• Title/Summary/Keyword: 컴퓨터 불안

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A Study on the Relationship Between Library Anxiety and Computer Attitude of College Students (대학생들의 도서관 불안과 컴퓨터 태도와의 상관관계 연구)

  • Park, Dukran;Sakong, Bok Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.1
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    • pp.303-322
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    • 2015
  • This study examines the relationship between library anxiety and computer attitude with references to the variations in the college students' gender, grade level, academic majors, frequency of library visits, and the perception towards mobile-phones in order to explore the possible measures for minimizing library anxiety amongst the students. The study results show the computer anxiety and the computer usefulness to be the computer attitudinal factors most closely correlated with the level of library anxiety. Our proposed solution is the development of a user training course and curriculum to lower students' computer anxiety while promoting greater computer usefulness.

A study on the relationship between sleep quality, anxiety, depression and cognitive function in the elderly (노인의 수면의 질, 불안, 우울, 인지기능과의 관계연구)

  • Hong, Sunyeun;Koo, Yoon Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.681-683
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    • 2022
  • 본 연구는 수면의 질, 우울, 불안, 인지기능을 확인하고 이들의 상관관계를 알아보는 서술적 상관관계연구 연구이다. K도 G시, D시에 위치한 10곳의 경로당에서 65세 이상 일반노인 130명을 대상으로 설문조사를 통해 자료를 수집하였다. 수집된 자료는 SPSS WIN 20.0 프로그램을 이용하여 대상자의 일반적 특성의 빈도, 백분율을 산출하였고 대상자의 수면의 질, 불안, 우울, 인지정도의 평균, 표준 편차을 산출하였으며, 대상자의 일반적 특성에 따른 수면의 질, 불안, 우울, 인지정도를 t-test와 one-way ANOVA로 분석하였으며, 대상자의 수면의 질, 불안, 우울, 인지정도의 상관관계 검정은 Pearson's correlation coefficient를 실시하였다. 연구결과는 수면의 질, 불안, 우울, 인지기능의 상관관계는 불안과 수면의 질(p=-.422), 우울과 수면의 질(p=-.552)간에 유의한 음의 상관관계가 있는 것으로 나타났고, 불안과 우울은 유의한 양의 상관관계가 있는 것으로 나타났다. 노인이 지각하는 수면의 질과 우울, 불안, 인지기능의 정도를 파악하고 노인수면증진을 위한 간호중재 개발에 기초자료가 될 수 있을 것이다.

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Effect of computer anxiety and complexity of web-sites on users' attitudes (컴퓨터 불안과 웹사이트의 복잡도가 사용자의 태도와 사용의도에 미치는 영향)

  • Hyun, Ju-Ha;Eom, Ki-Min;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1194-1197
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    • 2009
  • Nowadays many Internet users have their own homepages and blogs on the Internet. Developers and designers offer a lot of options to users to increase their satisfaction. Do users prefer a lot of options? This study shows that users may prefer simple web-sites to complex web-sites. Moreover, users' attitudes can be affected by individual characteristics users have. This study focuses on one of the individual differences, computer anxiety. As a result, users who have high computer anxiety had more negative attitudes to web-sites than users having low computer anxiety had. This result emphasizes the importance of understanding users when designing interfaces.

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Effect of job anxiety on life satisfaction of industry workers in the COVID-19 pandemic: focusing on the mediating effect of family support (코로나 팬데믹에서 서비스산업종사자들의 직업 불안이 삶의 만족에 미치는 영향: 가족지지의 매개효과)

  • Kim, Jeong-o
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.345-346
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    • 2022
  • 본 연구에서는 코로나19 팬데믹에서 서비스산업종사자들의 직업 불안이 삶의 만족에 미치는 영향 관계를 알아보고자 연구를 진행하였다. 거기에 가족지지의 매개효과를 검증하고자 하였다. 2019년말에 발생한 코로나19는 세계적으로 한 번도 경험해 보지 못한 새로운 세상을 경험하고 있다. 자국의 국민을 보호하고자 국제 공항은 외국의의 출입을 철저히 봉쇄함으로써 코로나 확산을 막았고, 그로인하여 세계 경제교역은 큰 타격을 받았다. 산업관련 물동량은 점차 회복되고 있으나 여행객을 포함한 인적교류는 아직도 힘든 상황으로 호텔업, 관광업등의 서비스산업은 상당한 영향을 받아 거기에 종사하는 직원들 또한 자신의 직업에 대한 불안이 늘고 있다. 2021년 현재 대부분의 나라에서 위드코로나 정책으로 전환하면서 서비스산업이 점차 회복되고 있으나 아직도 힘든 상황을 보내고 있다. 따라서 본 고는 포스트 코로나시대에 서비스산업종사자들의 직업불안을 낮게 하고 삶의 만족을 높이는 방안을 제시하고자 하였다.

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Interpretation bias modification for social anxiety disorder: Development of computer based cognitive modification program (사회불안장애의 해석편향 연구: 컴퓨터 기반 해석편향 프로그램 개발 및 효과검증)

  • Yoon, Hyae-Young
    • Journal of the Korea Convergence Society
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    • v.8 no.4
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    • pp.111-122
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    • 2017
  • The purpose of this study was to develop a computer-based cognitive bias modification program (CBM-I) and to test the efficacy of CBM-I for college students with social anxiety. Forty socially anxious individuals were randomly assigned to the CBM-I(n=21) or a waiting list condition(n=19). Both groups were assessed at the beginning and the end of the program with interpretation bias and social anxiety symptoms(e.g. B=FNE=Brief-Fear of Negative Evaluation Scale, LSAS=Liebowitz Social Anxiety Scale). The CBM-I modified interpretation by providing positive feedback when participants made benign interpretations and negative feedback in response to threat interpretations. Participants in CBM-I completed three computer sessions over three weeks. The CBM-I successfully decreased social anxiety symptoms compared to the control condition(t=2.35, p<.05; t=4.70, p<.001). This result suggests that interpretation modification may have clinical utility when applied as a multi-session intervention.

The Effects of Employment Expectation and Job Search Burnout on Job Seeking Anxiety in University Students

  • Mi-Jung, Bok
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.127-135
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    • 2023
  • The purpose of this study was to analyze the effect of university students empolyment expectation and job search burnout on job seeking anxiety. Collected data were statistically processed by PASW 18.0 program using frequency, descriptive statistics, reliability analysis, one-way ANOVA, T-test, correlation and multiple regression analysis. The results were as follows. First, it was found that university students experienced a little more anxiety about situations and causes of job insecurity than job insecurity. Second, it was found that job seeking anxiety differed according to gender, grade, monthly average household income and monthly average allowance. Third, job seeking anxiety increased more as empolyment expectations were lower and job search burnout such as inability, negative beliefs, and dehumanization were higher. Fourth, as a result of analyzing influence of variables related to job seeking anxiety, the most influential variable was inability.

Gamephobia, From Homo Ludens To Cyberspace (게임포비아, 호모루덴스에서 사이버스페이스까지)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.137-146
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    • 2013
  • The vague anxiety or disbelief about new media undermines the confidence of old media about controlling the future. The negative response of old media makes the vicious circle. In spite of the development of new media and IT industry, the conservative view regards computer game as taboo. The absolute taboo provokes the absolute fear. Then the absolute taboo is 'computer game' in today's Korean society. Computer game as play in the digital era is burdened by the critique on the non-productivity and the deviation. And what's more, the digital technology of computer game intensifies the image of 'virtuality'. It cause the fear about computer game. This article starts on the understanding about computer game and inspects the mass image about computer game which is caused by the various aspects of cultural or technological facts in computer game. From this inspection, the article explains the mechanism of gamephobia and suggests the view to catch the cultural value of computer game beyond the fear.

A Study on the Library Anxiety (도서관불안 이론의 고찰)

  • Nam, Tae-Woo;Hwang, Ok-Gyung
    • Journal of the Korean Society for information Management
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    • v.22 no.3 s.57
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    • pp.71-84
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    • 2005
  • The study investigated the concept and symptoms of library anxiety, the relationship among the library anxiety, the research anxiety, and the information literacy, and the decrease of library anxiety through the review on literatures on the library anxiety of which the concept was first presented in 1986. The studies on the library anxiety till now had been focusing on the under graduate students and graduate students in America, so the study suggests the necessity of the study on the library anxiety and the development of library anxiety scale for the students' efficient use of the library in Korea.

The Structural Relationship between Career Anxiety and Depression in School Drop-Out Adolescents: Focusing on the Mediating Effect of Social Relationships and Self-Elasticity (학업중단 청소년의 진로불안과 우울 사이의 구조적 관계: 사회적 관계와 자아탄력성의 매개효과를 중심으로)

  • Lee, Hyoung-Ha;Kwon, Choong-hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.167-168
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    • 2020
  • 본 연구는 학업중단청소년 패널조사 5차년도 조사(2017년) 데이터를 활용하여 학업중단 청소년의 진로불안이 우울에 영향을 미치는 과정에서 외적 보호요인으로 작용하는 사회적 관계(부모애착, 또래애착)와 내적 보호요인으로 작용하는 자아탄력성의 매개효과를 검증하고자 한다.

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Computer Game Addiction and Physical Health of Korea Children : Mediating Effects of Anxiety (아동의 컴퓨터 게임 중독과 신체 증상: 불안의 매개효과)

  • Kwon, Sun-Jung;Kim, Kyo-Heon;Lee, Hong-Seock
    • Survey Research
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    • v.6 no.2
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    • pp.33-50
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    • 2005
  • The purpose of this study was to investigate whether Korean children's being addiction to computer game had an effect on physical health(headache, insomnia, indigestion, cardivascular). We considered both direct effects of that addiction and indirect effects which caused an negative emotion(anxiety). For this study, we collected data from 800 students of grades and 6 in Daejeon, Korea. Among them, we analyzed the data of 572 students[408 boys(71.3%) and 164 girls(28.7%) respectively] who had played computer games for a long period of time(two years or more). Reliability of the scale used on this study was a proper level by $.64{\sim}.91$ and we operated an analysis of structural equation pattern to make relationships of variable causes clear. As a result of examining an index of fitness of each model, it was proved for the fitness of every model(all GFI >.931, all CFI >.939, all NNFI >.929, all RMSEA <.046) to be acceptable. Not only the computer game addiction affected(all ps<.001) directly on physical symptoms(headache ${\beta}$=.211, insomnia ${\beta}$=.289, indigestion ${\beta}$ =.214, cardivascular ${\beta}$=.349), but also it affected(${\beta}$=.458, p<.001) on anxiety. In addition, the effect of anxiety on physical symptoms(headache ${\beta}$=.419, insomnia ${\beta}$=.375, indigestion ${\beta}$=.498, cardivascular ${\beta}$=.328) was significant. As a result of yielding the indirect effects of computer game abuse mediated by anxiety, headache was measured up ${\beta}$=.192, insomnia ${\beta}$=.172, indigestion ${\beta}$ =.228 and cardivascular ${\beta}$=.151. The computer game addiction caused 21% of anxiety and this mediate model proved that the computer game addiction caused 30% of headache, 32% of insomnia, 39% of indigestion, and 34% of cardivascular symptom. As a result of this study, the computer game addiction has a negative effect on physical health both directly and indirectly. Especially, cardivascular was influenced most extremely, then insomnia, indigestion, and headache in order. The implications gleaned from this study were discussed with considerations for future study and practical aspect.

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