• 제목/요약/키워드: Usage Patterns

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노인단독가구 유형별 주거 공간 사용 특성 - 생활시간조사 분석을 중심으로 - (Characteristics of Space Usage Patterns by Types of Single or Couple Elderly Households - Focused on an Analysis of Time Use Survey -)

  • 권오정;이용민;하해화;신혜인;김형우
    • 한국주거학회논문집
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    • 제22권4호
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    • pp.33-41
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    • 2011
  • The purpose of this study was to identify characteristics of space usage patterns by types of elderly households(single or couple). For the study, 74 elders who were older than 65 were selected and their living behaviors at their home during a day (24 hours) were analyzed. Respondents were classified into 6 types based on a combination of their household type, income level and health status. The results showed that the elderly residents tended to live a well-regulated life, however, each type had unique time and space use pattern. For example, the more the elder residents were healthy, the more they used many rooms. Frail elderly residents spent most of the day in their bedroom. Also, if they had a spouse, each one tended to use a separate private room for his or her daily life whether they shared a bedroom or not.

중·고등학생의 인터넷게임 사용에 따른 게임행동분석 (An Analysis of Behavioral Patterns in Using Online Games among Middle and High School Students)

  • 오주;박정란
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.404-419
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    • 2017
  • This study is to examine how middle and high school students vary in terms of good and bad usage of online games and how these factors have varying effects on their use of the internet as a whole. My focus is to study their behavioral patterns individually while playing internet-based online games. The results are as follows: First, 260 out of 390 subjects used the internet. Male students who are high school students with siblings, or preschool time game users were revealed to play online games more often rather than female students who are middle school students with no siblings, or non-preschool time game users. Secondly, the analysis of differences of good and bad usage of online games revealed that there is a significant correlation between gender and beginning age. Lastly, a thorough analysis of the average difference in terms of following the online game shutdown found that there is no significant correlation among the sub-groups. However, an analysis of the difference of the problematic game usage has shown that there is a significant difference in the heavy user group. This findings means that the students who don't follow the online game shutdown spend more time than those who do.

Two Machine Learning Models for Mobile Phone Battery Discharge Rate Prediction Based on Usage Patterns

  • Chantrapornchai, Chantana;Nusawat, Paingruthai
    • Journal of Information Processing Systems
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    • 제12권3호
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    • pp.436-454
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    • 2016
  • This research presents the battery discharge rate models for the energy consumption of mobile phone batteries based on machine learning by taking into account three usage patterns of the phone: the standby state, video playing, and web browsing. We present the experimental design methodology for collecting data, preprocessing, model construction, and parameter selections. The data is collected based on the HTC One X hardware platform. We considered various setting factors, such as Bluetooth, brightness, 3G, GPS, Wi-Fi, and Sync. The battery levels for each possible state vector were measured, and then we constructed the battery prediction model using different regression functions based on the collected data. The accuracy of the constructed models using the multi-layer perceptron (MLP) and the support vector machine (SVM) were compared using varying kernel functions. Various parameters for MLP and SVM were considered. The measurement of prediction efficiency was done by the mean absolute error (MAE) and the root mean squared error (RMSE). The experiments showed that the MLP with linear regression performs well overall, while the SVM with the polynomial kernel function based on the linear regression gives a low MAE and RMSE. As a result, we were able to demonstrate how to apply the derived model to predict the remaining battery charge.

초등학교 예비교사들의 수학적 '문제 만들기'에 나타나는 문장의 오류 유형 분석 (Analysis on Sentence Error Types of Mathematical Problem Posing of Pre-Service Elementary Teachers)

  • 허난;신호철
    • 한국학교수학회논문집
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    • 제16권4호
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    • pp.797-820
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    • 2013
  • 본 논문은 초등학교 예비교사 100명을 대상으로 수학적 '문제 만들기'의 문장에 나타나는 오류를 분석하고 그에 대한 간단한 예방책을 기술한 논의이다. '문제 만들기' 문장에는 '음운 오류, 단어 오류, 문장 오류, 의미 오류, 표기 오류' 등 5가지 오류 유형이 나타났다. 이를 다시 14개의 세부 유형으로 구분하여 세부적으로 논의하였다. 곧 음운 오류의 유형은 'ㄹ'첨가 오류와 조사끼리의 준말 사용 오류가 있다. 단어 오류는 크게 '부적절한 사용 오류'와 '부당한 생략 오류'로 구분하고 이를 다시 조사, 어미, 어휘의 사용 오류와 조사와 어휘의 부당한 생략 오류로 유형화하였다. 문장 오류는 '지시 대상의 오류, 문장 성분의 생략 오류, 어순 오류, 자체 비문'의 네 가지로 유형화하였다. 의미 오류는 논리적 모순 관계 오류와 중의성을 띄는 의미 오류에 대해서만 논의하였고, 표기 오류는 띄어쓰기와 문장 부호, 철자에 관한 한글 맞춤법 오류와 외래어 표기법 오류 등에 대하여 논의하였다. 또한 14개의 문법적 세부 오류 유형을 방지하기 위한 예방책을 제시하였다. 먼저 구어와 문어의 차이를 인식하고, 둘째 글을 쓰는 문어 상황에 맞도록 구어적 표현을 지양하도록 하는 것, 셋째 국어 기본 문형 학습에 대한 강조, 넷째 단어 의미의 명확한 이해를 바탕으로 한 의미의 논리적 전개 인식을 제안하였으며, 끝으로 국어 어문 규정에 대한 학습을 제안하였다. 그리고 대학생 글쓰기 교육에 대한 필요성에 대한 재인식을 결론으로 갈음하였다.

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What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • 이보경;전성민
    • 한국벤처창업학회:학술대회논문집
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    • 한국벤처창업학회 2017년도 춘계학술대회
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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Why Mobile Operators Introduced Data Plans: An Analysis of Voice and Data Usage Patterns

  • Lee, Hoon
    • Journal of information and communication convergence engineering
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    • 제14권1호
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    • pp.9-13
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    • 2016
  • With the introduction of the data-oriented plan for LTE service, one may concerned with the background of the ISP's policy in charging for LTE services. In this work we investigate the latest usage patterns of voice and data applications for customers over the current mobile network, via which we investigate why mobile operators introduced data-oriented plans. To be specific, we collected the real-field data for the volume of voice and data traffic from the LTE network before the data-oriented plans were introduced. From the collected data we compute the absolute volume as well as the proportion of voice and data applications. From these observations we infer mobile operators' reasoning behind the decision to introduce data-oriented plans with unlimited voice calls over the mobile network.

다 상품군에서의 남성 혁신자와 의견선도자의 특성 비교 (A Comparative Study on the Characteristics of Male Innovators and Opinion Leaders Across Product Categories)

  • 김찬주
    • 한국의류학회지
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    • 제21권1호
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    • pp.67-81
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    • 1997
  • The main purpose of this study was to compare the characteristics of male innovators and of male opinion leaders across product categories in terms of personality, attitudes, social participation, media usage patterns and demographic aspects. Six product categories such as clothing, cosmetics, small electronic appliances, medium-large electronic appliances, interior supplies and sports-leisure goods was used. A valid and reliable self-report scale was used to measure innovativeness and opinion leadership for 423 male adults living in social area Analyses showed that venturesomeness is the most common characteristics between innovators and opinion leaders across product categories. Innovators showed higher tendency of narcissism while opinion leadership showed higher cosmopolitainsm. Common charateristics of innovators and of opininion leaders of both clothing and cosmetics are cosmopolitanism, narcissism, exhibitionism, venturesomeness. The degrees of social participation and media usage patterns were different according to product categories for both innovators and opinion leaders. The implications of these findings for diffusion theory and merchandising were discussed.

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동북지역 중국인의 공항 이용 형태에 관한 연구 (An Empirical Research of the airport use behavior of Northeastern Chinese passengers)

  • 조윤영;홍영식;신창하;노영동
    • 한국항공운항학회:학술대회논문집
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    • 한국항공운항학회 2016년도 춘계학술대회
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    • pp.142-150
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    • 2016
  • The number of Chinese tourists entering Korea has constantly increased since 2000. The number of Chinese visitors who have entered though Incheon International Airport last year was 2.75 million, making Chinese citizens the greatest in number out of all foreign visitors. Considering the importance they have on the Korean aviation market, an examination into their airport usage patterns and satisfaction is essential. For the purpose of this study, the Northeastern region of China was chosen. This region has an even distribution in monthly entrants to korea, and has a dual system of Socialist and Capitalist economies. The following study aims to examine the airport use behavior of Northeastern Chinese passengers, and to provide a strategic guideline regarding this. The following empirical study was attempted by surveying Northeastern Chinese passengers who use Incheon International Airport (IIA). Questions included those regarding airport service and facility usage of IIA, and the patterns of Northeastern Chinese passengers regarding this.

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청소년의 인터넷 중독과 친구관계의 특성 (Adolescent Friendships : Differences in Function, Structure, and Satisfaction by Internet and Real Life Variables)

  • 서주현;유안진
    • 아동학회지
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    • 제22권4호
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    • pp.149-166
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    • 2001
  • This study examined differences in function, structure, and satisfaction of adolescent friendships by differing patterns of internet usage and of real life versus internet friendships. Subjects were 396 male and female 10th grade students. Data were collected with structured questionnaires and analyzed by SPSS. Findings were that the internet functioned as a major field of interpersonal relationships for Korean adolescents. Among 3 types of internet usage patterns, pursuit of interpersonal relationship, constituted most of the functioning and the most intimate friendships and game pleasure had the fewest and least intimate friendships both in real life and on the internet. Subjects addicted to the internet had the most functioning friendships and the highest level of intimacy in friendships. As the level of internet addiction increased, the level of satisfaction in friendships in real life decreased while the level of satisfaction of friendships through the internet increased.

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도시화되는 농촌지역 주택의 식사.취사공간 사용방식에 관한 연구 (A Study on the Patterns of Eating and Cooking Spaces Usage of the Residence in an Urbanizing Rural Community)

  • 윤정숙;이은경
    • 한국주거학회논문집
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    • 제1권1호
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    • pp.77-88
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    • 1990
  • This study aims to investigate the patterns of eating and cooking spaces usage of the residence in an urbanizing rural community and suggests planning data to help plan which reflect the residents` housing needs. For the purpose of this study, Sam ga-3ri village and Yoo bang-2ri village in Yong-in, Kyungki-do, which showed a changed living pattern by urbanization, was chosen and the field survey method was used. As a results of this study, I have shown that although rural housing needs to modernized it should not simply duplicate the organization of the urban kitchen. The residents of rural communities need for modernized their cooking facilites, but they need to do this in a way that fits their lifestyle.

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