• Title/Summary/Keyword: cyber behavior

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A Study on the Development and Application of Environmental Education Program in Liberal Arts. (대학 교양환경 교육자료의 개발과 적용에 관한 연구)

  • 성정희
    • Hwankyungkyoyuk
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    • v.15 no.1
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    • pp.1-17
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    • 2002
  • The aim of this study is to establish an object of environmental education in liberal arts, and to develop a teaming program and search for the most effective environmental teaching method. At first this study analyzed the current situations and problems of the present environmental education in the liberal arts. As a result of this analysis, I found that, most of environmental educations have been conducted mainly by an approach of natural science, inevitably they should have limits in which students can't have holistic view in solve the environmental problem. Due to the fact that, many students were attending lectures, teaching methods were limited in the forms lecture and video tapes. As I applied educational programs with various teaching methods for students in order to change cognition and value toward environment, I found that there was no significant difference of cognition even after applying the programs. This may be interpreted as, most students already had very sound and sustainable environmental view. But some programs with teaching method using role play, debate, cyber-debate lead students to have interest in environments, thus actively participating in the class. These methods, taking into consideration, the hundreds of enrolled students, seem to pose a problem in actual application. The most important matter is, how to develop a cognition and value toward environment into environmental behavior. Therefore, in the future, aim is to study what determines the factors for causing environmental behavior from a cognition and value of the environment, and a development of programs in this regard will be necessary.

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Effects of Mindfulness-based Emotion Management Training on Preventing Self-harming Behaviors in Adolescents (청소년의 자해 행동 예방을 위한 마음챙김 기반 정서 관리 훈련 효과)

  • Lee, Woo Kyeong
    • Journal of the Korean Society of School Health
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    • v.30 no.3
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    • pp.295-305
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    • 2017
  • Purpose: This study was conducted to evaluate the effect of Mindfulness-based Emotion Management Training for adolescents immersed in self-harm behaviors. Methods: The participants were 61 middle school students located in Seoul. Thirty students were assigned to the Mindfulness-based Emotion Management Training (M-EMT) group and the other 31 students were assigned to the waitlist group. The students in the M-EMT group participated in a total of 12 sessions, twice a week, for 6 weeks. The modules of the program comprised of mindfulness for emotion, mindfulness for behavior/impulse, mindfulness for thought, and coping with self-harming behavior. The Distress Tolerance Scale, Deliberate Self-Harm Inventory, Cognitive Emotion Regulation Questionnaire, and Scale Suicidal Ideation were assessed at baseline and post-intervention. Results: Compared to the waitlist group, the intervention group exhibited a statistically significant improvement in distress tolerance and cognitive emotion regulation and a statistically significant reduction in self-harming behaviors and suicidal ideation. Conclusion: These results support the hypothesis that mindfulness-based emotional management training has a positive effect on reducing self-harming behaviors and enhancing distress tolerance and cognitive emotional regulation.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

Real-time Abnormal Behavior Detection System based on Fast Data (패스트 데이터 기반 실시간 비정상 행위 탐지 시스템)

  • Lee, Myungcheol;Moon, Daesung;Kim, Ikkyun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1027-1041
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    • 2015
  • Recently, there are rapidly increasing cases of APT (Advanced Persistent Threat) attacks such as Verizon(2010), Nonghyup(2011), SK Communications(2011), and 3.20 Cyber Terror(2013), which cause leak of confidential information and tremendous damage to valuable assets without being noticed. Several anomaly detection technologies were studied to defend the APT attacks, mostly focusing on detection of obvious anomalies based on known malicious codes' signature. However, they are limited in detecting APT attacks and suffering from high false-negative detection accuracy because APT attacks consistently use zero-day vulnerabilities and have long latent period. Detecting APT attacks requires long-term analysis of data from a diverse set of sources collected over the long time, real-time analysis of the ingested data, and correlation analysis of individual attacks. However, traditional security systems lack sophisticated analytic capabilities, compute power, and agility. In this paper, we propose a Fast Data based real-time abnormal behavior detection system to overcome the traditional systems' real-time processing and analysis limitation.

The Effect of Bakery Customers Product and Service Quality Factors on Value Perception, Customer Satisfaction and Behavioral Intentions: Focused on Famous Bakery Customers

  • HONG, Pil-Tae
    • The Korean Journal of Franchise Management
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    • v.11 no.3
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    • pp.7-18
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    • 2020
  • Purpose: Recently, information on 'Delicious Restaurants (Mat-zip)' and 'Famous Bakeries' can be obtained through various media such as TV, Internet search, and SNS, and the culture of finding and sharing them has become a trend. Since PZB's SERVQUAL, there have been many studies measuring service quality, leading to hotels, restaurants and coffee shops. These studies of service quality include product quality in the service quality dimension. Hotels, restaurants, and coffee shops are provided with intangible services while customers visit and stay, but 'Delicious Restaurants (Mat-zip)' and 'Famous Bakeries' often stop by to buy products and return home. Therefore, the study on the effect of quality on customer behavior on 'Delicious Restaurants (Mat-zip)' should consider product quality separately. In this study, we want to study how each quality element affects the perceived value and response of customers by separating product quality and service quality. Research design, data, and methodology: This study tested the structural model of how the quality of products and services of famous bakeries affect customers' perceived value and response. As the quality factors, products, tangible services, and employee services were adopted, and perceived values adopted utilitarian and hedonic values, and customer responses adopted customer satisfaction and behavior intention. For this study, 203 survey data with experience using famous bakeries were analyzed using SPSS 22.0 and AMOS 22.0. Result: The research results are as follows. First, product quality positively influenced utilitarian value, hedonic value, and customer satisfaction, tangible service quality positively influenced utilitarian value, and employee service quality positively influenced hedonic value. Second, utilitarian value had a positive effect on behavioral intention, and hedonic value had a positive effect on customer satisfaction. Conclusions: In a famous bakery, it is basic that product quality should be given priority, and for customer satisfaction, employee service quality is half as important. In addition, for Behavior Intension (revisit by the customer), in addition to product quality, the quality of tangible services and employee services should be maintained at a quarter level.

Development of Human Sensibility Based Web Agent for On-line Recommendation Service (온라인 추천 서비스를 위한 감성 기반 웹 에이전트 개발)

  • Im, Chi-Hwan;Jeong, Gyu-Ung
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.3
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    • pp.1-12
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    • 2004
  • In recent years, with the advent of e-Commerce the need for personalized services and one-to-one marketing has been emphasized. To be successful in increasingly competitive Internet marketplace, it is essential to capture customer loyalty. In this paper, we provide an intelligent agent approach to incorporate human sensibility into an one-to-one recommendation service in cyber shopping mall. Our system exploits human sensibility ergonomics and on-line preference matching technologies to tailor to the customer the suggestion of goods and the description of store catalog. Customizing the system`s behavior requires the parallel execution of several tasks during the interaction (e. g., identifying the customer`s emotional preference and dynamically generating the pages of the store catalog). The recommendation agent system composed of five modules including specialized agents carries on these tasks. By presenting goods that are consistent with user interests as well as user sensibility, the accuracy and satisfaction of the recommendation service may be improved.

The Effects of Maternal Parenting Behaviors and Preschooler's Emotional Regulation on Their Internet-Game Addictive Inclination (유아의 인터넷 게임 중독 경향성에 영향을 주는 어머니 양육행동과 유아의 정서조절)

  • Kim, Ji-Hyun
    • Journal of the Korean Home Economics Association
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    • v.48 no.8
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    • pp.77-86
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    • 2010
  • This study investigated the effects of maternal parenting behaviors and preschooler's emotional regulation on their internet-game addictive inclination. The participants were 129 mothers of 5 and 6 year-old preschoolers and their teachers from two day dare centers and one kindergarten in Seoul and Kyung-gi province. Data were analyzed by descriptive statistics and hierarchical regressions by SPSS program (12.0 version). The major findings were as follows: (1) Boys showed higher score of internet-game addictive inclination than that of girls. (2) mother's consistent parenting behaviors and preschooler's other-regulation behaviors significantly explained preschooler's internet-game addictive inclination. In conclusion, maternal parenting behaviors and preschooler's emotional regulation have influenced on preschooler's internet-game addictive inclination.

The Constitution with Analysis of cognitive Indicators in Interior Space for Interactive Simulation (Interactive 시뮬레이션을 위한 실내공간인지 분석의 지표구성)

  • 김태환;이사호
    • Korean Institute of Interior Design Journal
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    • no.27
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    • pp.162-167
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    • 2001
  • The true space is the physical world affected a gravity but the cyber space is the world that rise above physical status and show developed space. This study shows that the factors of objective valuation and the indicators for the behavior analysis. It is established that the structural design indicators using the simulation have 4 steps; The indicator of complex space, the diagram of cognitive image, is the analysis of emotion and stimulation, and the dependent variables. Moreover the indicator of complex space is illustrated the connection degree, the symmetry, the axis of sight, and the degree of space division. For the effective analysis, the simulation is to be made matched with the true environment. Thus the simulation has the capability of the objective and correct more than those of true architectural environment. And it could establish immediately the experimental data and response.

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A Study on Modeling Network Normal Behavior based on Machine Learning (기계학습 기반 네트워크 정상행위 모델링에 관한 연구)

  • Kwon, Sungmoon;Shon, Taeshik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.164-165
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    • 2018
  • 네트워크 정상행위 모델링이란 대상 네트워크 및 시스템에서 동작 가능한 행위 중 허용된 행위를 모델링하는 것을 의미한다. 정상행위 모델은 해당 모델의 정상 이외 범주의 알려지지 않은 비정상 행위의 탐지 가능성을 가지고 있어 활용도가 높다. 네트워크 및 시스템의 복잡도가 증가할수록 특성의 파악이 힘들며 이로 인해 주요 특징의 누락이 발생할 수 있어 대상 네트워크의 다수의 데이터에 기반한 기계학습 기반의 네트워크 정상행위 모델링에 관한 다양한 연구가 진행되고 있다 본 논문에서는 딥러닝을 포함하여 네트워크 정상행위 모델링에 사용될 수 있는 다양한 기계학습 기반의 기법을 제시한다.

The Effect of Construal Level on Variety Seeking across Subcategories

  • Suh, Jiyeon;Won, Eugene J.S.
    • Asia Marketing Journal
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    • v.21 no.3
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    • pp.1-20
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    • 2019
  • The present study investigates how consumers' construal level affects their variety seeking behavior when choosing multiple items simultaneously. Especially the authors focus on the perceptual level at which variety seeking takes place and propose that variety seeking can take place not only at brand level but also at category or subcategory level. Categorical variety seeking refers to diversification of one's choices over multiple brands not within the same category but across multiple categories. Building on construal level theory, the authors expected that people engaging in higher-level construals tend to subcategorize the choice set and distribute their choices across more subcategories and designed four experiments to test the related hypotheses. The experimental results showed that consumers' construal level can affect the level at which variety seeking takes place and those with higher construal level tend to choose options seemingly more dissimilar to each other.