• Title/Summary/Keyword: 인터넷 인지

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A Comparison of the Learning Effects on Knowledge, Affectivity and Behavior depending on Internet Ethics Education Method in the University (대학 인터넷윤리 교육 방법에 따른 인지.정의.행동 영역별 학습 효과 비교)

  • Kang, Sunghee
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.31-37
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    • 2013
  • This study was conducted to compare and examine the knowledge, affectivity and behavior of students between before and after Internet ethics education depending on education method. The class for A group was being taught by tutor-oriented teaching method based on explaining and the class for B group was characterized by student-oriented studying based on participation of students. Upon comparing the changes of the knowledge, affectivity and behavior after Internet ethics education, the tutor-oriented teaching method was more effective for knowledge in Internet ethics education and the student-oriented studying based on participation of students was more effective to change the student's affectivity. In the behavior, both A group and B group had a tendency to be changed positively after education, but there was no statistically significant difference. In order to produce actual results on Internet ethics education as integrated morality education, it is important for students to join and take a leading role in the class and for tutor to teach students supplementarily what they need to know essentially.

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Suggestions for the Development of Internet-based Cognitive-Behavioral Therapy with a Trauma Focus (트라우마 초점의 인터넷 기반 인지행동치료 개발을 위한 제언)

  • Choi, Yun-Kyeung
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.261-274
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    • 2020
  • Research on the development and effectiveness of internet-based cognitive-behavioral therapy with a trauma focus (iCBT-T) has been actively conducted in Western societies, but these studies have just begun in Korea. The purpose of this study was to suggest practical considerations to developing and managing the iCBT-T program. After reviewing previous studies on iCBT-T, this author suggested a model of convergence and collaboration between mental health knowledge and information and communication technologies (ICT) to develop the iCBT-T program. This article outlines practical considerations, including focus and target groups of iCBT-T, intervention types of iCBT-T (open access vs. guided), number of sessions, ethical issues, professional support, and degree of user involvement. Methods to complement the limitations of internet as a medium are also proposed in the iCBT-T program. The convergence model of CBT-T and ICT is expected to promote the development of programs that can contribute to improving the mental health of users who experience traumatic events.

The Impact of Perception on the Difference Between Mobile and Stationary Internet Toward the Intention to Use Mobile Internet (모바일 인터넷과 PC 인터넷의 특성 차이에 대한 인식이 모바일 인터넷 사용 의도에 미치는 영향에 대한 연구)

  • Shin, Hyun-Sik;Song, Yong-Uk;Sung, Nahk-Hyun
    • The Journal of Society for e-Business Studies
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    • v.15 no.3
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    • pp.99-129
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    • 2010
  • The objective of this research is to identify the factors which influence users' intention to use mobile Internet. There are lots of researches based on Technology Acceptance Model trying to identify the factors which have influence on accepting mobile Internet and its related services. These researches, however, have some limitation in the sense that they focus only on the features of mobile Internet itself while users make overall decision after the comparison of a new service channel with existing service channels in many directions. Therefore, we are going to analyze the impact of users' perception on the difference between mobile and stationary Internet toward their intention to use mobile Internet. We identified the features like ubiquitous availability, context awareness, compatibility, friendliness, and economic value from literature review and developed a structural model about the impact of users' perception on the differences of these features between mobile and stationary Internet toward their intention to use mobile Internet through mediate variables such as perceived ease of use, perceived playfulness, and perceived usefulness. After that, we conducted an experimental analysis for the model, and addressed a solution to rev up the usage of mobile Internet based on the results of the analysis.

Detecting the Number of Pedestrians for Context Awareness (상황 인지를 위한 보행자 수 검출)

  • Ham, Seunghak;Zhang, Xu;Jang, Eungyeong;Lee, Jinsil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.1016-1017
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    • 2018
  • 사물인터넷 환경에서 획득되는 상황 인지 데이터들 중에 특히 이동 객체에 대한 정보를 담은 데이터는 상황 인지의 여러 응용 분야에 매우 유용하다. 하지만, 실시간으로 보행자를 검출하게 되면 인원이 중첩되거나 보행자가 아닌 사물이 검출 되는 현상이 발생한다. 정확한 보행자 검출을 위해 사물인터넷 환경에서 얻을 수 있는 영상에서 다양한 크기와 위치의 수많은 블록들로부터 HOG를 계산하고 유의미한 블록들을 선별해서 보행자 수를 검출한다. 검출된 보행자 수는 서버에 저장되어 특정 공간의 이용자 수를 알아내는데 사용된다.

Improvement of Cognitive Rehabilitation Method using K-means Algorithm (K-MEANS 알고리즘을 이용한 인지 재활 훈련 방법의 개선)

  • Cho, Ha-Yeon;Lee, Hyeok-Min;Moon, Ho-Sang;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.259-268
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    • 2018
  • The purpose of this study is to propose a training method customized to the level of cognitive abilities to increase users' interest and engagement while using cognitive function training contents. The level of cognitive ability of the users was based on the clustering based on the users' information and Mini-Mental Statue Examination-Korea Child test score using the K-means algorithm applied collaborative filtering. The results were applied to the integrated cognitive function training system, and the contents order and difficulty level of the cognitive function training area were recommended to the user's cognitive ability level. Particularly, the contents difficulty control was designed to give a high immersion feeling by applying the 'flow theory' method that users can repeatedly feel tension and comfort. In conclusion, the user-customized cognitive function training method proposed in this paper can be expected to be more effective and rehabilitative results than existing therapists' subjective setting of contents order and difficulty level.

A Way of Advanced Life Safety with State Inference in the Internet of Things (사물인터넷 환경에서 보행자 상태추정을 포함하는 생활안전 보장)

  • Suh, Dong-Hyok;Kim, Sung-Gil
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.2
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    • pp.237-244
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    • 2016
  • There are two destinations to aware the risk of common life. Recognition of the condition of pedestrian's own and the environmental factor awareness both are beneficial for risk awareness. It is good way of advancing the crime prevention effectivity that including IoT technology at the crime prevention research. The purpose of this research is that advanced way of crime prevention with multi-sensor data fusion of the condition of pedestrian and environmental factors. The 3-axis acceleration sensor is available to recognize the gait and the illumination sensor also useful to infer the road state. This research suggest a novel way of assess these factors and the result is the degree of danger.

Information Capitalism and Platform Dispositif (정보자본주의와 인터넷 서비스 플랫폼 장치 비판)

  • Paik, Wook-Inn
    • Korean journal of communication and information
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    • v.65
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    • pp.76-92
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    • 2014
  • The purpose of this paper is to disclose the characteristics of SNS service platform in the perspective of 'dispositif'. To achieve this I extended Foucault's concept of 'dispositif' to the Internet and service platform of Google, Facebook. The platform dispositif is a complex of the interface services for the users, collection of data produced by users and the control of them. These three aspects are combined in the service platform modifying their modes in terms of time and space. This study would provide a critical approach toward the appropriation and control of user activities based upon platform.

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The Effect of Dynamic Shopping Experience on Experiential Perception of Value : Internet Shopping and TV Shopping (동태적 쇼핑 경험이 경험 가치 지각에 미치는 영향에 관한 연구 : 인터넷 쇼핑과 TV 홈쇼핑을 중심으로)

  • 이승창;유수연
    • Proceedings of the Korean DIstribution Association Conference
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    • 2003.05a
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    • pp.149-175
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    • 2003
  • 1990년대 이후 인터넷을 비롯한 각종 기술의 발달로 TV 홈쇼핑, 인터넷 쇼핑, 카탈로그 쇼핑, 모바일 쇼핑 등과 같은 새로운 소매업태가 등장함에 따라 각기 다른 소매업태, 즉 각기 다른 쇼핑 환경들이 어떻게 소비자의 가치지각에 영향을 미치는 가에 대한 연구가 필요성이 제기되었다. 이를 위해 본 연구에서는 인지 심리학의 한 이론인 인지 연속성 이론의 동태적 과업시스템을 소비자의 쇼핑 행동에 적용하였다. 즉 소비자의 쇼핑 경험을 소비자와 쇼핑 환경이 상호작용하는 동태적 과업으로 간주하였으며 이에 따른 가치지각을 연구하고자 한 것이 본 연구의 목적이다. 본 연구에서는 동태적 쇼핑 경험의 구성요소로서 내ㆍ외면적 특성인 소비자의 쇼핑성향과 쇼핑 환경을 정의하였으며 소비자의 경험가치에 있어서는 Holbrook의 경험가치 척도를 적용하여 소비자의 동태적 쇼핑경험이 쇼핑가치지각에 어떠한 영향을 미치는 가를 실증적으로 분석하였다. 본 연구에서 적용한 경험가치척도는 경제적 가치, 효율성, 내면적 즐거움, 현실도피성과 같은 추구 가치와, 시각적 매력, 엔터테인먼트 가치, 서비스 우수성과 같은 수동적 가치로 구분되며 실증분석 결과 이러한 경험가치들은 각각 동태적 쇼핑 경험의 내ㆍ외면적 특성에 따라 서로 다른 영향을 받는 것이 검증되었다.

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A Study on the Consumer Behavior in the Cyber Shopping Mall (사이버쇼핑몰의 소비자행동에 관한 연구)

  • 유한종
    • Journal of Internet Computing and Services
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    • v.3 no.1
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    • pp.11-16
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    • 2002
  • Nowday, Cyber shopping mall increased market size. The Consumer Behavior chainged new trend. This study on the systematic access to establishment of the concept of cyber shopping mall as well as to problems to overall parts of EC service as well is required. The objectives of this study are that how service consumers perceive the quality of EC service, and that what effect the quality makes on their satisfaction and re-purchase intention. This means that the research enables a marketing manager to take the meaning of comparative weight among the components of EC service quality, and to provide very useful information to establish marketing strategies which are close to the consumers.

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Comparison between SNS Addiction and Gaming Addiction-Based on the Problem Behavior Theory (문제행동이론을 기반으로 한 SNS 중독과 게임 중독의 비교)

  • DongBack Seo;SeongJae Kim
    • Information Systems Review
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    • v.19 no.1
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    • pp.25-48
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    • 2017
  • As the number of Internet users has increased, the uses of social networking sites (SNSs) and online games have become universal activities across gender and ages. The extensive distribution and the usage of the Internet are beneficial to our society, but its adverse effects, such as Internet addiction, which refers to uncontrollable excessive Internet use, are becoming prevalent. Relevant social costs are also becoming troublesome. SNS and gaming addictions have negative effects on one's life, causing significant social problems. To illustrate different facets of these addictions, Problem Behavior Theory is adopted in the study. How self-esteem and perceived family environment affect SNS addiction and gaming addiction is addressed. The main subjects are Korean university students in their 20s who use SNS and play online games. The relationship between SNS addiction and gaming addiction is also addressed.