the adaptability to Korea by identifying the elements related to the use of and satisfaction level towards medical institutions. As such, this research is expected to be used as a data that can help to provide quality medical service to the women of the multicultural families. Research method: 188 women of the multicultural families were targeted to carry out research by conducting interview and by leveraging translated survey questionnaire. Then, SPSS 18.0 program was used to conduct statistical analysis. As for the analysis methods, frequency analysis, technical statistics, ANOVA and multiple regression analysis method were used. The results of the research were as follows. First, for the satisfaction level towards medical institutions for each class following each nation, Vietnam manifested highest satisfaction level when it comes to the public sanitation clinic, followed by the Philippines and China in the order listed. Meanwhile, Japan manifested the lowest satisfaction level. In case of the Asian medicine hospital, Japan manifested the highest satisfaction level contrary to the public sanitation clinic, followed by Philippines and China in the order listed. Meanwhile, Vietnam manifested the lowest satisfaction level. Second, 'satisfaction level towards nationality, education level, income, degree of adaptation and access to the medical institutions via transportation,' degree of adaptation towards the Korean society was manifested as an influential variable. As the degree of adaptation towards the Korean society increased, satisfaction level towards the degree of access to the medical institutions via transportation was proven to be high. Third, 'Nationality, education, income, hospital administration to help adapt the level of satisfaction' income if the first 1,5 million to 2,0 million won that low satisfaction than from 1 million to 1,5 million won and Higher of Korean society to adapt was higher Hospital Administrationon the level of satisfaction Conclusion: Nationality, education level, income, degree of adaptation towards the Korean society affect satisfaction level towards medical institutions. To increase the elements that increase the satisfaction level towards the medical institutions, multi-dimensional approach by each nationality, education level and income is required. In particular, it would be considered necessary to increase the level of adaptability to Korea.

Impact of impulsiveness on mobile banking usage: Moderating effect of credit card use and mediating effect of SNS addiction (충동성이 모바일뱅킹 사용률에 미치는 영향: 신용카드 사용 여부의 조절효과와 SNS 중독의 매개효과)

  • Lee, Youmi;Nam, Kihwan
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.113-137
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    • 2021
  • According to the clear potential of mobile banking growth, many studies related to this are being conducted, but in Korea, it is concentrated on the analysis of technical factors or consumers' intentions, behaviors, and satisfaction. In addition, even though it has a strong customer base of 20s, there are few studies that have been conducted specifically for this customer group. In order for mobile banking to take a leap forward, a strategy to secure various perspectives is needed not only through research on itself but also through research on external factors affecting mobile banking. Therefore, this study analyzes impulsiveness, credit card use, and SNS addiction among various external factors that can significantly affect mobile banking in their 20s. This study examines whether the relationship between impulsiveness and mobile banking usage depends on whether or not a credit card is used, and checks whether a customer's impulsiveness is possible by examining whether a credit card is used. Based on this, it is possible to establish new standards for classification of marketing target groups of mobile banking. After finding out the static or unsuitable relationship between whether to use a credit card and impulsiveness, we want to indirectly predict the customer's impulsiveness through whether to use a credit card or not to use a credit card. It also verifies the mediating effect of SNS addiction in the relationship between impulsiveness and mobile banking usage. For this analysis, the collected data were conducted according to research problems using the SPSS Statistics 25 program. The findings are as follows. First, positive urgency has been shown to have a significant static effect on mobile banking usage. Second, whether to use credit cards has shown moderating effects in the relationship between fraudulent urgency and mobile banking usage. Third, it has been shown that all subfactors of impulsiveness have significant static relationships with subfactors of SNS addiction. Fourth, it has been confirmed that the relationship between positive urgency, SNS addiction, and mobile banking usage has total effect and direct effect. The first result means that mobile banking usage may be high if positive urgency is measured relatively high, even if the multi-dimensional impulsiveness scale is low. The second result indicates that mobile banking usage rates were not affected by the independent variable, negative urgency, but were found to have a significant static relationship with negative urgency when using credit cards. The third result means that SNS is likely to become addictive if lack of premeditation or lack of perseverance is high because it provides instant enjoyment and satisfaction as a mobile-based service. This also means that SNS can be used as an avoidance space for those with negative urgency, and as an emotional expression space for those with high positive urgency.

Path Analysis of the Self-Reported Driving Abilities of Elderly Drivers (고령운전자의 자가보고식 운전능력에 대한 경로분석)

  • Lee, Yu-Na;Yoo, Eun-Young;Jung, Min-Ye;Kim, Jong-Bae;Kim, Jung-Ran;Lee, Jae-Shin
    • Korean Journal of Occupational Therapy
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    • v.26 no.4
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    • pp.57-72
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    • 2018
  • Objective : This study aims to identify the self-reported driving abilities of elderly drivers and their correlations to the demographic factors that influence them, and to verify the adequacy of the hypothetical model, constructed based on vision, auditory, cognition, motor, and psychological factors, in order to present a path model on the self-reported driving abilities of elderly drivers. Methods : The participants in this study were 122 elderly drivers aged 65 years or older residing in the community. This study evaluated the following factors of the participants: Vision and hearing, motor ability, cognitive ability, depression, self-reported driving abilities. Results : The results of this study are as follows. In the case of men, the self-reported driving ability score was higher than for women, and those driving 6-7 days per week had higher scores than those driving 3 days or less. The period of holding a driver's license and driving experience positively correlated with self-reported driving abilities. The final model of factors influencing the self-reported driving abilities of elderly drivers had a p value (.911) exceeding .05; TLI (1.202), NFI (.949), and CFI (1.000) of over .90; and RMSEA (.000) of lower than 0.1, indicating that the hypothesis model fit the data well. First, the directly influential factors on the self-reported driving abilities of elderly drivers were depression, decreased hearing, and grip strength. Second, age was found to have a direct influence on depression and grip strength; moreover, depression and grip strength as a mediator indirectly influenced their self-reported driving abilities. Third, depression was found to have a direct influence on their delayed cognitive processing and grip strength. Conclusion : The significance of this study is in the identification of direct and indirect factors influencing the self-reported driving abilities of elderly drivers in regional communities, and in the verification of multi-dimensional effects of diverse factors influencing such abilities.