• Title/Summary/Keyword: Pattern of Internet Utilization

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

  • Ahn, Young-Joon;Kim, Ja-Ok;Moon, Kyung-Rye
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.7
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    • pp.1083-1091
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    • 2013
  • Internet addiction is a social problem occurring by overuse of internet. And internet addiction is associated with pathologic personality but clinic study about Internet addiction disorder is lack. This study was designed to evaluate the relationship between internet addiction and pattern of internet utilization. We conducted a questionnaire survey on 1,984 middle school students in Gwang -Ju. We questioned about internet addiction, general characteristics, pattern of internet utilization. 11.8% of total number were internet addiction. Sex, religion, duration, time, place, obscene sites, most frequent using service is associated with internet addiction. Family number, occupation of parents, using internet in home, use of parents isn't associated with internet addiction. We show interest in general characteristics and pattern of internet utilization about internet addiction. So we council youths about internet problem in accordance with this study results. Then internet addiction and other psychologic problem are decreased.

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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    • v.5 no.10
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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.

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

  • Kwak, Soo-Il;Choi, Kang-Hwa;Kim, Soo-Wook
    • Journal of Korean Society for Quality Management
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    • v.33 no.4
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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.

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

  • Park, Mi-Kyung;Yoo, Wang-Keun
    • Journal of the Korean Society of Fashion and Beauty
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    • v.2 no.2 s.2
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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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    • v.13 no.1
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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.

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

  • Lee, Seog-Jun;Nam, Kyung-Doo;Koh, Chang-E.
    • Information Systems Review
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    • v.6 no.2
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    • pp.79-94
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    • 2004
  • The Internet is now an ubiquitous technology in business and possesses the potential to make the concept of value chain into an attainable reality. We posit that the way the Internet is utilized, the extent of the Internet's impact on business performance, and the extent the firms are prepared to take advantage of the Internet varies from country to country and from industry to industry. Based on data collected from 54 firms in the U.S. and 135 in South Korea, we compared the two countries (U.S. and South Korea) and two major industry groups (manufacturing and service) regarding the pattern of Internet utilization on the Internet from a value chain perspective. The findings show that U.S. companies utilize the Internet more extensively in such areas as human resources management, automation, sales, and advertising than the South Korean counterparts. However, we did not find a statistically significant difference in the way the two countries use the Internet within a value chain model. We also compared Internet practices by industry sector (i.e., service vs. manufacturing) within each country. The results show that firms in the service sector tend to use the Internet more extensively than the manufacturing counterparts in both countries. Particularly in Korea the difference between the sectors was significant in the extent to which they utilized the Internet to support such business activities as inter-organizational alliance, communication, and marketing.

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

  • Jang, Young-Nam;Lee, Moo-Sik;Hong, Jee-Young;Hwang, Hae-Jung
    • Korean Journal of Health Education and Promotion
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    • v.26 no.3
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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.

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

  • Han, Gyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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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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    • v.11 no.3
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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.

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

  • Lee, Mokgyul;Cho, Jeansuk
    • Journal of Fashion Business
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    • v.19 no.2
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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.