• 제목/요약/키워드: Pattern of Internet Utilization

검색결과 29건 처리시간 0.019초

중학생의 인터넷 사용행태와 인터넷 중독증과의 관계 (A Study on the relationship between the patterns of internet utilization and the internet addiction)

  • 안영준;김자옥;문경래
    • 한국전자통신학회논문지
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    • 제8권7호
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    • pp.1083-1091
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    • 2013
  • 인터넷 의존도가 높아지면서 인터넷 중독증 문제가 사회적인 문제로 대두 되었으나 인터넷 중독증에 대한 임상 연구는 부족한 상태이다. 본 연구에서는 인터넷 사용 행태와 인터넷 중독증을 파악하여 임상연구와 교육중재 및 집단상담 프로그램의 기초 자료를 제공하고자 한다. 인터넷 사용 행태와 인터넷 중독의 관계를 확인하는 서술적 조사 연구로 광주광역시 2개의 중학교의 1,984명을 대상으로 자가 기입식의 구조화된 설문지를 이용하여 자료를 수집하였다. 대상자의 인터넷 중독증은 전체 대상자의 11.8% 이였으며. 일반적 특성에 따른 인터넷 중독증은 성별, 종교에서 통계적으로 유의 하였고, 인터넷 사용 행태와 인터넷 중독증과의 관계에서는 인터넷 사용량 시간, 사용 시간대, 사용 장소, 성인 사이트 이용 행태, 사용 목적에서 통계적으로 유의하였다. 인터넷 중독성의 경중에 따라 의료진에게 정신과적인 상담과 약물 치료를 받거나 인터넷 바로 알고 유용하게 이용하기, 즐거운 활동과 꿈 찾기, 과거와 미래의 인생 곡선과 자신의 현재 욕구를 찾아 긍정적인 부분을 강화하면서 변화된 자신의 모습을 찾아보는 프로그램을 통해서 본인 스스로 인터넷 사용을 줄이고 싶은 동기를 내재화 시켜 인터넷 게임 지향적인 활동을 억제 할 수 있도록 가정, 학교, 사회에서 지속적인 관심과 효과적인 교육 프로그램을 수행해야 할 것으로 판단된다.

A Pattern-Based Prediction Model for Dynamic Resource Provisioning in Cloud Environment

  • Kim, Hyuk-Ho;Kim, Woong-Sup;Kim, Yang-Woo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제5권10호
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    • pp.1712-1732
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    • 2011
  • Cloud provides dynamically scalable virtualized computing resources as a service over the Internet. To achieve higher resource utilization over virtualization technology, an optimized strategy that deploys virtual machines on physical machines is needed. That is, the total number of active physical host nodes should be dynamically changed to correspond to their resource usage rate, thereby maintaining optimum utilization of physical machines. In this paper, we propose a pattern-based prediction model for resource provisioning which facilitates best possible resource preparation by analyzing the resource utilization and deriving resource usage patterns. The focus of our work is on predicting future resource requests by optimized dynamic resource management strategy that is applied to a virtualized data center in a Cloud computing environment. To this end, we build a prediction model that is based on user request patterns and make a prediction of system behavior for the near future. As a result, this model can save time for predicting the needed resource amount and reduce the possibility of resource overuse. In addition, we studied the performance of our proposed model comparing with conventional resource provisioning models under various Cloud execution conditions. The experimental results showed that our pattern-based prediction model gives significant benefits over conventional models.

인터넷 쇼핑몰의 서비스 품질에 대한 동태적 자원배분 의사결정 (A Dynamic Resource Allocation on Service Quality of Internet Shopping-mall)

  • 곽수일;최강화;김수욱
    • 품질경영학회지
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    • 제33권4호
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    • pp.21-41
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    • 2005
  • This study analyzes the Internet utilization pattern of customer by comprehensively investigating the previous studies on the behavior pattern of customer in terms of Internet business. Based on the analysis, this study develops research framework that supports strategic decision-making for resource allocation in Internet business. Such research framework would be helpful for providing the typology of Internet business model that can be specialized by each industry. As a result of the simulation analysis, it was found that the optimal resource allocation portfolio providing maximum profits to the Internet bookstore involves large-scale investment on delivery service and customer support service which are the key factors for post-purchase customer satisfaction, regardless of the growth pattern or size of Internet bookstore market. Consequently, from the above analysis, the investment ratio of resources for the profit maximization of Internet bookstore was drawn. Conclusively, based on the comprehensive examination of the results, this study provided a framework for dynamic resource allocation decision-making, and proposed a management strategy which allows consumers to shop under more favorable environment, and simultaneously enables the Internet bookstore to accomplish management objectives such as continuous growth and profit maximization.

피부관리실 이용자의 아로마 인식도 및 이용행태 (A Study on the Utilization Pattern and Consciousness of Aroma Therapy)

  • 박미경;유왕근
    • 한국패션뷰티학회지
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    • 제2권2호
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    • pp.81-92
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    • 2004
  • This paper examined the utilization pattern of aroma-therapy and relating factors after visiting about 100 skin-care shops registered to the Central Estheticism's Association in Daegu.Kyungbuk areas, in 200. This questionnaire survey was put into practice from September 1st to September 30th, 2003 for one month, study subjects were 643 skin-care-shop users. As for the experience of Aroma-use. while 85.4% of respondents experienced Aroma-use or has been using Aromat, 14.6% had no experience of Aroma-use. As for average frequency of Aroma-use, 32.8% used Aroma one time a week,23.7% everyday, 20.4% one time a month, 12.0% 3 times a week, 11.1% 2 times a week. As for the route of getting information on aroma, 49.5% of Aroma users got the information in skin-care-shop, 28.6% from mass-media such as internet, TV, newspaper, magazine. Regarding the type of preference aromas, 65.4% answered Lavender, 35.3% Rosemary, 35.2% Peppermint, 25.5% Rose, 23.7% Tea tree, 21.1% Jasmin, 19.5% Lemon. As for purposes of Aroma-use, 36.8% answered problematic-skin-control & fatness-control, 33.5% stress-relaxation, 14.8% physical-symptom-relaxation, 12.4% muscle-relaxation, 2.6% other purposes.

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Performance Analysis of S-SFR-based OFDMA Cellular Systems

  • Kim, Yi-Kang;Cho, Choong-Ho;Yoon, Seok-Ho;Kim, Seung-Yeon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권1호
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    • pp.186-205
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    • 2019
  • Intercell interference coordination (ICIC) is considered as a promising technique to increase the spectral efficiency of OFDMA cellular systems. The soft frequency reuse (SFR) and fractional frequency reuse (FFR) are representative and efficient management techniques for ICIC. Herein, to enhance the performance of the SFR scheme, we propose a call admission (CAC) scheme. In this CAC scheme, called Spectrum handoff-SFR(S-SFR), the spectrum handoff technique is applied to the user equipment (UE) located near the cell center. We derive the traffic analysis model to describe the S-SFR. In addition, a two-dimensional (2-D) Markov chain and an outage analysis are used in our analytical model. From the traffic analysis, the significant performance measures are the outage probability, call blocking probability, system throughput and resource utilization. Based on those, the outage probability and system throughput are obtained using resource utilization as an interference pattern. The analytical results are verified with computer simulation results. Finally, we compare our proposed scheme with other ICI schemes.

한.미 기업의 인터넷 활용 비교 연구: 가치사슬을 중심으로 (A Comparison of Internet Practices between U.S. and South Korean Firms from Value Chain Perspective)

  • 이석준;남경두;고창은
    • 경영정보학연구
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    • 제6권2호
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    • pp.79-94
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    • 2004
  • 본 연구에서는 기업에서의 인터넷 활용과 적용이 어떻게 이루어지고 있는지를 국가와 산업별로 비교 연구하였다. 미국의 54개 기업과 한국의 135개 기업을 대상으로 한 설문 조사를 통하여 국가간 인터넷 활용 정도를 비교하였으며 산업을 제조와 비제조 군으로 구분하여 산업별로 인터넷 활용에 차이가 있는지를 분석하였다 통계적으로 유의한 차이가 밝혀지지는 못하였지만, 연구 결과에 의하면 미국 기업은 인사관리, 자동화, 판매, 흥보 등의 업무분야에서 한국 기업보다 인터넷 활용도가 높은것으로 조사되었으며 전반적으로 비제조 기업들이 제조 기업들 보다 인터넷 활용도가 높은 것으로 나타났다. 한국 기업의 경우 산업군별 인터넷 활용은 통계적으로도 유의한 차이를 보이는 것으로 나타났으며 특히 운영 및 영업 마케팅 업무분야에 있어서 인터넷 활용도가 차이를 보이고 있는 것으로 분석되었다.

초등학생 컴퓨터 게임중독, 건강지각 및 건강증진 행동 관련요인 분석 (Related Factors on Computer Game Addiction, Health Perception and Health Promoting Behaviors in Elementary School Students)

  • 장영남;이무식;홍지영;황혜정
    • 보건교육건강증진학회지
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    • 제26권3호
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    • pp.63-74
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    • 2009
  • This study was aimed to assess the degree of addiction on computer games and find factors related to game addiction, health perception and health promoting behavior in elementary school students. A study subjects were 814 students in 5th and 6th grades at 4 elementary schools in a city and a county. The items in questionnaire was consisted of general characteristics, circumstances and habits related to utilization of computer and internet game playing, and degree of addiction, health perception and health promoting behavior. We analyzed data using chi-square test, t-test, ANOVA, and multiple regression analysis. In multiple regression analysis, addictiveness on internet game was significantly related to type of computer utilization, frequency and duration of internet game playing, gender, after-school activities, grade points, economical status, and location of computer in a house. Health perception was significantly related to addiction points, gender, residential area, and grade points. And health promoting behavior was significantly related to addiction points, grade level, grade points, and health perception points. Since health promoting behaviors of children in elementary school are in the way of making, their degree of addiction to computer games can greatly influence their attitude towards health and their future life pattern as adults. Therefore an educational prevention program including counselling on game addiction should be devised. And researches will be needed for developing the Korean standard for measuring degree of addiction and a prevention program for peer group's game addiction.

온라인 패션 쇼핑몰의 제품구매에 영향을 미치는 요인에 관한 연구 (A Study on the Factors Affecting the Purchase of Products in Online Fashion Shopping Mall)

  • 한경희
    • 한국의상디자인학회지
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    • 제14권3호
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    • pp.11-22
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    • 2012
  • As the consuming pattern is changing with the expansion of Internet use and the development of communication technology, Internet shopping market is getting bigger and bigger. By product group, clothing and fashion related products occupy the biggest share. Accordingly, in this study it was tried to identify the effects of Internet utilization capability that enables consumers to search for the information that they need in this information flood, variety pursuit trend and product review accommodation status on shopping value, and to analyze the effects of the shopping value on the purchase behavior in online shopping malls. When factor analysis is nude on Internet use level, it was found that Factor 1 was 'Flow Experience,' Factor 2 'Internet Use Capability,' and Factor 3 'Internet Challenge Desire.' When factor analysis is made on Diversity Pursuit Propensity, it was found that Factor 1 was 'Site Diversity Pursuit Propensity,' Factor 2 'Brand Diversity Pursuit Propensity,' and Factor 3 'Brand Value Pursuit Propensity.' When factor analysis is nude on Product Review Accommodation Propensity, it was found that Factor 1 was 'Product Information Provision Propensity,' and Factor 2 'Product Information Receiving Propensity.' Except Internet Use Capability and Product Information Provision Propensity, all other factors showed high correlation. The factor influencing the entertainment value most was Internet challenge desire, while that influencing the practical value most was flow experience. When the effects of the entertainment value and the practical value on product purchase were analyzed, it was found that both of entertainment value and the practical value influenced product purchase and the practical value influenced the product purchase more than the entertainment value.

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Crowd Participation Pattern in the Phases of a Product Development Process that Utilizes Crowdsourcing

  • Tran, Anhtuan;Hasan, Shoaib Ul;Park, Joon-Young
    • Industrial Engineering and Management Systems
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    • 제11권3호
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    • pp.266-275
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    • 2012
  • The rise of crowdsourcing and web 2.0 opens plenty of opportunities for companies who want to exploit external sources of ideas for internal innovation. Utilization of crowdsourcing for product design and development has been attracting the attention of both enterprises and researchers. Many cases of implementation of crowdsourcing for product design and development such as: Threadless, FIAT Mio, Lego online Factory, etc., have made crowdsourcing a promising alternative source of innovative power. Although crowdsourcing gained access due to improved Internet access and web 2.0, it is little understood how the crowd, with respect to participation, behaves for any crowdsourcing project. To investigate this, we conducted an experiment on a real crowd of engineering related individuals to figure out the crowd participation pattern for various product design and development phases of a new product development project. The experiment results give a quantitative view of the participation of the crowd (i.e., crowd participation pattern) in various phases of a product design and development process that utilizes crowdsourcing, provide a practical guidance for companies to harness the power of the crowd sensibly, and provide experimental data for further research in this field.

이족의 전통문양을 활용한 가방디자인 개발 연구: 패브릭 패턴 디자인을 중심으로 (The Development of a Bag Design Using the Yi Tribe's Traditional Patterns: Focusing on the Fabric Pattern Design)

  • 이목결;조진숙
    • 패션비즈니스
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    • 제19권2호
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    • pp.149-170
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    • 2015
  • The purpose of this study is to link the Yi tribe's traditional patterns to bag design. Yi tribe is a minor ethic group in China, whose traditional pattern has a high artistic value in that its shapes are diverse and each one has peculiar elegance. Traditional patterns are also indicative of spiritual dept or symbolic stories, rather than being indicative of simple formative beauty. Thus, reorganizing these patterns and applying them artistically to design- in terms of resource utilization- would be significant. Out of all of the Yi tribe's traditional patterns, the cherry blossom_(马樱花), water wave_(水波), sky father and earth mother_(天父地母), pomegranate blossom, triangle, sheep' horn, wisteria vine_(藤条), square and diaper_(四角菱形) and the zigzag_(曲折) patterns were chosen for use during the development of a bag design. This study is based upon document study, including research papers and internet web sites, the point of which was to investigate the form of the traditional patterns, and the creative design process. The design procedure includes these sub-processes: selection, arrangement and color-scheme. In the selection process, the form of the pattern was edited using Adobe Photoshop. The pattern was freely arranged to reflect various emotions. In terms of the color-scheme of the patterns, the colors used by Henri Matisse(1869-1954) in his work were selected and adapted when dyeing the patterns. Subsequently, the final design resulting from these design development processes was applied to the actual production of the bag by using canvas fabric and leather, after which the bag image was proposed using computer simulation. In conclusion, six bag designs were created using traditional patterns from the Yi tribe. Through the processes explained above, this study confirmed that traditional patterns could be widely applied as design motifs and that more sophisticated, modern, and creative designs could be developed based on traditional patterns.