• Title/Summary/Keyword: 온라인 활동

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Associations of physical activity by intensity (moderate vs. vigorous) with depression and suicidal thoughts among middle school students in South Korea (한국 중학생의 신체활동 정도와 우울 및 자살사고 간의 관련성)

  • An, Ji-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.7266-7276
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    • 2014
  • This study examined the associations of physical activity by intensity with depression and suicidal thoughts among middle school students in South Korea. This study used data from the Survey of Korean Youth Health Risk Behavior. The samples were middle school students (Total 37,420). Logistic regression analysis were used. For depression, 33% of males and 43% of females felt depressed, whereas 17.8% of males and 27.7% of females experienced suicidal thoughts. In regression, both moderate physical activity and vigorous physical activity were associated significantly with a lower incidence of depression. In suicidal thoughts, moderate physical activity was associated with a lower incidence of suicidal thoughts among female students. In path analysis, vigorous physical activity had a direct and indirect effect on depression and suicidal thoughts. Physical activity is a potential mediator in decreasing depression and suicidal thoughts among middle school students.

Investigating Learning Type in Online Problem-Based Learning: Applying Learning Analysis Techniques (온라인 문제기반학습에서의 학습행태 분석: 학습분석 기법을 적용하여)

  • Lee, Sunghye;Choi, Kyoungae;Park, Minseo;Han, Jeongyun
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.77-90
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    • 2020
  • The purpose of the study is to provide educational implications for more effective Problem-based learning(PBL) by investigating students' learning types based on their online learning behaviors. A total of 1,341 students participated in the study, and they engaged in a six-week-long PBL program run by K University. For the study, participants' online activity data were collected. From the data, a total of 48 variables that represent their various online learning behaviors were extracted. Based on the variables, hierarchical cluster analysis was conducted to analyze learning types. Also, the differences in learning characteristics and achievements were investigated by considering types of learning. As a result, the learning types in online PBL were classified as 'high-level participation (cluster 1)', 'medium-level participation (cluster 2)', and 'low-level participation (cluster 3)'. In addition, the achievement level was found to be highest in 'high-level participation (cluster 1)' and lowest in 'low-level participation (cluster 3)'. Based on the results, the implications for improving online PBL were suggested.

A Study on Customer Review Rating Recommendation and Prediction through Online Promotional Activity Analysis - Focusing on "S" Company Wearable Products - (온라인 판매촉진활동 분석을 통한 고객 리뷰평점 추천 및 예측에 관한 연구 : S사 Wearable 상품중심으로)

  • Shin, Ho-cheol
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.118-129
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    • 2022
  • The purpose of this report is to study a strategic model of promotion activities through various analysis and sales forecasting by selecting wearable products for domestic online companies and collecting sales data. For data analysis, various algorithms are used for analysis and the results are selected as the optimal model. The gradation boosting model, which is selected as the best result, will allow nine independent variables to be entered, including promotion type, price, amount, gender, model, company, grade, sales date, and region, when predicting dependent variables through supervised learning. In this study, the review values set as dependent variables for each type of sales promotion were studied in more detail through the ensemble analysis technique, and the main purpose is to analyze and predict them. The purpose of this study is to study the grades. As a result of the analysis, the evaluation result is 95% of AUC, and F1 is about 93%. In the end, it was confirmed that among the types of sales promotion activities, value-added benefits affected the number of reviews and review grades, and that major variables affected the review and review grades.

Effects of e-CRM Activities and Trust on Loyalty & Mediating Effects of Trust (e-CRM활동, 신뢰도, 충성도 간의 영향 관계 및 신뢰도 매개효과 연구)

  • Hwang, Soo-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.487-497
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    • 2020
  • This study is to examine the effects of e-CRM activities(e-Sales activities, e-Service activities and e-System activities) and trust on loyalty. Particularly, it focuses on the mediating effects of trust on the relationships between e-CRM activities and loyalty. The data is collected from 336 university students over two and half month periods. The results are as follows: Firstly, e-Sales activities, e-Service activities and e-System activities effect exert a significant influence on the trust, but e-Sales activities, e-Service activities and e-System activities do not directly influence on the loyalty. Secondly, trust impacts significantly on loyalty. Finally, in summary, findings confirm the mediating effects of trust on the relationship between e-Sales activities, e-Service activities and e-System activities and loyalty. These results show that if e-commerce firms implement e-CRM activities(e-Sales activities, e-Service activities and e-System activities), their customers will more recognize additional service attributes and the customers' relationships, trust and loyalty with their firms will improve.

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Generation gap between adolescents group and parents group in the perceptions on online games (부모 세대와 청소년 세대의 온라인 게임에 대한 인식 차이: 온라인 게임의 유해성/유익성, 영향과 가치, 부모-자녀 관계, 규제에 대한 인식을 중심으로)

  • Jee Yeon Kim;Young Yim Doh
    • Korean Journal of Culture and Social Issue
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    • v.20 no.3
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    • pp.263-280
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    • 2014
  • The purpose of our study was to figure out the generation gap between adolescents group and parents group in the sub-dimensions of perceptions on online games, such as harmfulness and benefits of online games, impacts and values of online games, parent-adolescent relationship with regard to online game activities, and government regulation of online games. To this end, we conducted online survey targeting middle or high school students and parents with children attending middle or high school regarding the perceptions on online games. As a result, we identified the similarities and differences between adolescents and parents generation in the sub-dimensions of perceptions on online games. Especially, we found significant differences between adolescents and parents generation in the perceptions on violence and sociality of online games. This result shows that the generation gap in these two factors may cause the conflict between parents and adolescents with regard to online game activities. Also, we ascertained the significant generation gap in the perception on parent-adolescent relationship with regard to online game activities. This result implies that parent-adolescent relationship in the developmental process of adolescents in real life was reflected in the perception on parent-adolescent relationship with regard to online game activities. Our contributions are in specifying the generation gap in the sub-dimensions of the perceptions on online games and in identifying the main causes of the conflict between parents group and adolescent group with regard to online game activities.

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Moderating Effect of Security Ability on the Relation between Privacy Concern and Internet Activities

  • Hong, Jae-Won
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.151-157
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    • 2020
  • This study explored the moderating effects of security ability on the influence of privacy concerns on internet activity using Korea media panel survey data. To this end, we applied between-subjects factorial design between 2 (privacy concern high / low) × 2 (security ability high / low) groups and compared five types of internet activity among four groups by variance analysis. As a result, privacy concerns have a main effect on internet activity, and security ability have a moderating role in this relationship. Despite the privacy concerns, people do their internet activities in order to enjoy the benefit from the internet. This study have academic implication in that it focus on the issue of privacy paradox in terms of the type of internet activity. In addition, practical implications are that, in order to activate online activities of individuals in an internet-connected society, efforts for enhancing their security abilities are necessary.

The Effects of self-leadership, self-efficacy, and organizational commitment on safety Management activities in clinical nurses' (임상간호사의 셀프리더십, 자기효능감, 조직몰입이 안전관리활동에 미치는 영향)

  • Eun-Hee Park
    • Journal of Digital Policy
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    • v.2 no.3
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    • pp.9-15
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    • 2023
  • This study is a descriptive survey study for nurses in general hospitals to understand the effects of self-leadership, self-efficacy, and organizational commitment on safety management activities. The subjects of the study were nurses at three general hospitals located in G City. An online survey was conducted in consideration of the COVID-19 pandemic situation. Data collection was from August 20 to August 30, 2021. As a result of the study, self-leadership (r=.618, p<.001), self-efficacy (r=306, p<.001), organizational immersion (r=0518, p<.001) showed a positive correlation with safety management activities. In addition, self-leadership, self-efficacy, and organizational commitment explained 38.2% of safety management activities (F=20.478, p<.001). Therefore, it would be helpful to provide regular leadership education and self-efficacy education to increase patient management activities of general hospital nurses. In addition, if a positive work environment, legal standards for nurse work, and an appropriate compensation system are established to improve organizational commitment, it will have a positive effect on environmental safety management activities.