• Title/Summary/Keyword: 중독 모델

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Risk Factors for Binge-eating and Food Addiction : Analysis with Propensity-Score Matching and Logistic Regression (폭식행동 및 음식중독의 위험요인 분석: 성향점수매칭과 로지스틱 회귀모델을 이용한 분석)

  • Jake Jeong;Whanhee Lee;Jung In Choi;Young Hye Cho;Kwangyeol Baek
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.4
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    • pp.685-698
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    • 2023
  • This study aimed to identify binge-eating behavior and food addiction in Korean population and to determine their associations with obesity, eating behaviors, mental health and cognitive characteristics. We collected clinical questionnaire scores related to eating problems (e.g. binge eating, food addiction, food cravings), mental health (e.g. depression), and cognitive functions (e.g. impulsivity, emotion regulation) in 257 Korean adults in the normal and the obese weight ranges. Binge-eating and food addiction were most frequent in obese women (binge-eating: 46.6%, food addiction: 29.3%) when we divided the participants into 4 groups depending on gender and obesity status. The independence test using the data with propensity score matching confirmed that binge-eating and food addiction were more prevalent in obese individuals. Finally, we constructed the logistic regression models using forward selection method to evaluate the influence of various clinical questionnaire scores on binge-eating and food addiction respectively. Binge-eating was significantly associated with the clinical scales of eating disorders, food craving, state anxiety, and emotion regulation (cognitive reappraisal) as well as food addiction. Food addiction demonstrated the significant effect of food craving, binge-eating, the interaction of obesity and age, and years of education. In conclusion, we found that binge-eating and food addiction are much more frequent in females and obese individuals. Both binge-eating and food addiction commonly involved eating problems (e.g. food craving), but there was difference in mental health and cognitive risk factors. Therefore, it is required to distinguish food addiction from binge-eating and investigate intrinsic and environmental risk factors for each pathology.

An Empirical Analysis of the Active Use Paths induced by YouTube's Personalization Algorithm (유튜브의 개인화 알고리즘이 유도하는 적극이용 경로에 대한 실증분석)

  • Seung-Ju Bae
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.2
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    • pp.31-45
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    • 2023
  • This study deals with exploring qualitative steps and paths that appear as YouTube users' usage time increases quantitatively. For the study, I applied theories from psychology and neuroscience, subdivided the interval between the personalization algorithm of the recommendation system, and active use and analyzed the relationship between variables in this process. According to the theory behavioral model theory (FBM), variable reward, and dopamine addiction were applied. Personalization algorithms easy clicks as triggers according to associated content presentation functions in behavioral model theory (FBM). Variable rewards increase motivational effectiveness with unpredictability of the content you search, and dopamine nation is summarized as stimulating the dopaminergic nerve to continuously and actively consume content. This study is expected to make an academic and practical contribution in that it divides the purpose of use of content in the personalization algorithm and active use section into four stages from a psychological perspective: first use, reuse, continuous use, and active use, and analyzes the path.

The Role of Social Interaction Influencing on Flow and Immersion in the Context of Online Games: The Moderating Effect of Offline Dependence (온라인 게임에서 사회적 상호작용이 충만감과 중독에 미치는 영향: 오프라인 의존성의 조절효과)

  • Kim, Yong-Young
    • Information Systems Review
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    • v.12 no.3
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    • pp.117-139
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    • 2010
  • Online games are not only tools for enjoyment, they are also the linking pins connecting between the online and the offline worlds. The effects affecting other domains can be termed 'spillover'. With the process behaving as forward and reverse spillovers, there are interaction effects on online and offline behavior. However, there is little research dealing with the spillover effects from the offline to the online domain. This study concentrates on the individual behavior of online garners centering on offline dependence. With the purpose of finding the factors affecting both flow and immersion, I am interested in the moderator effect of offline dependence influencing both flow and immersion from social interaction. A research model is developed and a survey research is conducted from one of universities in Korea. The results show that flow is strongly influenced by skills, challenge, and social interaction, but immersion is only influenced by skills and social interaction and not challenge. The findings reveal that the moderating effect of offline dependence affects only the relationship from social interaction to the immersion on the lower offline dependence group.

The Proposal for the Model of Users' Addictions in Social Gaming

  • Anuar, Tengku Fauzan Tengku;Song, Seung Keun
    • Cartoon and Animation Studies
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    • s.40
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    • pp.337-365
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    • 2015
  • The objective of this study proposes the new user's addiction model in 'Social Network Games' (SNGs). Research model is derived from the separation of two characteristics. First one is logical characteristics that includes 'Functional' (F), 'Keystroke' (K), and 'Goal' (G). Second one is feeling characteristics that consists a few factors such as 'Emotion' (E), 'Social' (S), and 'Affection' (A). For the pre-test, a total of 30 participants responded to survey in order to inspect the fitness of research questionnaire, roughly validity of the proposed model, and the direction of this reseach. After that for the main test, a total 300 users participated in this research. The final number of effective participants were 261 because 39 were insincere respondents and without playing SNGs who were excluded. Then we examined the measurement model by performing 'Partial Least Squares - Structural Equation Modeling' (PLS-SEM) analysis to test the research hypothesis empirically. The results of the measurement and structural model test lend support to the proposed research model by providing a good fit to the construct data. Interestingly, the model showed the significant effects of the interaction between eleven hypothesis(H1,H2,H3,H4,H5,H6,H7,H8,H9,H10, H12). Only one hypothesis decision t-value not supported that is involved the relationship between SNGs Addiction and Keystroke, H11(1.193). This research expect to contributes to an exploratory SNGs research to clarify the base of addition and will aids understanding of users' behavior associated with SNGs development.

A Study on the Adjustment of Offspring of Alcoholics in the United States: A Test of Theoretical Model (미국내 알콜중독자 자녀들이 적응도에 관한연구 : 이론적 모델 테스트)

  • 장진경
    • Journal of Families and Better Life
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    • v.12 no.2
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    • pp.118-128
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    • 1994
  • 본 연구의 목적은 알콜중독가정에서 성장한 성인자녀들의 적응도에 영향을 미치는 요인들간의 인과관계를 설명해줄 수 있는 이론적 인과관계모델을 개발하고 그 모델의 적합 성(fit of the model)에 대해 연구되었다 본 연구의 이론적 인과관계모델은 가족 체계이론 대응이론 사회지원이론, 그리고 사회학습이론에 기초를 두고 개발되었다. 본 연구자에 의해 개발된 이론적 인과관계모델은 표보의 특성을 좀 더 적절하게 설명할 수 있고 모델의 적합 성을 증진시키기 위해 수정된 인과관계모델을 바탕으로 연구되었다. 본 연구의 결과를 요약 하면 다음과 같다. 1) 사회적지원의 이용성을 인식하는 성인 자녀들의 경우 정서적으로 불 안정한 상태를 초래했으며 ;2) 사회적지원은 삶에 대한 적응도에 긍정적인 영향을 미쳤고; 3) 정서적으로 안정된 성인자녀들의 경우 글의 삶에 좀 더나은 적응도를 나타내는데 영향을 미쳤다 본 연구에서는 또한 사회적지원과 성인자녀들의 정서적 상태간의 부정적 인관관계에 대해 논의 되었으며 본 연구의 결과를 바탕으로 상담현장에서의 실제 활용에 대해서도 논의 되었다.

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A review of researches of the impact of computer game and children's and adolescent's development (컴퓨터 게임과 아동, 청소년 발달과의 관련성 연구 개관)

  • Keumjoo Kwak
    • Korean Journal of Culture and Social Issue
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    • v.10 no.spc
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    • pp.147-175
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    • 2004
  • In recent years, electronic games, home computers, and the internet have assumed an important place in our lives. This paper presents a review of the researches on the relation of computer game and children's and adolescent's development. Researches on the impact of computer game on perceptual and cognitive development including attention, spatial perception, numerical ability, problem solving are reviewed. The relation of computer game use and emotional, social and personality development and aggressive development, especially General Aggressive Model(GAM) are also explained. On the basis of this reviews, the future directions of research are discussed.

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A Study of a New Direction of Internet Addiction Convergence Policy through the New Institutionalism's Point of View (신제도론의 관점에서 본 인터넷 중독 융합정책의 새로운 방향에 대한 연구)

  • Koh, Young-Sam
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.39-46
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    • 2017
  • This study investigates the problems resulting from the Internet addiction policy management in South Korea and discusses a direction for rational policies by developing a system that facilitates interactive discussions among interest individuals and groups. The Korean society has experienced conflicts of interests among the government, the private sector and civil society in the policy. In addition, heightened competition among government ministries has led the Internet addiction policy management to be susceptible to how citizens respond to the claims of interested parties, thereby having the rationality of the policy management less count. To address these issues, this study investigates the current Internet addiction policy and explores the potential of new governance from a perspective of new institutionalism. This study suggests that the system of the Internet addiction policy should be restructured to transfer control over the policy from the central to local government and develop governance centered on the consensus of the government, the private sector, and civil society.

The Relationship between Internet use, Family Relationship and Cyber Violence Victimization: Comparison of Models by Structural Equation Modeling (인터넷 사용, 가족관계와 사이버폭력 피해 간의 관계: 구조방정식 분석을 통한 모형 비교)

  • Bae, Sung-Man;Koh, Young-Sam
    • Informatization Policy
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    • v.24 no.1
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    • pp.100-112
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    • 2017
  • This study verified the relationship between internet use, family relationship, and cyber violence victimization by comparing models. 2013 The survey of Internet addiction of National Information Society Agency was used in this study to verify relationship between variables. We compared the model which internet use impact cyber violence victimization through mediating fully family relationship and other model which internet use influence cyber violence victimization through mediating partially family relationship. Based on final model (model 1), More internet use was related to lower family bond and lower family bond was associated with more cyber violence victimization. This results imply that family relationship have an important role in relationship between internet use and cyber violence victimization rather than internet use impact directly cyber violence victimization.

A Study Adversarial machine learning attacks and defenses (적대적 머신러닝 공격과 방어기법)

  • jemin Lee;Jae-Kyung Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.621-623
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    • 2023
  • 본 논문에서는 기계 학습 모델의 취약점과 대응책에 초점을 맞추어 적대적인 기계 학습 공격 및 방어 분야를 탐구한다. 신중하게 만들어진 입력 데이터를 도입하여 기계 학습 모델을 속이거나 조작하는 것을 목표로 하는 적대적 공격에 대한 심층 분석을 제공한다. 이 논문은 회피 및 독성 공격을 포함한 다양한 유형의 적대적 공격을 조사하고 기계 학습 시스템의 안정성과 보안에 대한 잠재적 영향을 조사한다. 또한 적대적 공격에 대한 기계 학습 모델의 견고성을 향상시키기 위해 다양한 방어 메커니즘과 전략을 제안하고 평가한다. 본 논문은 광범위한 실험과 분석을 통해 적대적 기계 학습에 대한 이해에 기여하고 효과적인 방어 기술에 대한 통찰력을 제공하는 것을 목표로 한다.

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Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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