• Title/Summary/Keyword: Users' behaviors

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Analysis of users' needs for developing mobile health based prevention and intervention programs for the metabolic syndrome in college students (대학생의 모바일 헬스 기반 대사증후군 예방 및 중재 프로그램 개발을 위한 사용자 요구 분석)

  • Kang, MinAh;Lee, Soo-Kyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.429-442
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    • 2017
  • This study was performed to investigate and analyze users' needs for m-health based prevention and intervention programs that are intended to improve the awareness of metabolic syndrome and promote health behaviors of college students. A questionnaire survey was conducted to 200 college students of 2 university in D city. Data were analyzed using descriptive statistics, t-tests, chi-square test with the SPSS Version 20.0. The result showed that users wanted customization of prescriptions and accurate measurement of health applications, and provided a positive feedback on information exchange between those who manage their health. The most preferred content was proper exercise methods, and the preferred gamification factors were goal-setting, compensation, and competition. The optimal price for wearable devices was between 10,000 to 50,000 won, and calorie consumption function was also preferred. Although users with experiences of wearable devices and health apps had a higher knowledge score pertaining to metabolic syndrome, there was no significant difference in the overall score. Concerning the health behaviors associated with lifestyles, individuals without the experiences of wearable devices and health apps showed a remarkably lower score. The research has a significance that it investigated and analyzed the contents needed for the development of effective moblie health based prevention and intervention programs targeting the population in their early adulthood. Therefore, based on the findings, we propose a rich and concrete follow-up study on the needs and characteristics of different user types by collecting a population with experiences of wearable devices, and a development of differentiated mobile health based prevention and intervention programs.

Analysis of Usage Behaviors for the Electronic Resources of Undergraduates in a Smart Mobile Environment: Focused on the Usage Statistics of the A-Academic Library (스마트 모바일 환경에서 대학생의 전자자료 이용행태 분석 - A대학도서관 이용통계를 중심으로 -)

  • Kim, Sung-Jin
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.4
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    • pp.53-82
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    • 2020
  • With the increase in smartphone ownership and Internet usage using smartphones, the information environment is shifting from the existing PC to the smart mobile. The current undergraduate students are called Generation Z who prefer smartphones to PCs and video contents to texts. This study attempted to understand their usage behaviors of electronic resources in an academic library in a smart mobile environment. This study conducted a usage statistics analysis with 61,433 usage records of e-books, audiobooks, and e-learning contents and 1,595 records of users in the A academic library during 3 years from 2016 to 2018. The scope of the data includes the date of use, the subject, the year of publication, the channel of use, and each user's gender, affiliation, status, admission date, and graduation date. This study investigated not only the general characteristics of electronic resource use, but also the usage behaviors according to the user's demographic characteristics. Based on the findings, this study suggested practical service plans that are applicable in the near future and reflect changing circumstances.

Comparison of Oral Health Behaviors before and after Oral Health Education for Elementary School Students from a part of Community Child Center (일부 지역아동센터 아동들의 구강보건교육 전·후 구강보건행태 비교)

  • Lee, Sunmi;Kim, Jiyoung
    • Journal of The Korean Society of Integrative Medicine
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    • v.4 no.1
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    • pp.57-64
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    • 2016
  • PURPOSE : The purpose of this study was to examine the oral health behaviors of child users of local children's centers before and after receiving oral health education in an effort to develop a well-organized oral health education program. METHOD : The subjects in this study were the elementary school students who used 13 different local children's centers in the city of Busan. The questionnaire was intended for children and consisted of 31 items, which were four about eating food, three about washing hands, two about smoking, five about toothbrushing and dental clinic visit, five about tooth damage and dental pain, seven about knowledge and awareness of dental health and six about dental health attitude. RESULT : 1. The rate of the children who replied they didn't brush their teeth on the previous day stood at 5.8 percent before the program, and this rate rose to 13.0 percent after that. The differences were significant(p=0.026). 2. The rate of the former after the program stood at 61 percent, and that of the latter stood at 39 percent. The differences were statistically significant(p=0.019). CONCLUSION : The oral health behaviors were investigated before and after oral health education was provided, and this education was found not to be sufficient enough to change their oral health care. So it seems necessary to increase the frequency of oral health education by providing it twice a year. In addition, oral health education programs geared toward teachers in local children's centers who spend time with children should additionally be strengthened to offer more education to these children.

To Reduce Problem Behaviors of Children with Developmental Disabilities Group Play Therapy Case Study-Focusing on the Daytime Protection Center Users with Disabilities (발달장애아동의 문제행동감소를 위한 집단놀이치료 효과에 대한 연구 -장애인 주간보호센터 이용자를 중심으로)

  • Shin, Jun-Ok
    • Journal of Convergence for Information Technology
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    • v.10 no.3
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    • pp.176-184
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    • 2020
  • The purpose of this study was to investigate whether group play therapy is effective in reducing problem behaviors of children with developmental disabilities. The subjects of study were in special schools and 5 children with disabilities using short-term care centers for the disabled, The research period was 12 sessions of 40 minutes twice a week using winter vacation from January 2, 2018 to January 28, The measuring tool, K-CBCL, was used to observe behavioral changes qualitatively. The summary of this study is as follows. First, children with disabilities significantly reduced their aggressiveness, atrophy, depression, and anxiety, and increased their activity during each session. Second, problem behaviors decreased after the intervention of group play therapy, and there were more decreases in internalization problems than externalization problems. The results of this study suggest that group play therapy is meaningful in reducing problem behavior according to the individual characteristics of children with disabilities.

A Comparative study on difference in life satisfaction and user behavior of N-screen Service (N스크린 서비스의 이용행태와 삶의 만족도 비교연구)

  • Chang, Hyung-Jun;Kim, Dong-Woo;Kim, Kwang-Ho
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.59-68
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    • 2015
  • This study compared and analyzed the connection use, using behaviors and life satisfaction of paid users and free users in accordance with the business models of convergence N-screen service providers. It also analyzed factors that influence users' satisfaction at a personal life level, a relationship-based life level and a group-based life level. The study result showed the different connection use levels of broadcast contents by paid and free users of the N-screen service have a statistically significant meaning. The result also showed the personal satisfaction level of paid users is higher than that of free users. It also turned out that factors that influence life satisfaction differ according to whether or not the users paid for the service. Also, academic background and content consumption expenses affected life satisfaction level of free users while connection use of broadcast contents affected the one of paid users. This study provided an insight on the current domestic N-screen market situation and suggested business strategies which could help find business models.

Reinterpretation on Propertiness of Online Game Item (온라인게임 아이템의 재물성에 대한 재검토)

  • Yoo, In-Chang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.153-160
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    • 2013
  • Online game provides a kind of cyber money aden and game instruments, items in order to attract game users. Game users want stronger, better and higher-leveled items with competition. Demands and supplies on items are formed and the transactions are made. The problem is there happen frequently illegal behaviors in the process of transactions. Among these illegal behaviors, for using other's id and password without authorization and stealing items, rejecting to return assigned items, providing stolen item to other who knows the fact or destroying others' items, it is difficult to apply provisions on properties in the criminal code on them. Because the criminal code has a duty to prevent separation between substantial criminal behavior and regulations, it should reflect substantial cultures and values of the times. Therefore, property like items in cyber space can be considered as new property to need to be protect under the criminal code and it may be not an interpretation of expansion. The reason is it is practical and reasonable to judge whether propertiness can be established considering cyber space's unique characteristics. It is time to review propertiness of Article No. 346 according to the request of times of the digital age.

A study on mobile phone using behavior by age group (연령별 휴대폰 사용실태에 관한 연구)

  • Yun, Hun-Yong;Yun, U-Sun;Nam, Chang-Su
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.105-120
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    • 2004
  • With the new technology and the popularization of mobile phone. the functions and designs of mobile phone have been varied rapidly. However. based on the user's level of familiarity on mobile phone function and knowledge of information technology. the using behaviors of mobile phone. especially between the young users who are well acquainted with the latest function and technology and the over middle-aged users who are relatively not. would be quite different. A survey was conducted to investigate the various using behaviors of mobile phone in different age groups. The total number of six hundred and sixty-seven people from age seventeen to sixty participated in this study. The participants were divided into young group (age between 17 to 29) and the over middle-aged group (age between 40 to 60) to compare the difference group considered design. price. and function of the mobile phone as three important factors. on the other hand. the over middle-aged group considered quality of communication. price and ease of use as three important factors. All the respondents of the young group know how to use the text messaging function. however for the over middle-aged group. 40% of the respondents knows how to use the text messaging function. The over middle-aged group seemed mainly use the mobile phone for voice communication. however the young group had a tendency to communicate each other with short text message rather than through voice conversation. Twenty percentage of young group responded that they had an experience of pain or discomfort at the thumb. the thenar eminence area. or carpus area during pushing the mobile phone keypad. The excessive frequent use of keypad may cause the risk of repetitive strain injury (RSI). The results of this study could provide important information to understand the way of using mobile phone in different age groups. and also could be used to design and market the mobile phone.

Shopping Mall Avatar System Using Behavior and Motion Description Language (수준별 행위 표현 기법을 이용한 쇼핑몰도우미 아바타 시스템의 구현)

  • Kim, Jung-Hee;Lee, Gui-Hyun;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.566-574
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    • 2005
  • In spite of recent increase in the use of avatar in Web and Virtual Reality, there has not been a service that allows users to control directly the avatar behaviors. In addition, the conventional behavior control languages required a lot of complicated information for controlling the avatar motions. Moreover, in order to apply written languages to a different task domain, it was necessary to modify or rewrite the languages. In this paper, we define Task-Level Behavior Description Language and Motion Representation Language for more simple control of the avatar behavior. The first thing allows describing the avatar behaviors in each task domain, and The second thing enables writing detailed data for motion control. And in this paper, we developed an interpreter which can automatically change the Behavior Description Language to the Motion Representation Language. So this system allow users control the avatar behavior simply with only use the Behavior Description Language. The system was applied to shopping mall and the Task-level Behavior Description Language was compared with conventional languages to see how it was more effective in behavior description.

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Effects of Online Engagement on Uses of Digital Paid Contents (온라인 관여가 디지털 유료 콘텐츠 이용에 미치는 영향)

  • Yang, JungAe;Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.468-481
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    • 2018
  • This study aims to empirically investigate how users' online engagement behaviors predict their uses of paid contents. To this end, the data from the 2016 Korean Media Panel Survey, which has been conducted annually by the Korea Information Society Development Institute(KISDI), were analyzed. Major findings(N=8.313) were as follows. First, the active type of online engagement(e.g., posting, commenting), which contributes to direct creation of online contents, was the most powerful predictor to explain the DV. On the other hand, relatively passive actions of user engagement(e.g., sharing, endorsing, voting) turned out to have no significant effects on the uses of paid contents, just as personality traits and online privacy concerns did. Based on these results, it is recommended that online contents or platform service providers should try to establish clearly-targeted marketing strategies, after thoroughly collecting and analyzing the data of users' various online behaviors.

A User Study on Information Searching Behaviors for Designing User-centered Query Interface of Content-Based Music Information Retrieval System (내용기반 음악정보 검색시스템을 위한 이용자 중심의 질의 인터페이스 설계에 관한 연구)

  • Lee, Yoon-Joo;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.5-19
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    • 2006
  • The purpose of this study is to observe and analyze information searching behaviors of various user groups in different access modes for designing user-centered query interface of content-based Music Information Retrieval System(MIRS). Two expert groups and two non-expert groups were recruited for this research. The data gathering techniques employed in this study were in-depth interviewing, participant observation, searching task experiments, think-aloud protocols, and post-search surveys. Expert users, especially majoring in music theory, preferred to input exact notes one by one using the devices such as keyboard and musical score. On the other hand, non-expert users preferred to input melodic contours by humming.