• Title/Summary/Keyword: Internet using time

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The Effects of Internet Addiction on Mental Health Among Adolescents (인터넷 중독이 청소년의 정신 건강에 미치는 영향)

  • Byeon, Young-Soon;Lee, Hea-Shoon
    • Research in Community and Public Health Nursing
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    • v.18 no.3
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    • pp.460-468
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    • 2007
  • Purpose: The purpose of this study was to investigate the relation between adolescents' internet addiction and mental health. Methods: The Internet addiction level was measured with K-Scale developed for Korean adolescents by Korea Agency Digital Opportunity & Promotion (2006) and the mental health level was measured with SCL-90-R developed by Derogatis (1977) and adapted for Korean adolescents by Kim, Kim. & Won (1984). Collected data was analyzed by the mean${\pm}$SD, t-test, ANOVA, Scheffe and Pearson correlation coefficient (SPSS 12.0) Results: 1. The Internet addiction level appeared to be 'Addiction' in 19%, 'Latency addiction' in 27% and 'Normal' in 54%. 2. The Internet addiction level was different according to sex, use, frequency and using time per day. The mental health level was different according to grade, sex, the father's education, the mother's education, frequency and using time per day. 3. The correlation between Internet addiction and mental health was found significant. Conclusion: The Internet addiction level was confirmed to have an influence on mental health. We offered basis data for preventing and treating Internet addiction in adolescents.

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Relationships between Short Sleep, Obesity, and Screen Time in High School Students (고등학생의 수면 부족, 비만, 스크린 타임 사이의 관련성 연구)

  • Ha, Yeongmi;Park, Hyunju
    • Journal of Korean Biological Nursing Science
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    • v.16 no.2
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    • pp.80-89
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    • 2014
  • Purpose: The purpose of this study was to investigate relationships between short sleep, obesity, and screen time. Methods: Data were obtained from a survey using a sample of 1,166 academic, and 597 vocational high school students. A structured questionnaire was used to assess demographics, hours spent in sleep, TV viewing, internet usage, and game playing. Obesity was determined using the body mass index. Descriptive statistics, Cochran Mantel Haenszel Chi-square test, and multiple logistic regression with dummy variables were performed. Results: Short sleep (<8 hours/day) was significantly related to obesity, not in academic school students, but in vocational school students. Academic high school students who had enough sleep (${\geq}8$ hours/day), had more time spent on TV viewing, internet usage, and game playing. Similar results were found in vocational high school students except for internet use. Interestingly, students with better school performance spent significantly less time in TV viewing, internet usage, and game playing, and therefore had a lower risk of obesity in academic school students. Conclusion: There is a significant relationship between short sleep and obesity that was found only in vocational high school students. The relationship between short sleep and screen time was not significant in Korean high school students.

IoT data analytics architecture for smart healthcare using RFID and WSN

  • Ogur, Nur Banu;Al-Hubaishi, Mohammed;Ceken, Celal
    • ETRI Journal
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    • v.44 no.1
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    • pp.135-146
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    • 2022
  • The importance of big data analytics has become apparent with the increasing volume of data on the Internet. The amount of data will increase even more with the widespread use of Internet of Things (IoT). One of the most important application areas of the IoT is healthcare. This study introduces new real-time data analytics architecture for an IoT-based smart healthcare system, which consists of a wireless sensor network and a radio-frequency identification technology in a vertical domain. The proposed platform also includes high-performance data analytics tools, such as Kafka, Spark, MongoDB, and NodeJS, in a horizontal domain. To investigate the performance of the system developed, a diagnosis of Wolff-Parkinson-White syndrome by logistic regression is discussed. The results show that the proposed IoT data analytics system can successfully process health data in real-time with an accuracy rate of 95% and it can handle large volumes of data. The developed system also communicates with a riverbed modeler using Transmission Control Protocol (TCP) to model any IoT-enabling technology. Therefore, the proposed architecture can be used as a time-saving experimental environment for any IoT-based system.

Utiliation of Internet and Electronic Commerce in Apparel Industry (의류산업의 인터넷 활용과 전자상거래)

  • 김성근
    • Journal of the Korean Society of Costume
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    • v.35
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    • pp.151-166
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    • 1997
  • Firms' utilization of internet is completely changing their business environment. Apparel firms' without exception are using internet as their essential marketing mechanism and as a new media for educating customers. Some apparel firms' at the same time acquire valuable customer information from internet users. These business cases become evident in developed countries. in contrast most domestic appstrl firms' are unable to see the strategic importance of internet. Accordingly their level of internet utilization remains quite low. This paper describes apparel firms' use of internet as electronic commerce mechanism based on cases of pioneering apparel firms' which adopted internet technologies in the first place. We further discuss problems that these

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Personal and Environmental Predictors of Internet Addiction in Higher Grade Elementary School Students (초등학교 고학년 학생의 인터넷 중독에 영향하는 개인적, 환경적 요인에 대한 탐구)

  • Yoon, Young-Mi;Park, Hyo-Mi
    • Child Health Nursing Research
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    • v.12 no.1
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    • pp.34-43
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    • 2006
  • Purpose: The purpose of this study was to identify the degree of internet addiction and factors affecting internet addiction in elementary school students. Method: The participants in this study were 1,328 students in 4, 5 or 6 grades of elementary school. They were recruited from two elementary schools. Data collection was conducted using of 6 questionnaires that were modified by the investigator. The data were analyzed with the SPSS win 10.0 program using descriptive statistics, Pearson correlation coefficients and stepwise multiple regression. Results: 1) The mean of total item score for internet addiction was 2.1, which was slightly low. Of respondents in this research 48.4% normally use the internet, while 48.5% addictively use the internet and as high as 3.1% were serious internet-addicted. 2) There was a significant correlation between internet addiction, self-esteem, aggression, impulsivity, parent's support and friend's support(γ= -.15 ~ .44). 3) Stepwise multiple regression analysis showed that amount of time spent on the internet per day, impulsivity, aggression, gender, self-esteem, duration to use of internet, father's age, and the major place where the internet was used were the predictors of internet addiction and accounted for 47% of the variance in internet addiction. Conclusion: Time spend on the internet per day, impulsivity, aggression, gender, self-esteem, duration to use of internet, father's age, the major place where the internet was used accounted for internet addiction in elementary school students. Therefore it is necessary to develop nursing interventions and to further identify the depth of the relationship of the related factors in order to decrease internet addiction.

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King Sejong's Invention: Korean Characters and Real-time Korean Information Network (세종대왕의 발명: 한글과 실시간 한민족 정보 네트워크)

  • Kim, Yung-Bok
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.463-468
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    • 2003
  • The Internet, especially the mobile Internet influences enormously in many areas in human societym espeially in terms of the exchanging speed of knowledge and information. This new society of knowledge and information will introduce many new types of services based on valuable knowlwdge and information. Among many new services in this mobile computing environment, the real-time worldwide korean information networking service using the Korean characters invented by the mobile computing environment, the real-time worldwide Korean information networking service using the Koean characters invented by the King Sejong is possible ubiquitously with wired and mobile Internet. We studied the user interface with Korean characters in the mobile computing environment, and introduce the useful results with new metrics of performance analysis after real implementation for real-time Korean information networking using Korean domain names.

Influence of Parental Media Use, Educational Needs, and Media Guidance for Children on Children's Media Use (부모의 매체 사용과 교육 요구 및 자녀 지도가 아동의 매체 사용에 미치는 영향)

  • Koo, Hyun-Young;Kim, Eun-Jung
    • Child Health Nursing Research
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    • v.21 no.2
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    • pp.183-193
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    • 2015
  • Purpose: The purpose of this study was to identify the influence of parental media use, parents' educational needs regarding media use, and parents' media guidance for children on the children's media use. Methods: The participants were 161 parents of elementary school children in the 1st and 4th grades. Data were collected through self-report questionnaires, and analyzed using the SPSS/WIN 19.0 IBM program. Results: The average times for watching television and using the internet in the children were 11.44 hours and 5.89 hours per week, respectively. Children's time watching television was influenced by parents' time watching television, children's gender (girl), and parents' educational needs. Children's television dependency was influenced by parents' educational needs, parents' time watching television, and parents' age (under 36 years). Time using the internet and internet dependency in the children were influenced by parents' educational needs, family monthly income (under 3 million won), and parents' guidance for children on watching television. Conclusion: The findings indicate that elementary school children's media use is influenced by parental media use, parents' educational needs, and parents' media guidance for children. Therefore parental factors should be considered in developing approaches to provide education programs to prevent media overuse in children.

Internet Shopping Optimization Problem With Delivery Constraints

  • Chung, Ji-Bok
    • Journal of Distribution Science
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    • v.15 no.2
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    • pp.15-20
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    • 2017
  • Purpose - This paper aims to suggest a delivery constrained internet shopping optimization problem (DISOP) which must be solved for online recommendation system to provide a customized service considering cost and delivery conditions at the same time. Research design, data, and methodology - To solve a (DISOP), we propose a multi-objective formulation and a solution approach. By using a commercial optimization software (LINDO), a (DISOP) can be solved iteratively and a pareto optimal set can be calculated for real-sized problem. Results - We propose a new research problem which is different with internet shopping optimization problem since our problem considers not only the purchasing cost but also delivery conditions at the same time. Furthermore, we suggest a multi-objective mathematical formulation for our research problem and provide a solution approach to get a pareto optimal set by using numerical example. Conclusions - This paper proposes a multi-objective optimization problem to solve internet shopping optimization problem with delivery constraint and a solution approach to get a pareto optimal set. The results of research will contribute to develop a customized comparison and recommendation system to help more easy and smart online shopping service.

Buying Point Recommendation for Internet Shopping Malls Using Time Series Patterns (시계열 패턴을 이용한 인터넷 쇼핑몰에서의 구매시점 추천)

  • Jang, Eun-Sill;Lee, Yong-Kyu
    • Proceedings of the CALSEC Conference
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    • 2005.11a
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    • pp.147-153
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    • 2005
  • When a customer wants to buy an item at the Internet shopping mall, one of the difficulties is to decide when to buy the item because its price changes over time. If the shopping mall can be able to recommend appropriate buying points, it will be greatly helpful for the customer. Therefore, in this presentation, we propose a method to recommend buying points based on the time series analysis using a database that contains past prices data of items. The procedure to provide buying points for an item is as follows. First, we search past time series patterns from the database using normalized similarity, which are similar to the current time series pattern of the item. Second, we analyze the retrieved past patterns and predict the future price pattern of the item. Third, using the future price pattern, we recommend when to buy the item.

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A Study on Factors of Internet Overdependence for Adults Using the Decision Tree Analysis Model (성인층의 인터넷 과의존 영향요인: 의사결정나무분석을 활용하여)

  • Seo, Hyung-Jun;Shin, Ji-Woong
    • Informatization Policy
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    • v.25 no.2
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    • pp.20-45
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    • 2018
  • This study aims to find the factors of Internet overdependence in adults, through the decision tree analysis model, which is a data mining method using National Information Society Agency's raw data from the survey on Internet overdependence in 2016. As a result of the decision tree analysis, a total 16 nodes of Internet overdependence risk groups were identified. The main predicated variables were the amount of time spent per smart media usage in weekdays; amount of time spent per smart media usage in weekends; experiences of purchasing cash items; percentage of using smart media for leisure; negative personality; percentage of using smart media for information search and utilization; and awareness on good functions of the Internet, all of which in order had greater impact on the risk groups. Users in the highest risk node spent the smart media for more than 5 minutes per use and less than 5~10 minutes in weekdays, had experiences of cash item purchase, and had lower level of awareness on the good functions of the Internet. The analysis led to the following recommendations: First, even a short-time use has higher chances of causing Internet overdependence, and therefore, guidelines need to be developed based on research on the usage behavior rather than the usage time. Second, self-regulation is required because factors that affect overindulgence in games, such as the cash items, increase Internet overdependence. Third, using the Internet for leisure causes higher risk of overdependence and therefore, other means of leisure should be recommended.