• 제목/요약/키워드: Using Internet

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Analysis of the Current Status of Internet Fashion Shopping Malls and Proposal of a Cyber Fitting System as an Improvement

  • Tak, Myung-Ja;Kim, Chee-Yong
    • 한국멀티미디어학회논문지
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    • 제12권12호
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    • pp.1809-1818
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    • 2009
  • In order to correctly understand the Internet fashion shopping mall, which is expected to continuously grow up, and to strengthen marketing activities in cyber space, a more scientific and systematic research is necessary. Most of the early researches of the Internet fashion shopping mall were focused on technical parts so they studied the environmental and physical characteristics of the Internet fashion shopping mall, but recently, the Internet fashion shopping mall is activated and accordingly, the interest in Internet shopping users is going up. Under this circumstance, the research to understand the characteristics of Internet shopping consumers becomes necessary. Therefore, the research was conducted by a survey, focusing on college students who use Internet a lot. The survey covered the experience and the type of using the Internet fashion shopping mall, the extent of satisfaction, strengths, and weaknesses of the Internet fashion shopping mall, the use of a cyber fitting system, and the possibility of the development of the Internet fashion shopping mall having a cyber fitting system. As a result of the study, it was found that: most of the students used the Internet fashion shopping mall; they used a fashion-specialized mall most; they pointed out economy of time as the biggest strength of using the Internet fashion shopping mall; they thought the biggest weakness of the Internet fashion shopping mall is that they can not try on clothes so they can not check whether clothes go well with them or not; and regarding the intention to use a cyber fitting system if available and the possibility of the development of the Internet fashion shopping mall, they replied that they would use it and the malls with the system would be developed. Based on the results, this study proposes a cyber fitting system as an improvement of the Internet fashion shopping mall.

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초등학교 5.6학년 학생의 인터넷 중독과 정신건강과의 관계 (Relationship of Internet Addiction and Mental Health of 5-6th year Students in Elementary Schools)

  • 김혜정;조복희
    • 한국학교보건학회지
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    • 제16권2호
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    • pp.97-110
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    • 2003
  • The purpose of this study is to find out the relationship between internet addiction and mental health of 5-6th grade students in elementary schools and to provide some basic data to develop a program for prevention and treatment of internet addiction. The study is the research of the descriptive correlation and the subjects of the study were 643 students from 5th and 6th year children of four elementary schools in four districts which are located in G city. The data were analyzed by SAS program with frequency, percentage, means, standard deviation, x2-test, ANOVA and Pearson's Correlation Coefficient. The results were as follows: 1. In the demographic characteristics of the subjects, the boys were 50.5%, girls 49.5% and 5th grade students were 48.4%, 6th grade 51.6%. The purposes of the internet using were e-mail 40.3%, game 37.5%. 2. In the degree of the internet addiction were 4.5% of addiction, 38.7% of addiction tendency and 56.8% of non-addiction. 3. The score range of the degree of the mental health index of the subjects' were 26-28, mean 47.8. 4. There were significant differences in mental health index(F=34.01, p= .000) to the degree of the internet addiction. 5. There were significant negative correlation between the degree of internet addiction and the mertal health index(r=0.342, p= .000). The result of the study showed the students who are in high-grade in elementary school have already addicted to using of the internet as much as the youth and the more they addicted to the internet, the lower mental health index they have. According to increasing of the using internet among the elementary school students, the internet addiction of them have increased. Therefore, it is necessary to develope a program for prevention and treatment of the internet addiction.

AHP 및 통계분석을 이용한 인터넷 게임 중독 영향 연구 (A Study on the Influence of Internet Game Addiction using the AHP and Statistical Analysis)

  • 김태성;김종호;문상덕
    • 대한안전경영과학회지
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    • 제10권2호
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    • pp.33-41
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    • 2008
  • Rapid spread of the internet has made our everyday life more convenient, however it has brought some problems along with it. Especially, undergraduate student are losing their social ability as they become absorbed in the internet game, act selfishly in the cyber space and lose interest in studying. As a result, they become isolated from their friends and experience difficulty in the relationship with their parents. In this paper, the influence factors of internet game addiction is investigated using the Analytic Hierarchy Process (AHP) and statistics techniques. This study is to define the influence an important factors of internet game addiction using a questionnaire to internet game player and expert group. It is believed that this study will be more receptive to results that include the priority weights of internet game addiction among the addiction group, non-addiction group and expert group.

가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구 (Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System)

  • 이건창;정남호
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 1999년도 춘계공동학술대회: 지식경영과 지식공학
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    • pp.361-371
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    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and tents. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternatives guaranteeing a sense of reality for customers' part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

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가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구 (Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System)

  • 이건창;정남호
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 1999년도 춘계공동학술대회-지식경영과 지식공학
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    • pp.361-371
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    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and texts. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternative guaranteeing a sense of reality for customers part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

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인터넷 기반 교육 중재가 산욕기 어머니 건강에 미치는 영향에 대한 체계적 고찰 (Maternal Health Effects of Internet-Based Education Interventions during the Postpartum Period: A Systematic Review)

  • 채정미;김현경
    • 지역사회간호학회지
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    • 제32권1호
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    • pp.116-129
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    • 2021
  • Purpose: This study aimed to investigate the maternal health effects of internet-based education interventions on parturients during the postpartum period through a systematic review of randomized controlled trials. Methods: An electronic literature search of the Cochrane Library, CINAHL, EMBASE, Eric, PsycINFO, PubMed, RISS, and KISS databases was performed, using the combination of keywords such as 'parenthood education', '*natal education', '*birth intervention', 'internet-based intervention', 'randomized controlled trial'. The inclusion criteria were peer-reviewed papers in English regarding randomized controlled trials of internet-based postnatal education interventions. Educational interventions were delivered through any web, mobile, eHealth, mHealth, virtual reality, short message service, or social networking service platform. Quality appraisal was performed using the Risk of Bias 2 (RoB 2) for randomized controlled trials. Nine articles were yielded, and the intervention effects were analyzed. Results: Internet-based education interventions during the postpartum period affect maternal self-efficacy, postpartum depression, and successive breastfeeding; however, they do not affect maternal satisfaction and parenting confidence. Conclusion: This study demonstrated that internet-based education interventions affect maternal health status in terms of psychological, emotional, and physical wellness. Therefore, maternal health care professionals can utilize remote education using the internet or mobile-based interventions during the postpartum period.

인터넷 망 이용의 유상성에 대한 고찰 - 미국 인터넷 역사 및 Charter 합병승인조건 소송 중심으로 - (A Study on the Charge of Using the Internet Network - Focusing on U.S. Internet History and Charter Merger Approval Conditions Litigation -)

  • 조대근
    • 인터넷정보학회논문지
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    • 제22권4호
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    • pp.123-134
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    • 2021
  • 본 논문은 넷플릭스와 SK브로드밴드 소송의 핵심 쟁점인 인터넷의 유상성에 관해 논증하고 있다. 인터넷 연결 관련 당사자 간 기밀유지협약이 일반적인 시장의 특성으로 인해 거래 데이터 수집 한계가 있어 연구방법론으로 사례연구 및 판례분석을 채택하였다. 즉 CP를 중심으로 한 일부에서 인터넷은 무료로 고안된 망이기 때문에, 그리고 시장에서 무료로 이용하고 있는 경우가 많으므로 ISP가 CP를 포함한 이용자들에게 요금을 부과할 권리가 없다고 하는 주장에 대해 인터넷이 무료가 아님을 미국 인터넷 역사와 2016년 Charter 합병 관련 소송 분석 등 두 가지 접근방법을 통해 검토한다. 첫째, 미국 인터넷의 시작이라 알려진 ARPANET부터 백본 상용화까지의 초기 인터넷 망을 고안할 당시 인터넷의 무상성은 고려되거나 시행된 바가 없으며 NSFNET 백본의 망 운영비 확보를 위해 연방정부가 지원금을 부담하거나 기관들이 요금을 부담하고 있었다. 인터넷 초기에도 인터넷망 이용에 따른 대가 지불이 있었다. 더불어 Free Peering의 free는 무상이 아니라 물물교환(Barter)을 의미한다. 둘째, 미국 연방정부 행정명령서 및 법원의 판결문과 같은 공문서를 분석하여 인터넷의 유상성을 입증하고 있다. 2016년 미 CATV 사업자 차터(Charter)의 합병승인 조건 명령서와 동 명령 관련한 소송 판결문에서 현재 미국 인터넷 시장 내 ISP-CP(OTT 포함) 간 유료 정산을 하고 있으며, 망 이용대가와 망 중립성 규제는 무관하다는 점을 공식적으로 확인할 수 있었다. 결론적으로 인터넷의 기술적 특성, 망 구조, 망 운용, 제도 측면에서 인터넷이 무료인 적은 없음을 논증하고 있으며 국내 정책 및 규제 차원에서 제도 개선을 제안하고 있다.

Effects of Self-efficacy and Self-control on Internet Addiction in Middle School Students: A Social Cognitive Theory-Driven Focus on the Mediating Influence of Social Support

  • Yang, Sun-Yi
    • Child Health Nursing Research
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    • 제26권3호
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    • pp.357-365
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    • 2020
  • Purpose: The aim of this study was to investigate internet addiction among middle school students and to examine the mediating effects of social support in the relationships of self-efficacy and self-control with internet addiction. Methods: The participants in the study were 119 middle school students in J city. The measurements included a self-efficacy scale, a self-control scale, a social support scale, and the Internet Addiction Scale for Youth. Data were analyzed using the independent t-test or Mann-Whitney U test, one-way analysis of variance, the Scheffé test, Pearson correlation coefficients, and multiple-regression using SPSS version 22.0. Mediation effects were analyzed by the Sobel test and Baron and Kenny's hierarchical analysis technique. Results: Significant correlations were found among self-efficacy, self-control, and internet addiction. Social support had partial mediating effects in the relationship between self-efficacy and internet addiction, as well as in the relationship between self-control and internet addition. Conclusion: In order to prevent internet addiction, the promotion of interactions among peers, which is a component of social support, is particularly important. It is also necessary to promote face-to-face activities that can strengthen relationships. The findings suggest that intensifying social support may help reduce the level of internet addiction in middle school students.

인터넷 쇼핑의 사용자 수용 결정요인: 신뢰와 정보시스템 품질에 관한 실증 연구 (Determinants of User Acceptance of Internet Shopping: An Empirical Study of Trust and Information Systems Quality)

  • 허명숙;천면중
    • 한국정보시스템학회지:정보시스템연구
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    • 제14권2호
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    • pp.101-132
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    • 2005
  • There is a need for research to identify the integrated, rather than fragmented, factors that determine users' acceptance of Internet shopping. Using the newly revised technology acceptance model (TAM) as a theoretical framework, this study investigates the effect of a set of information systems quality (information quality and system quality) and trust on intention to use Internet showing through perceived ease of use and perceived usefulness. Using structural equation modeling, the results strongly support the utilization of TAM in predicting users' intention to use Internet shopping, and demonstrates the effects of critical external variables on behavior intention through perceived ease of use and perceived usefulness. Systems quality such as response time, accessibility, and usability has significant effects on perceived ease of use of Internet shopping. Futhermore, trust has also a significant effect on perceived usefulness, perceived ease of use, intention to use Internet shopping, and actual usage of Internet shopping. Based on these results, this study suggests managerial implications of new Internet shopping strategies, focusing on the integration of information systems quality and trust in order to achieve sustainable competitive advantage in Internet shopping.

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인터넷게임중독 청소년과 비중독 청소년의 스트레스 수준과 HPA axis 활성도 비교 (Comparison of Stress Level and HPA axis Activity of Internet Game Addiction vs. Non-addiction in Adolescents)

  • 김은화;김나현
    • Journal of Korean Biological Nursing Science
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    • 제15권4호
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    • pp.173-183
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    • 2013
  • Purpose: The purpose of this study was to compare the stress level and HPA axis activity of an internet game addiction group and non-addiction group in adolescents. Methods: A cross-sectional comparative study was performed with 140 male high school students from 9 vocational high schools at W city. Data were collected from July to September, 2012, using a questionnaire for measuring internet game addiction and stress level, blood samples for serum ACTH, and cortisol level for HPA axis activity. Data were analyzed using descriptive analysis, $X^2$-test, t-test, ANOVA, and Pearson correlation coefficient with SPSS/WIN 15.0. Results: The stress level of the internet game addicted group was significantly higher than that of the non-addicted group (p<.001). The serum cortisol level was also significantly higher in the internet game addicted group than in the non-addicted group (p<.026). The serum ACTH level was higher in the internet game addicted group more than in the non-addicted group (p<.072). Conclusion: These results showed that internet game addiction could increase stress level and HPA axis activity in high school adolescents. Thus, a nursing approach to prevent and relieve internet game addiction should be initiated to stabilize the HPA axis of internet game addicted adolescents.