• Title/Summary/Keyword: Computer usage

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A Study on the Causal Model of Computer Self-Efficacy - using on LISREL Analysis - (최종사용자의 Computer Self-Efficacy에 관한 인과모형에 대한 연구 -LISREL분석 접근법을 이용하여-)

  • Shin Mi-Hyang
    • Management & Information Systems Review
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    • v.2
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    • pp.267-294
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    • 1998
  • Recently, self-efficacy is one of the critical constructs that have been found to influence human decisions about behavior selection and the performance associated with the selected behavior. The construct has been widely adopted and tested In the fields of social psychology and/or other behavioral sciences. In information systems field, however, it has been hardly studied, although computer self-efficacy could have been an important factor explaining and predicting human computer usage behaviors. From this perspective, main purposes of the study is to understand causal relation among the factors influencing computer self- efficacy, computer usage behavior and computer self-efficacy. The research reported in this study have several objectives; 1) to develop a measure of computer self-efficacy, 2) to Identify the factors influencing self-efficacy, and 3) to reveal the relationship between self-efficacy and computer usage behavior and then 4) to explain the causal model of computer self-efficacy. By reviewing the literature, past experience, others' use, encouragement by others, and anxiety are selected as the factors influencing computer self-efficacy. Four hypotheses concerning the relationship between each of the variables and computer self-efficacy are tested by LISREL. One more hypothesis about the relationship between computer self-efficacy and computer usage is also tested. The results show that computer self-efficacy is significantly influence by computer anxiety, encouragement by others, and computer experience, and that it is closely correlated with computer usage behavior.

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A study on computer usage and mathematics (컴퓨터 활용과 수학에 대한 연구)

  • Oh, Hye-Young
    • East Asian mathematical journal
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    • v.38 no.2
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    • pp.143-164
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    • 2022
  • Computer technology in mathematics teaching-learning is not for teaching computer but for improving mathematics teaching-learning with computer. It is shown the use of computer technology comparing with traditional approach provides students more opportunities in order to approach abstract structure. Computer activity provides not only understanding concepts of analysis and opportunity to investigate theory but also effective background in teaching analysis. We analyze students' computer usage level on analysis education by using computer usage level according to role of computer technology. We try to get an useful educational implication on analysis education applying MATLAB through qualitative research.

Analysis on Key-factors in Worsening of Eyesight for Schoolchildren as a Consequence of Computer Usage Time (컴퓨터 사용 시간에 따른 초등학생의 시력저하 요인 분석)

  • Joo, Heon-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.477-486
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    • 2011
  • In this paper, I had tried to analyze the relationship between the time assigned for computer usage and weakening eyesight. First of all, students classified by gender, school year, eyesight, and wearing glasses along demographic characters took part in a poll, and The questionnaire included questions about computer time, factors of weakening eyesight, and purpose of computer use. The finding in this analysis composed of a cross-tabulations between annual eyesight change and the factors to change their eyesight is that 63.6 % of 165 students participated in this survey weakened their eyesight within a year. To show a correlation between computer usage duration and worsening eyesight in this paper, regression analysis indicated weakened vision by computer usage duration per day and week instead of a year. In addition, according to the analysis between computer usage duration and weakened vision for the people who wear glasses or not trough Independent-Samples T test, weakened vision was shown in computer usage duration per day and week, but not shown in the duration by the year. Therefore, weakening vision was also worse for the people who didn't wear glasses than the others. This study indicated 24..5% of teenagers had poor eyesight by using their computer. According to the frequency analysis on purposes of computer usage, the biggest purpose accounting for 36.4% of the total was the computer usage as a game consol, and the computer as a learning tool was the next biggest purpose at 32.1%. This paper showed the correlation between computer usage time and a factor of weakened eyesight through an analysis of the factor. Therefore, schoolchildren's parents should be more interested in their computer usage.

A Study on the Relationships between Cyber Money Quality and Usage Intention: Focus on the Moderating Effect of Usage Frequency and Amount of Cyber Money

  • Yoon, Jongsoo
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.179-186
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    • 2019
  • While there have been a lots of studies on the use of cyber money, few researches proposed the results on relationships among quality factors, usage intention, and usage characteristics of cyber money in online business environment. Therefore, this study investigates the relationships between cyber money quality and usage intention of cyber money, and examines whether the usage characteristics(frequency, amount) of cyber money has moderating effect on the relationship between cyber money quality and usage intention of cyber money. Firstly, multiple regression analysis tells significant causal relationship between functional and emotional factors of cyber money quality and usage intention of cyber money. Secondly, dummy regression analysis shows usage characteristics of cyber money has the moderating effect on the relationship between cyber money quality and usage intention of cyber money. This paper concludes with some implications for both theory development and cyber money practice.

Factors Affecting the Computer Self-Efficacy (컴퓨터에 대한 자기유능감의 영향요인에 관한 연구)

  • 신미향;김은홍;이재범
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.191-208
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    • 1997
  • Recently, self-efficacy is one of the critical constructs that have been found to influence human decisions about behavior selection and the performance associated with the selected behavior. The construct has been widely adaopted and tested in the fields of social psychology and/or other behavioral sciences. In information system field, however, it has been hardly studied, although computer self-efficiency could have been an important factor explaining and predicting human computer usage behaviors. From this perspective, main proposes of the study are : (1) to develop a measure of computer self-efficacy, 2) to identify the factors influencing self-efficacy, and 3) to reveal the relationship between self-efficacy and computer usage behavior. By reviewing the literature, past experience, others'use, encouragement by others, and anxiety are selected as the factors influencing computer self-efficacy. Four hypotheses concerning the relationship between each of the variables and computer self-efficacy are tested by LISREL. One more hypothesis about the relationship between computer self-efficacy and computer usage is also tested. The results show that computer self-efficacy is significantly influenced by computer ansiety, encouragement by others, and computer experience, and that it is closely correlated with computer usage behavior.

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A study on the Network Intermediary's Liability for Developing Electronic commerce (전자상거래활성화(電子商去來活性化)를 위한 네트워크 정보중개자(情報仲介者)의 책임(責任)에 관한 연구(硏究))

  • Bae, Jung-Han;Kim, Cheol-Ho
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.13
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    • pp.911-932
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    • 2000
  • On increasing a computer network, internet usage, it has been created for Electronic Commerce to place a cyberspace. This cyberspace is limited to apply for contemporary usage and law because it have distinct characters now. Therefore, it is predicted that dispute will be happened in these cyberspaces. This article examines the disputes cases related the computer network intermediary's liability and studies a reasonable improvement ways for developing Electronic Commerce. It has been limited to apply the usage and law the network which can be happened a dispute and has not involved usage and law using computer network yet. Therefore, we should make a self-regulation each other who use network and improved the usage and law involved the network through these methods. We should also establish Alternative Dispute Resolution and try to settle dispute in the cyberspace

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Risk Situation Analysis with usage Patterns of Mobile Devices

  • Kim, Jeong-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.7
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    • pp.39-47
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    • 2018
  • This paper confirms the risk of using smartphone through the analysis of collected usage pattern and proposes the smartphone intervention system in risk situations. In order to check the risk of smartphone usage, we made information collecting application and collected smartphone usage pattern from 11 experiment participants for two months. By analyzing smartphone usage pattern, we confirmed that about 12% of smartphone usage is being used in driving, walking, and on the street. In addition, we analyzed the response rate of smartphone notification in risk situations and confirmed that user responds the smartphone notifications in real-time even in risk situations. Therefore, it is required to present a system that intervenes the use of smartphone in order to protect smartphone users in risk situations. In this paper, we classify risk situations of using smartphone. Also, the proposed smartphone intervention system is designed to periodically detect risk situations. In risk situations, smartphone function can be restricted according to user setting of smartphone. And smartphone can be used normally when safe situation is restored.

Predicting User Attitude Based On Smartphone Usage (스마트 폰 사용에 따른 사용자의 태도 예측)

  • Sokasane, Rajashree S.;Kim, Kyungbaek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1136-1138
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    • 2014
  • Recently, predicting personality with the help of smartphone usage is become very interesting and attention grabbing topic in the field of research. At present there are some approaches towards detecting a user's personality which uses the smartphones usage data, such as call detail records (CDRs), the usage of short message services (SMSs) and the usage of social networking services application. In this paper, we focus on the predicting user attitude based on MBTI theory by using their smartphone usage data. We used Naïve Bayes and SVM classifier for classifying user personalities by extracting some features from smartphone usage data. From analysis it is observed that, SVM classifier works well as compared to Naïve Bayes.

A Study of Video and Computer Game Usage and Attitudes among Children (아동의 전자게임 사용 실태)

  • 공인숙
    • Journal of Families and Better Life
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    • v.20 no.3
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

OSEK PS Kernel Mechanisms for Reducing Dynamic Memory Usage (동적 메모리 사용 감소를 위한 OSEK OS 커널 구현 메커니즘)

  • Lim, Jin-Tack;Keum, Han-Hong;Park, Ji-Yong;Hong, Seong-Soo
    • Transactions of the Korean Society of Automotive Engineers
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    • v.17 no.3
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    • pp.127-141
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    • 2009
  • While the ever-increasing complexity of automotive software systems can be effectively managed through the adoption of a reliable real-time operating system (RTOS), it may incur additional resource usage to a resultant system. Due to the mass production nature of the automotive industry, reducing physical resources used by automotive software is of the utmost importance for cost reduction. OSEK OS is an automotive real-time kernel standard specifically defined to address this issue. Thus, it is very important to develop and exploit kernel mechanisms such that they can achieve minimal resource usage in the OSEK OS implementation. In this paper, we analyze the task subsystem, resource subsystem, application mode and conformance classes of OSEK OS as well as the OSEK Implementation Language (OIL). Based on our analysis, we in turn devise and implement kernel mechanisms to minimize the dynamic memory usage of the OSEK OS implementation. Finally, we show that our mechanisms effectively reduce the memory usage of OSEK OS and applications.