• Title/Summary/Keyword: 행위 유사도

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Effect of HPV Prevention Education on College Students Based on Planned Behavior Theory (계획된 행위이론에 근거한 대학생의 HPV예방교육 효과)

  • Lee, Sun-Young;Lee, Hye-Kyung
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1722-1734
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    • 2021
  • The purpose of this study was that HPV prevention education based on the planned behavioral theory was designed to provide college students with HPV vaccine knowledge, cervical cancer knowledge, attitude toward HPV vaccination, subjective norms for HPV vaccination, perceived behavioral control for HPV vaccination, and HPV vaccination. This is an experimental study to confirm the effect on the intention to vaccinate and the behavior of HPV vaccination. The subjects were arbitrarily expressed as 32 subjects in the experimental group and 34 subjects in the control group. The collected data were analyzed by descriptive statistics, t-test, χ2-test, Fisher's exact test and repeated Measures ANOVA. As a result, the experimental group participating in HPV prevention education was compared to the control group who did not participate in HPV vaccine knowledge (t=5.66, p<.001), cervical cancer knowledge (t=4.13, p<.001), attitude (t=2.24, p=) .032 ), subjective norm (t=2.83, p=.008), perceived behavioral control (t=2.65, p=.013), and intention (t=3.91, p<.001) were significantly different. After 4 weeks of HPV prevention education intervention, there was a significant difference in the interaction between group and time course of HPV vaccination intention (F=6.95, p=.002). Therefore, it was confirmed that HPV prevention education is an educational program that can be applied to college students.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

Application of sequential analysis in internet shopping malls (인터넷 쇼핑몰에서의 축차분석법 활용 방안)

  • Park, Hee-Chang
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.6
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    • pp.1009-1014
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    • 2009
  • The Internet has changed the daily lives of human being in Korea and elsewhere in the world. It has changed the paradigms of traditional commercial activities and created immense opportunities for new business models. Recently, there has been much attention to the internet shopping mall as a means of commercial transaction. To make internet shopping mall competitive, effective customer satisfaction service should be provided and it is necessary to dynamic analysis method for customers' purchasing pattern. In this paper we apply the sequential analysis to comparison of two kinds of sales through the analysis of customers' purchasing pattern.

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The Effect of Income Heterogeneity on Volunteering (개인의 자원봉사 결정에 대한 소득이질성의 영향분석)

  • Kim, Bonggeun;Park, Bong Suk
    • Journal of Labour Economics
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    • v.36 no.1
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    • pp.45-62
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    • 2013
  • In this study, we revisit an empirical literature has found that neighborhood income inequality lowers people's likelihood of contributing public goods in terms of volunteering. We contribute to the literature by explicitly addressing the issues of larger and improper neighborhood choice with a census-type data and endogenous neighborhood location with some unique features of 2009 Social Survey Data by Statistics Korea. The results have confirmed that income heterogeneity lowers people's volunteering.

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Assemblage and Its Geographical Implication (아상블라주의 개념과 지리학적 함의)

  • Kim, Sook-Jin
    • Journal of the Korean Geographical Society
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    • v.51 no.3
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    • pp.311-326
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    • 2016
  • Assemblage has become a popular concept in modern socio-spatial theories with relational and material turns. This article investigates the concept of assemblage focusing on Deleuze and Guattari. By comparing similar concepts such as Foucault's apparatus and Actor-Network Theory, this article demonstrates that assemblage emphasizes not only deterritorialization but also (re)territorialization, and that the exteriality of relations is a critical aspect that differentiate assemblage from other relational spatial concepts. Assemblage can highlight the value of empiricism as an analytical tool, and be open to new spatial imaginations as well as multiple existences and possiblities of alternative political projects and practices.

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4차 산업혁명 대비 중소기업 창업 벤처 지원 대상 업종에 관한 연구

  • Kim, Ju-Mi
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.62-62
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    • 2017
  • 최근 인공지능 시대 및 제 4차 산업 혁명 시대의 도래로 제품 간, 제품과 서비스 간, 서비스 간 산업이 다양한 형태로 진화 중이며, 이종기술 산업 간의 융 복합화로 새로운 제3의 신산업이 등장하고 있다. 또한 소위 말하는 O2O(Online to Offline)는 이미 운송, 금융(핀테크), 자동차(카테크), 숙박, 음식, 의료(헬스케어테크) 등 많은 산업 분야에 진출, 기존 전통 산업과 충돌, 인허가에 어려움을 겪고 있으며 이러한 O2O는 IOT(사물인터넷)로 급속도로 가속화 되고 있다. 이렇듯 4차 산업 혁명에 따른 신산업의 탄생은 산업의 경계를 붕괴하고 있음에도 산업별로 구분된 제도, 규제, 지원정책 등은 여전히 신산업 창업의 장애가 되고 있다. 이에, 본 연구에서는 국내 벤처특별법, 창업지원법, 1인 창조기업법 내 투자 지원 업종과 미국을 비롯한 해외 창업 관련법 내 창업 지원 제한 업종과의 비교 분석, 몇 가지 중요한 시사점을 도출했다. 먼저, 우리나라가 선진국에 비해 지나치게 투자 제한 업종이 많음을 확인했다. 또한 선진국은 미풍양속을 해치는 업종, 투기적 사업 등 사회통념상 문제가 되는 사행성 업종을 제외하고는 대다수의 업종이 정책 지원 대상이다. 업종과 더불어 투자 행위로 투자 심사를 해 신산업 투자에 매우 탄력적으로 운영할 수 있게 설계되어 있다. 심지어 미국의 경우, 적극적 창업 투자를 위해 업종 및 투자 행위에 대한 심의를 중소기업청이 직접 수행한다. 특히, 우리나라의 중소기업창업투자회사제도는 미국의 중소기업투자회사(SBIC) 제도와 유사한 반면 투자 제한 업종 뿐 아니라 제도 운영 특히, 창업투자회사에 대한 관리 측면에서 매우 큰 차이가 있음을 보여주고 있다. 우리나라 중기청은 간접관리를 하는 반면, 미국은 중기청 내에서 직접 관리를 하고 있다. 따라서 본 연구에서는 우리나라 창업 벤처 투자 제한을 미국을 비롯한 기타 외국의 사례에서와 같이 사회통념상 불가피한 업종과 더불어 투자 행위로 정의하길 제안한다.

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우리의 문화경제학적(文化經濟學的) 과제(課題)와 대응방향(對應方向)

  • Ju, Hak-Jung
    • KDI Journal of Economic Policy
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    • v.13 no.3
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    • pp.3-30
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    • 1991
  • 전통적(傳統的)인 좁은 경제학(經濟學)의 시각(視角)을 벗어나 여기서는 "러스킨"의 정치경제학(政治經濟學)과 "센"의 복지경제학(福祉經濟學)을 접목시킨 문화경제학(文化經濟學)의 정립(定立)을 시도하였다. 문화경제학(文化經濟學)은 인본주의(人本主義)에 입각하여 국민(國民)의 행복하고 건강한 삶을 뒷받침하는 것을 목적(目的)으로 과학(科學) 위에 서고 기술(技術)을 관리하며 일정한 수준의 도의문화(道義文化)를 필수요건으로 한 법(法)과 행위(行爲)의 시스템의 전개(展開)를 연구대상(硏究對象)으로 삼는다. 따라서 이러한 시각(視角)에서는 재화(財貨)의 소유(所有)보다 삶을 더 중요시 한다. 먼저 "러스킨"의 정치경제학(政治經濟學)과 "센"의 복지경제학(福祉經濟學)의 이론적 특징을 살펴본 후 삶의 질(質)을 향상시키는 데 있어서 법질서(法秩序)와 행위(行爲)와 수용능력(受容能力)과 도의문화(道義文化)의 중요성(重要性)을 부각시킨 후, 이러한 이론적(理論的) 시각(視角)을 우리나라의 대중교통생활(大衆交通生活)에 적용하여 구체적으로 대중교통망(大衆交通網)의 과학성(科學性), 교통질서(交通秩序)와 운전행위(運轉行爲), 그 사회적(社會的) 비용(費用)과 그 분담(分擔), 교통(交通)서비스의 수용능력(受容能力) 등 문화경제학적(文化經濟學的) 과제(課題)를 제기(提起)하였다. 이러한 예시적(例示的) 과제(課題)는 우리의 교통생활(交通生活)뿐만 아니라 정치(政治), 경제(經濟), 사회(社會), 언론(言論), 문화(文化) 등 모든 분야(分野)에 있어서 정도의 차이는 있으나 유사한 문제점(問題點)을 안고 있을 것으로 예상(豫想)된다. 여기서 대응방향(對應方向)으로서 제시된 경제사회질서(經濟社會秩序)의 확립(確立), 사회적(社會的) 보상체계(報償體系)의 합리화(合理化), 수용능력(受容能力)의 순화(淳化)와 배양(培養), 도의문화(道義文化)의 함양(涵養) 등은 결코 새로운 것은 아니지만 문화경제학(文化經濟學)의 시각이 도입되어야 이러한 대응(對應)이 경제학(經濟學)의 틀에 수용(收容)될 수 있으며 이러한 시각(視角)의 원용(援用)은 우리 경제(經濟)가 당면한 경제적(經濟的) 난제(難題)들을 근본적(根本的)으로 해결하는 데 새로운 접근(接近)의 모색을 가능케 할 것으로 생각된다.

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A Study on Player's Immersion by Difference of Input Control Devices in Computer Games (컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구)

  • Yang, Shin-Duk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.35-45
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    • 2010
  • This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.

Cybersquatting-related Precedent Tendency (사이버스쿼팅 관련 판례 동향)

  • Oh, Tae-Kon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.221-227
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    • 2013
  • Cybersquatting is a type of conflicts between a trademark and a domain, and refers to "behaviors of registering, retaining, transferring, and using the identical or similar domain name in bad faith for the profit from the mark such as trademark". That is, it is preoccupying behavior to abuse the fact that the domain name in the Internet can be freely registered on a first come, first served basis and can't duplicate. Though this should be prohibited, given the reality that most of our daily lives are based in the Internet, this is creating many problems in IT environment beyond social structure in rule of law. Therefore, this study has the purpose that it provides cybersquatting-related information and suggests legislative implications hereafter through the analysis of cybersquatting-related precedent from the Supreme Court.

Effects of the aquatic exercise program on diabetes self efficacy and self care behaviors in diabetic patients in community (수중운동 프로그램이 지역사회 당뇨병 환자의 자기효능감과 자가간호행위에 미치는 효과)

  • Park, Ju Ah
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.389-399
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    • 2021
  • This study is the quasi-experimental research of nonequivalent groups and is designed to investigate the effects of an aquatic exercise program with diabetes self management education on the self care efficacy, self care behaviors in diabetic patients in community. The subjects of this study were 26 patients in the experimental group who participated in the aquatic exercise program and 25 patients in the control group who did not paricipated in. And they were registered at the W Health Clinic in D city. The aquatic exercise program was conducted twice a week for 80 minutes, and consisted of a 30 minutes diabetes self management education and a 50 minutes aquatic exercise. After this program, there were significant differences in FBS(p=.047), HbA1c(p<.001), diabetes self efficacy(p<.001), and self care behaviors(p<.001). In order to reduce the prevalence of diabetes and prevent complications in the community, it is believed that the constant operation of aquatic exercise programs including self management education is necessary.