• Title/Summary/Keyword: 소프트웨어 중독

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Analysis of Addiction Risk Factors in the Internet Softwares Used by Elementary School Students (초등학생이 사용하는 인터넷 소프트웨어의 중독위험요소 분석)

  • Kim, Seok-Won;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.397-406
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    • 2007
  • There are lots of studies going on about internet addiction in a point of view of psychology and sociology. The purpose of this paper is to examine the relation between the internet addiction and the services and functions of internet softwares in a point of view of developing softwares. For this, the first goal is to see the type of the software that used most by elementary school students addicted to internet, and the second is to examine the risk factors of addiction and their priority orders in the services and functions offered by that kind of software. The results of this paper can give instructive informations to every children who use internet and their parents and teachers and software developers.

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Teaching Plans to Resolve Internet Addiction using e-Learning Project-Based Learning (이러닝 프로젝트 학습을 통한 인터넷 중독 해소 지도 방안)

  • Kim, Hyun-Bae;Yu, Seon-Bong
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.111-118
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    • 2010
  • There are various studies about Internet addiction in psychological or social point of view. In this study, teaching plans are introduced using e-learning project-based learning for elementary school students. These teaching plans are applied to the Cyber home study system.

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Research on a AI character Avatar for teenager’s right language using (올바른 언어사용을 위한 인공지능형 캐릭터 아바타에 관한 연구)

  • Park, Jung-Eun;Lee, Dong-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.396-402
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    • 2006
  • 최근 청소년층의 인터넷 이용이 급격히 증가하면서, 초등학생 중 90% 이상이 인터넷을 이용하고 있으며, 그 연령대도 낮아져 저학년 어린이의 이용률이 지속적으로 높아지고 있다. 또한 청소년의 30%가 인터넷 중독 또는 중독 직전에 있는 것이 실태이기도 하다. 10대가 현재 가장 많이 사용하고 있는 정보매체인 컴퓨터는, 그것을 사용함에 있어 교육적으로 도움이 되는 면도 있지만 반면에 무분별한 인터넷 용어나 비속어의 사용, 무절제한 지속적인 이용, 유해사이트에의 노출 등 많은 문제가 산재해 있다. 기존의 유해사이트 차단과 컴퓨터 사용시간 제한 등의 사용 관리를 위한 프로그램들이 많이 선보여진 상태이지만 그 활용 면에서 보면, 좀 더 사용자의 특성을 이해하여 어른들보다 절제가 어려운 어린이 사용자를 위해 부모 혹은 선생님과 같은 관리자와 가르침의 역할을 해줄 수 있는 부분이 더욱 필요하다. 본 연구에서는 무형의 소프트웨어 프로그램이 사용자에게 명령을 내리고 그것을 수행하게 하는 것 보다, 사용자가 친숙하게 받아들이고 정서적으로 접근할 수 있는 사용자와 인터렉션이 가능한 캐릭터 형태의 물리적 아바타를 제안하고자 한다. 또한 비속어나 그와 비슷한 단어들을 사용할 시 의미적으로 비속어인지 아닌지 아바타가 추론할 수 있는 기능으로, 인공지능을 부여하여 사용자가 인터넷 채팅이나 게임을 할때 아바타로 하여금 사용자와의 인터렉션을 통해서 올바르지 않은 언어사용에 대한 인지를 쉽게 하고 개선의 효과를 높이며 지속적인 관심을 이끌 수 있는 인공지능을 가진 캐릭터 아바타를 제안하고자 한다.

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The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

An Implementation of Obesity Management System with Individually Adapted Complex Care (개인 맞춤형 통합 치료가 가능한 비만 관리 시스템 개발)

  • Noh, Si-Cheol;Kim, Ju-Young;Kim, Jin-Su;Kang, Sang-Sik;Choi, Heung-Ho
    • Journal of the Korean Society of Radiology
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    • v.6 no.2
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    • pp.83-91
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    • 2012
  • The obesity is a medical condition in which excess body fat has accumulated to the extent. It may have an adverse effect on health, leading to reduced life expectancy and increased health problems such as lifestyle disease, hypertension, and diabetes. Furthermore, it may cause the mental illness such as depression, bipolar disorder, anorexia, hyperphagia, and so on by shrinking psychologically. So, it is regarded as the serious worldwide social problem. Recently, although there are many general obesity care methods with various approaches, these can't be the radical obesity care because of the side effects such as surgery aftereffect, drug addiction, and so on. For these reasons, a methodical approach with a consideration of individual obesity pattern is strongly demanded. In this study, complex obesity care and management system which is overcome the weakness of non-surgical obesity treatment is proposed. And the individually adapted obesity treatment system with the far-infrared therapy module, oxygen therapy module, color therapy module, and microwave therapy module was developed. The complex obesity treatment system which is proposed in this study, could improve the efficiency of treatment by suggesting the various treatment protocols. And proposed system could be the foundation of the high quality obesity treatment system.