• Title/Summary/Keyword: Usage Patterns

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Prescription Patterns of Benzodiazepine for Outpatients in a Psychiatric Department in Korea (일 종합병원 정신건강의학과 외래환자에서 벤조디아제핀 사용)

  • Lee, Jai Young;Kang, Won Sub;Kim, Jong Woo;Kim, Young Jong
    • Anxiety and mood
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    • v.11 no.2
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    • pp.143-148
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    • 2015
  • Objective : This study examined benzodiazepine prescription patterns of outpatients visiting the psychiatry department in a single general hospital in Korea. Methods : A retrospective descriptive analysis of benzodiazepine prescriptions was performed on a database from 2014 in a general hospital in Korea. We analyzed the following factors of adult outpatients: demographic factors such as sex and age, amount of benzodiazepine prescribed, treatment duration, and diagnosis based on the ICD-10. Results : In 2014, benzodiazepines were prescribed to 46.4% of the outpatients. Percentage of benzodiazepine prescription increased with age and was highest in the age group 40-59 years. Prescription was more prevalent in women and the prescription percentage increased by treatment duration. Patients with the F4 diagnosis (neurotic, stress-related and somatoform disorders) were the most highly prescribed group. For all diagnosis groups, prescription was more prevalent in females or similar for both sexes except for patients with F5 diagnosis (behavioral syndromes associated with physiological disturbances and physical factors), with males being more predominant. Conclusion : Despite the concern regarding the rate of benzodiazepine prescription and administration to geriatric patients, long-term prescription and usage among older patients is still prevalent.

Performance Comparison of Manual and Touch Interface using Video-based Behavior Analysis

  • Lee, Chai-Woo;Bahn, Sang-Woo;Kim, Ga-Won;Yun, Myung-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.655-659
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    • 2010
  • The objective of this study is to quantitatively incorporate user observation into usability evaluation of mobile interfaces using monitoring techniques in first- and third-person points of view. In this study, an experiment was conducted to monitor and record users' behavior using Ergoneers Dikablis, a gaze tracking device. The experiment was done with 2 mobile phones each with a button keypad interface and a touchscreen interface for comparative analysis. The subjects included 20 people who have similar experiences and proficiency in using mobile devices. Data from video recordings were coded with Noldus Observer XT to find usage patterns and to gather quantitative data for analysis in terms of effectiveness, efficiency and satisfaction. Results showed that the button keypad interface was generally better than the touchcreen interface. The movements of the fingers and gaze were much simpler when performing given tasks on the button keypad interface. While previous studies have mostly evaluated usability with performance measures by only looking at task results, this study can be expected to contribute by suggesting a method in which the behavioral patterns of interaction is evaluated.

A Study of College Students' Actual Conditions of Using Coffee Shops and Choice Attributes - Focused on Seongnam Area - (대학생의 커피전문점 이용 실태와 선택 속성에 관한 연구 - 성남 지역을 중심으로 -)

  • Park, Kum-Mi
    • The Korean Journal of Food And Nutrition
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    • v.23 no.1
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    • pp.52-62
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    • 2010
  • This study investigated college students' patterns of visiting coffee shops which are formed by students' preferences. This study surveyed 300 college students in Seongnam. The subjects were consisted of 45.2% males and 54.8% females and the average age was 20.8 years. 41.3% of subjects visited coffee shops once or twice a month and 42.4% of subjects visited coffee shops on a random basis. 26.7% of subjects stayed in coffee shops for 1~1.5 hours. The main purpose of going to coffee shops was to enjoy specialty coffee. The subjects' first favorites was coffee with various kinds of syrups and second one was Americano. When the female subjects in Seongnam chose the coffee shops, they focused more on variety factors than the male subjects. The group of subjects who had monthly expenses of less than 400,000 won focused on price factors more than the group of subjects who had monthly expenses more than 400,000 won. Moreover, environmental factors were heavily related to the usage rate and staying time of the coffee shops. Above all, price factors and promotion factors affected subjects' choice of the coffee shops in Seongnam.

Formalizing the Role of Social Capital on Individuals' Continuous Use of Social Networking Sites from a Social Cognitive Perspective

  • Guo, Yu;Li, Yiwei;Ito, Naoya
    • Asian Journal for Public Opinion Research
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    • v.1 no.2
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    • pp.90-102
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    • 2014
  • By integrating useful insights from social cognitive theory and social capital theory, we aim to develop a model for better understanding people's behaviors related to the use of social networking sites (SNSs) and formalize the role of social capital in individuals' continuous SNS use. Propositions that emphasize the triadic interactive relationships among environmental, personal, and behavioral factors were highlighted in this study. After reviewing previous studies, in this paper we proposed the following: (1) the causation between SNS use and individuals' perceived social capital might be mutual; social capital may not only be the result of media selectivity, but could also be an essential stimulus initiating the start of using SNSs; (2) the influences of SNSs use on the generation of individuals' online social capital might be conditional upon particular patterns of use; (3) both the level of dependence on SNSs and the differentiated patterns of SNSs use vary according to individuals' perceived offline social capital and their personal characteristics, for instance, personality or self-construal, and social anxiety.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

Memory Improvement Method for Extraction of Frequent Patterns in DataBase (데이터베이스에서 빈발패턴의 추출을 위한 메모리 향상기법)

  • Park, In-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.127-133
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    • 2019
  • Since frequent item extraction so far requires searching for patterns and traversal for the FP-Tree, it is more likely to store the mining data in a tree and thus CPU time is required for its searching. In order to overcome these drawbacks, in this paper, we provide each item with its location identification of transaction data without relying on conditional FP-Tree and convert transaction data into 2-dimensional position information look-up table, resulting in the facilitation of time and spatial accessibility. We propose an algorithm that considers the mapping scheme between the location of items and items that guarantees the linear time complexity. Experimental results show that the proposed method can reduce many execution time and memory usage based on the data set obtained from the FIMI repository website.

What Makes People Walk Using a Fitness App? (운동에 영향을 끼치는 피트니스 앱 요인 연구)

  • Kim, Jinsol;Shon, Saeah;Kim, Hee-Woong
    • The Journal of Information Systems
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    • v.29 no.4
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    • pp.1-24
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    • 2020
  • Purpose An increase in the number of fitness apps across the world is a testament to the growing interest in health. As focus on medical services shifted from treatment to prevention, this type of app plays an essential role in promoting one's health and exercise management. Yet little has been known about practical effects of fitness apps in existing literature thus this study searches for factors that affect daily use of fitness apps and examine the relationship between app usage and exercise patterns. Design/methodology/approach This study surveyed people who used Cashwalk, the pedometer app for a minimum of a week to analyze reasons why they used the app. Particpants' exercise patterns were also recorded. By examining survey results of fitness app users and developing a research model based on the Customer Value Theory, this study provides real-life factors to the fitness and smart health care industry that will adopt a proactive lifestyle pattern. Findings Empirical analysis proved properties such as the complexity of fitness apps, monetary rewards, exercise monitoring and the enjoyment of using fitness apps contribute to using fitness apps on a daily basis. Furthermore, more daily use of fitness apps was shown to have a greater impact on exercise. This study also confirmed that social comparison does not affect the daily use of fitness apps and the amount of exercise, and the habitual walking was proved to directly affect the amount of exercise.

Preventing Mobile Game Client Memory Manipulation Based on Event Sourcing Patterns and Blockchain (이벤트 소싱 패턴과 블록 체인을 활용한 모바일 게임 클라이언트 메모리 조작 방지 방안)

  • Park, Jihun;Park, Young-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.3
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    • pp.477-486
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    • 2022
  • This study aims to present a method using event sourcing patterns and blockchain as a way to cope with vulnerabilities in memory manipulation at the client level. To verify the plan, the method of running the memory operation application was analyzed, and the performance was compared and analyzed when the memory operation prevention plan was applied by fabricating a test application. As a result of the analysis, the usage of memory increased compared to the method of XOR operation by storing major data in one memory, but it was possible to prevent the operation of the memory operation program without significantly affecting the performance of the game.

Churn Analysis of Maximum Level Users in Online Games (온라인 게임 내 최고 레벨 유저의 이탈 분석)

  • Park, Kunwoo;Cha, Meeyoung
    • Journal of KIISE
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    • v.44 no.3
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    • pp.314-322
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    • 2017
  • In MMORPG (Massively Multiplayer Online Role-Playing Game), users advance their own characters to get to the maximum (max) level by performing given tasks in the game scenario. Although it is crucial to retain users with high levels for running online games successfully, little efforts have been paid to investigate them. In this study, by analyzing approximately 60 million in-game logs of over 50,000 users, we aimed to investigate the process through which users achieve the max level and churn of such users since the moment of achieving the max level, and determine possible indicators related to churn after the max level. Based on the result, we can predict churn of the max level users by employing behavioral patterns before the max level. Moreover, we found users who are socially active and communicate with many people before the max level are less likely to leave the service (p<0.05). This study supports that communication patterns are important factors for persistent usage of the users who achieve the max level, which has practical implications to guide elite users on enjoying online games in the long run.

Prescribing Patterns of Antivirals for Chronic Hepatitis B (만성 B형간염 진단 환자의 항바이러스제 처방양상)

  • Kong, Hye-Kyung;Sohn, Hyun-Soon;Choi, Kyung-Eob;Kwon, Jin-Won;Shin, Hyun-Taek
    • Korean Journal of Clinical Pharmacy
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    • v.22 no.1
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    • pp.81-86
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    • 2012
  • This study was aimed to examine the prescribing patterns of antivirals in outpatients with chronic hepatitis B (CHB), using National Health Insurance adjudicated claims data (total 1,426,065 claims) dated March 19, 2008 submitted from nationwide healthcare providers to Health Insurance Review and Assessment Service. From the data, there were 2,965 claims with CHB diagnosis (ICD-10 code B18.0 and B18.1), and 44.2% (1,311 claims) of the CHB related claims included antivirals such as lamivudine, clevudine, adefovir and entecavir. Lamivudine, adefovir, clevudine and entecavir shared 54.9%, 19.9%, 13.2% and 11.9%, respectively, among antiviral prescriptions. Adefovir and entecavir 1mg presumed as the 2nd line therapy for HBV resistant cases were shared 23.3% of overall antiviral prescriptions. There were statistically significant difference in prescription patterns according to age and institution type: Lamivudine usage was higher in younger (< 20 years old) and older age group (> 70 years old) than the others (p = 0.016), and adefovir and entecavir, which were relatively newer antivirals, had higher prescription rates in higher level of institutions such as tertiary hospitals than the others (p < 0.001). This study would be of help to make an appropriate drug therapy plan for patients with CHB.