• 제목/요약/키워드: Computer usage

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

  • 신미향
    • 경영과정보연구
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    • 제2권
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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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컴퓨터 활용과 수학에 대한 연구 (A study on computer usage and mathematics)

  • 오혜영
    • East Asian mathematical journal
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    • 제38권2호
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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.

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

  • 주헌식
    • 한국콘텐츠학회논문지
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    • 제11권3호
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    • pp.477-486
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    • 2011
  • 본 논문에서는 컴퓨터 사용 시간과 시력 저하 관계를 분석했다. 우선 첫째로, 조사에 참여한 학생들을 성별, 학년, 시력과 안경 착용으로 인구학적 특성에 따라 분류 하였다. 설문은 컴퓨터 사용 시간, 시력 저하의 요인들, 그리고 컴퓨터 사용 목적에 관한 질문들을 하였다. 학생들의 연간 시력 변화와 시력 변화의 원인에 대해서 교차 분석한 결과, 설문에 참가한 165명의 학생 중 63.6%가 한 해 동안 시력이 나빠졌다. 컴퓨터 사용시간과 시력 저하 상관관계를 나타내기 위해 회귀 분석한 결과 일일과 주간 컴퓨터 사용에서는 시력저하를 나타냈고, 년 컴퓨터 사용에서는 시력저하를 나타내지 않았다. 또한 독립 표본 T검정으로 안경 착용과 미착용자의 컴퓨터 사용 시간과 시력 저하를 분석한 결과 일일과 주간 컴퓨터 사용에서는 시력저하를 나타냈고, 년 컴퓨터 사용에서는 시력저하를 나타내지 않았다. 그런데 안경 미 착용자가 안경 착용자에 비해서 시력 저하를 더 나타냈다. 본 논문에서는 24.5%의 학생들이 컴퓨터 사용으로 시력저하를 나타냈다. 컴퓨터 사용 용도의 빈도분석 결과에서는 컴퓨터 게임이 36.4%로 가장 많았고, 그 다음으로 학습목적이 32.1% 나타났다. 본 논문에서는 컴퓨터 사용 시간과 시력 저하의 요인 분석을 통해 컴퓨터 사용 시간이 시력저하에 상관관계가 있음을 나타낸다. 따라서 학생들의 컴퓨터 사용에 대한 학부모님들의 관심이 필요하다.

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
    • 한국컴퓨터정보학회논문지
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    • 제24권5호
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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.

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

  • 신미향;김은홍;이재범
    • 한국경영과학회지
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    • 제22권3호
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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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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) (A study on the Network Intermediary's Liability for Developing Electronic commerce)

  • 배정한;김철호
    • 무역상무연구
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    • 제13권
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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
    • 한국컴퓨터정보학회논문지
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    • 제23권7호
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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.

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

  • 소가서네 라저스리;김경백
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2014년도 추계학술발표대회
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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.

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

  • 공인숙
    • 가정과삶의질연구
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    • 제20권3호
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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.

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

  • 임진택;금한홍;박지용;홍성수
    • 한국자동차공학회논문집
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    • 제17권3호
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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.