• Title/Summary/Keyword: Internet Information Use Efficacy

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A Study of Factors Influencing the Intention of University Students to Accept Healthcare Information Technology Services (대학생의 건강정보기술서비스 수용의도에 미치는 영향요인)

  • Chung, Young-Soon;Han, Hyun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5698-5706
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    • 2013
  • This study presents research into the patterns that affect the understanding and acceptance of healthcare management systems as part of a healthcare information technology infrastructure targeted at university students. The participants were 623 university students in D city and K province. This study employed a descriptive and correlational cross-sectional survey and made use of the ubiquitous healthcare management services measurement scale. 48.5% of respondents had accessed healthcare-related information on the Internet. Among the independent variables of general characteristics related to perceived susceptibility was found to have adj $R^2$ of 11% while the other dependent factors reported much lower between 0.5 to 4.7%. Female respondents, medical-related majors, self-efficacy, and intention to use had significant positive effects while health beliefs and concern had a significant negative effect on the intentional acceptance of healthcare information technology systems.

Research about Factor Affecting the Continuous Use of Cloud Storage Service : User Factor, System Factor, Psychological Switching Cost Factor (클라우드 스토리지 서비스의 지속적 사용의도에 영향을 미치는 요인 연구 : 사용자 요인, 시스템 요인, 심리적 전환비용)

  • Jun, Chang-Joong;Lee, Jung-Hoon;Jeon, In-Sook
    • The Journal of Society for e-Business Studies
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    • v.19 no.1
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    • pp.15-42
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    • 2014
  • Cloud storage service has the potential to be a core infrastructure for the future mobile and Internet service; thus related service providers have been investing in it and trying to attract as many users as possible. In addition, those need to find out what motivates the users to keep using their service not only to attract new customers but also to secure their subscribers. Therefore, this study will examine its relationship with user's motivation based on the extended TAM model with external variables for objective research about continuous use of cloud storage service. As a result, it was found that personal innovativeness, self efficacy, functional attributes, and psychological switching cost influence the continuous use of cloud storage service. Also, it is expected they can guide service providers to the right track when setting up their business strategy in the future.

Novel Algorithms for Early Cancer Diagnosis Using Transfer Learning with MobileNetV2 in Thermal Images

  • Swapna Davies;Jaison Jacob
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.3
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    • pp.570-590
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    • 2024
  • Breast cancer ranks among the most prevalent forms of malignancy and foremost cause of death by cancer worldwide. It is not preventable. Early and precise detection is the only remedy for lowering the rate of mortality and improving the probability of survival for victims. In contrast to present procedures, thermography aids in the early diagnosis of cancer and thereby saves lives. But the accuracy experiences detrimental impact by low sensitivity for small and deep tumours and the subjectivity by physicians in interpreting the images. Employing deep learning approaches for cancer detection can enhance the efficacy. This study explored the utilization of thermography in early identification of breast cancer with the use of a publicly released dataset known as the DMR-IR dataset. For this purpose, we employed a novel approach that entails the utilization of a pre-trained MobileNetV2 model and fine tuning it through transfer learning techniques. We created three models using MobileNetV2: one was a baseline transfer learning model with weights trained from ImageNet dataset, the second was a fine-tuned model with an adaptive learning rate, and the third utilized early stopping with callbacks during fine-tuning. The results showed that the proposed methods achieved average accuracy rates of 85.15%, 95.19%, and 98.69%, respectively, with various performance indicators such as precision, sensitivity and specificity also being investigated.

The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations (온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.22 no.2
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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Video Summarization Using Importance-based Fuzzy One-Class Support Vector Machine (중요도 기반 퍼지 원 클래스 서포트 벡터 머신을 이용한 비디오 요약 기술)

  • Kim, Ki-Joo;Choi, Young-Sik
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.87-100
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    • 2011
  • In this paper, we address a video summarization task as generating both visually salient and semantically important video segments. In order to find salient data points, one can use the OC-SVM (One-class Support Vector Machine), which is well known for novelty detection problems. It is, however, hard to incorporate into the OC-SVM process the importance measure of data points, which is crucial for video summarization. In order to integrate the importance of each point in the OC-SVM process, we propose a fuzzy version of OC-SVM. The Importance-based Fuzzy OC-SVM weights data points according to the importance measure of the video segments and then estimates the support of a distribution of the weighted feature vectors. The estimated support vectors form the descriptive segments that best delineate the underlying video content in terms of the importance and salience of video segments. We demonstrate the performance of our algorithm on several synthesized data sets and different types of videos in order to show the efficacy of the proposed algorithm. Experimental results showed that our approach outperformed the well known traditional method.

3D Medical Image Data Augmentation for CT Image Segmentation (CT 이미지 세그멘테이션을 위한 3D 의료 영상 데이터 증강 기법)

  • Seonghyeon Ko;Huigyu Yang;Moonseong Kim;Hyunseung Choo
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.85-92
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    • 2023
  • Deep learning applications are increasingly being leveraged for disease detection tasks in medical imaging modalities such as X-ray, Computed Tomography (CT), and Magnetic Resonance Imaging (MRI). Most data-centric deep learning challenges necessitate the use of supervised learning methodologies to attain high accuracy and to facilitate performance evaluation through comparison with the ground truth. Supervised learning mandates a substantial amount of image and label sets, however, procuring an adequate volume of medical imaging data for training is a formidable task. Various data augmentation strategies can mitigate the underfitting issue inherent in supervised learning-based models that are trained on limited medical image and label sets. This research investigates the enhancement of a deep learning-based rib fracture segmentation model and the efficacy of data augmentation techniques such as left-right flipping, rotation, and scaling. Augmented dataset with L/R flipping and rotations(30°, 60°) increased model performance, however, dataset with rotation(90°) and ⨯0.5 rescaling decreased model performance. This indicates the usage of appropriate data augmentation methods depending on datasets and tasks.

A Study on the Actual Condition and Utilization Plan of Smart Devices for Educational Purpose (스마트기기의 교육적 이용 실태 및 활용 방안 연구)

  • Gim, Yeongrok;Chung, Mihyun;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.14 no.3
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    • pp.47-55
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    • 2013
  • In recent years, smart devices have changed the paradigm of education. However, the educational environment and teaching methods could not catch up with this fast improvement and an utmost need for development of educational methods has been realized. In this paper, the general usage of smart devices by elementary school teachers is analyzed and the methods through which smart devices are utilizing smart learning is discussed in the result. A survey of 221 elementary school teachers in Gangwon Province showed that 87.7% of them are currently using smart devices. In addition, teachers were using smart devices with not much difference from ordinary people. The three main motives of teachers who were already using smart devices and those who were planning to take advantage of smart devices were innovativeness, usability and easiness. The reason of need to apply smart devices in education is because of its functionality in various learning types, courses and teaching-learning process methods. Although smart devices have a high efficacy in education but they are not widely utilized yet. In order to solve these problems and be able to take more advantage of smart devices in education, teachers should learn how to use smart devices and a strong sense of willingness is required to make changes in the educational methods. The results of this research on elementary school teachers can be further developed for a greater smart device based smart learning.

Artificial Neural Network with Firefly Algorithm-Based Collaborative Spectrum Sensing in Cognitive Radio Networks

  • Velmurugan., S;P. Ezhumalai;E.A. Mary Anita
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.7
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    • pp.1951-1975
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    • 2023
  • Recent advances in Cognitive Radio Networks (CRN) have elevated them to the status of a critical instrument for overcoming spectrum limits and achieving severe future wireless communication requirements. Collaborative spectrum sensing is presented for efficient channel selection because spectrum sensing is an essential part of CRNs. This study presents an innovative cooperative spectrum sensing (CSS) model that is built on the Firefly Algorithm (FA), as well as machine learning artificial neural networks (ANN). This system makes use of user grouping strategies to improve detection performance dramatically while lowering collaboration costs. Cooperative sensing wasn't used until after cognitive radio users had been correctly identified using energy data samples and an ANN model. Cooperative sensing strategies produce a user base that is either secure, requires less effort, or is faultless. The suggested method's purpose is to choose the best transmission channel. Clustering is utilized by the suggested ANN-FA model to reduce spectrum sensing inaccuracy. The transmission channel that has the highest weight is chosen by employing the method that has been provided for computing channel weight. The proposed ANN-FA model computes channel weight based on three sets of input parameters: PU utilization, CR count, and channel capacity. Using an improved evolutionary algorithm, the key principles of the ANN-FA scheme are optimized to boost the overall efficiency of the CRN channel selection technique. This study proposes the Artificial Neural Network with Firefly Algorithm (ANN-FA) for cognitive radio networks to overcome the obstacles. This proposed work focuses primarily on sensing the optimal secondary user channel and reducing the spectrum handoff delay in wireless networks. Several benchmark functions are utilized We analyze the efficacy of this innovative strategy by evaluating its performance. The performance of ANN-FA is 22.72 percent more robust and effective than that of the other metaheuristic algorithm, according to experimental findings. The proposed ANN-FA model is simulated using the NS2 simulator, The results are evaluated in terms of average interference ratio, spectrum opportunity utilization, three metrics are measured: packet delivery ratio (PDR), end-to-end delay, and end-to-average throughput for a variety of different CRs found in the network.

Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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