• Title/Summary/Keyword: SNS 이용유형

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Healthcare Research for Premature Ejaculation and Erectile Function Using Questionnaire of Smartphone SNS (스마트 폰 SNS의 설문을 통한 조루증 및 발기능에 관한 헬스케어 연구)

  • Yoon, Jung-Dae;Heo, Sung-Jin;Na, Chang-Ho;Kim, Sung-Hyun;Moon, Jong-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.6
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    • pp.1197-1210
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    • 2017
  • This study aimed to compare premature ejaculation and erectile function according to penile characteristics. 99 adult men responded to a questionnaire on penile characteristics, premature ejaculation and erectile function. In the questionnaire survey, 69 questionnaires were analyzed except missing or incomplete answers. All collected data were analyzed by independent t test, Chi-square test using SPSS 22. Glans > penis type showed significant differences in subjective premature ejaculation and objective premature ejaculation compared to Glans ${\frac{._-}{.}$ penis type (p <.05). Men with subjective premature ejaculation showed significant differences in objective premature ejaculation, treatment intent, and satisfaction compared to men without subjective premature ejaculation (p <.05). Presence of objective premature ejaculation, presence of treatment intent, and marital status were significantly different in satisfaction (p <.05). In economic status, high was significantly different in confidence for erectile function compared to middle or low (p <.05). The results of this study suggest that the premature ejaculation and erectile function according to the penile characteristic may be different and may be used as a basis for the development of an intervention program for sexual rehabilitation of men with premature ejaculation and erectile dysfunction.

A Study on the Collection and Application Measures for Media Platform Based Materials (매체 플랫폼 기반 자료의 수집 및 적용 방안 연구)

  • Younghee Noh;Youngmi Jung;Aekyoung Son;Inho Chang;Hyunju Cha
    • Journal of Korean Library and Information Science Society
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    • v.55 no.1
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    • pp.193-214
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    • 2024
  • This study aimed to propose a method for collecting and applying media platform based materials at the National Library of Korea. Firstly, we analyzed the current status and limitations of data collection based on domestic media platforms, including the National Library of Korea. Secondly, a literature review method was used to investigate the current status and types of digital content based on media platforms. Thirdly, we identified the types of materials based on media platforms that are not currently included in the National Central Library's online material collection guidelines through the examination of cases from major overseas libraries. Fourthly, after reviewing technical and legal elements such as the definition of collection targets and scope for each new media, and collection methods, we established collection criteria. Fifthly, based on the research results, the policies proposed in this study are as follows: 1) there is a need to establish a clear legal basis for the collection of media platform based materials; 2) the development and presentation of collection guidelines for media platform based materials is necessary; 3) the development of collection tools and infrastructure for media platform based materials is required; 4) for the collection of media platform based materials, it is necessary to obtain permission for collection from targeted social media organizations, and to cooperate in linkage with organizations that produce and service extended reality content; 5) for the service activation of media platform based materials, it is necessary to improve accessibility for the usage activation of these materials, to enhance the content extensibility and ease of use of the e-deposit system including extended reality content, and to advance and construct spaces for reproducing extended reality content.

A Study on the Utilization and Satisfaction of Convenience Store Lunchbox by Food-Related Lifestyle: On the Adults in their 20s and older in Seoul, Gyeonggi and Chungcheong Provinces (식생활 라이프 스타일에 따른 편의점도시락 이용 현황과 만족도에 관한 연구: 서울, 경기 및 충청지역 성인을 대상으로)

  • Kim, Hyun-Jung;Lee, Sim-Yeol
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.35-52
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    • 2023
  • This study investigated the utilization and satisfaction of lunchboxes according to food-related lifestyle. A sample of 819 adults who regularly purchased lunchboxes were studied. This study can provide basic data for effective menu development. The participants of the study were classified into 4 groups: a 'taste-seeking group', an 'economy-seeking group', 'a convenience-seeking group', and a 'health-seeking group'. The purchase price of lunchboxes was in the range of 3,500 to 4,000 won. The 'health-seeking group' was shown to spend the highest amount on lunchboxes, over 5,100 won. Information about lunchboxes was obtained primarily through convenience stores followed by Internet SNS (p<0.05). Most participants considered nutritional value when purchasing a lunchbox (p<0.001), of which protein, caloric, and sodium content were perceived as important. Moreover, lunchboxes with clean and hygienic aesthetics were preferred amongst the 'health-seeking group' (p<0.01). The 'economy-seeking group' had a higher satisfaction linked with taste (3.66) and quantity (3.60, p<0.001). Furthermore, in terms of the satisfaction with a menu variety the 'health-seeking group' showed the highest satisfaction with a score of 3.76, while the 'convenience-seeking group' ranked the lowest satisfaction with a score of 3.46 (p<0.05). All groups were satisfied with the convenience for purchasing lunchbox (p<0.001). Additionally, most participants preferred white rice (p<0.001) and meat (p<0.01) with cooked by fried and grilled. Lastly, in the content of the lunchbox use in the future, most participants indicated the intent for continuous use (p<0.01) and recommendation to others with the reason for the low price (19.2%) in the 'economy-seeking group', fresh ingredients (16.2%) in the 'convenience-seeking group', and nutritive (17.3%) in the 'health-seeking group', as well as for the convenience of purchase in the overall groups. Taken together, 'taste' and 'convenience' were the most important factors for all groups, while 'nutrition of food' and 'addition of condiments' scored relatively low on the satisfaction in all groups. Therefore, we recommend for the growth of the convenience store lunchbox market, that it is necessary to improve the quality of the lunchbox by developing various menus based on lifestyle group and fortifying nutrition.

Intelligent VOC Analyzing System Using Opinion Mining (오피니언 마이닝을 이용한 지능형 VOC 분석시스템)

  • Kim, Yoosin;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
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    • v.19 no.3
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    • pp.113-125
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    • 2013
  • Every company wants to know customer's requirement and makes an effort to meet them. Cause that, communication between customer and company became core competition of business and that important is increasing continuously. There are several strategies to find customer's needs, but VOC (Voice of customer) is one of most powerful communication tools and VOC gathering by several channels as telephone, post, e-mail, website and so on is so meaningful. So, almost company is gathering VOC and operating VOC system. VOC is important not only to business organization but also public organization such as government, education institute, and medical center that should drive up public service quality and customer satisfaction. Accordingly, they make a VOC gathering and analyzing System and then use for making a new product and service, and upgrade. In recent years, innovations in internet and ICT have made diverse channels such as SNS, mobile, website and call-center to collect VOC data. Although a lot of VOC data is collected through diverse channel, the proper utilization is still difficult. It is because the VOC data is made of very emotional contents by voice or text of informal style and the volume of the VOC data are so big. These unstructured big data make a difficult to store and analyze for use by human. So that, the organization need to automatic collecting, storing, classifying and analyzing system for unstructured big VOC data. This study propose an intelligent VOC analyzing system based on opinion mining to classify the unstructured VOC data automatically and determine the polarity as well as the type of VOC. And then, the basis of the VOC opinion analyzing system, called domain-oriented sentiment dictionary is created and corresponding stages are presented in detail. The experiment is conducted with 4,300 VOC data collected from a medical website to measure the effectiveness of the proposed system and utilized them to develop the sensitive data dictionary by determining the special sentiment vocabulary and their polarity value in a medical domain. Through the experiment, it comes out that positive terms such as "칭찬, 친절함, 감사, 무사히, 잘해, 감동, 미소" have high positive opinion value, and negative terms such as "퉁명, 뭡니까, 말하더군요, 무시하는" have strong negative opinion. These terms are in general use and the experiment result seems to be a high probability of opinion polarity. Furthermore, the accuracy of proposed VOC classification model has been compared and the highest classification accuracy of 77.8% is conformed at threshold with -0.50 of opinion classification of VOC. Through the proposed intelligent VOC analyzing system, the real time opinion classification and response priority of VOC can be predicted. Ultimately the positive effectiveness is expected to catch the customer complains at early stage and deal with it quickly with the lower number of staff to operate the VOC system. It can be made available human resource and time of customer service part. Above all, this study is new try to automatic analyzing the unstructured VOC data using opinion mining, and shows that the system could be used as variable to classify the positive or negative polarity of VOC opinion. It is expected to suggest practical framework of the VOC analysis to diverse use and the model can be used as real VOC analyzing system if it is implemented as system. Despite experiment results and expectation, this study has several limits. First of all, the sample data is only collected from a hospital web-site. It means that the sentimental dictionary made by sample data can be lean too much towards on that hospital and web-site. Therefore, next research has to take several channels such as call-center and SNS, and other domain like government, financial company, and education institute.

ANS responses in Negative Emotions Induced by Audio-visual Film Clips (시청각 동영상에 의해 유발된 부정적 감성에 따른 자율신경계 반응)

  • Lee, Young-Chang;Jang, Eun-Hye;Chung, Soon-Cheol;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.471-480
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    • 2007
  • Negative emotions play an important function as to human's existence. In this research, we employed the audio-visual film clips to induce negative emotions and examined the classified responses in the autonomic nervous system(ANS) due to each negative emotion.30 adults(22.6 years $old{\pm}1.24$, 15 males and 15 females) took part in this experiment. Through the preliminary experiment, 2 minutes film's stimuli were selected as the emotion-induced stimuli. During the period when participants were viewing and listening to the selected movie, EDA and ECG were examined as soon as one stimulus was displayed, participants were tested by completing the psychological appraisals of their experienced emotion due to each emotional stimulus. With regard to the result of analyzing the psychological responses, each negative emotion appropriately and effectively induced its target emotion. While concerning the result of analyzing ANS responses, each negative emotion induced its respective activation in ANS. What is more, compared with other types of negative emotional stimuli, the scaring stimulus induced higher activation of the sympathetic nervour system(SNS) as to the indexes in EDh and ECG. This research made segmentation of ANS responses to each negative emotion, which has its significance.

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A Study on Chatbot Profile Images Depending on the Purpose of Use (사용 목적에 따른 챗봇의 프로필 이미지 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.118-129
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    • 2018
  • In AI chatbot service via a messenger, a profile image of the chatbot is the first thing that users see to communicate with the chatbot. This profile image not only manages an impression about the profile owner in SNS on followers, but also makes an important impression about chatbot services on users. Thus motivated, this study investigates proper profile images tailored for the types of chatbot services and users. Specifically, I reviewed the preferred images and expressions of chatbots for each purpose of chatbot service. Then, in a case study, I collected and analyzed the representative chatbot profile images for the purpose of fun and counseling. The profile images are categorized as robot, human, animal, and abstract images. Based on these categories, I surveyed the preferred profile image of the chatbot service in either the text type or image type alternatives. For the purpose of fun, in the text version, I found that both men and women preferred a human image to others. However, in the image version, men preferred woman and robot images while women preferred cute animation character and robot images. For counseling services, both men and women preferred woman and animal images most, which is similar to the results of the text version of questionnaires as well. While both genders consistently preferred real photo images, women tend to like abstract images more than men do. I expect that the results of this study would be useful to develop the proper profile images of AI chatbot for each service purpose.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Perception and Appraisal of Urban Park Users Using Text Mining of Google Maps Review - Cases of Seoul Forest, Boramae Park, Olympic Park - (구글맵리뷰 텍스트마이닝을 활용한 공원 이용자의 인식 및 평가 - 서울숲, 보라매공원, 올림픽공원을 대상으로 -)

  • Lee, Ju-Kyung;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.4
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    • pp.15-29
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    • 2021
  • The study aims to grasp the perception and appraisal of urban park users through text analysis. This study used Google review data provided by Google Maps. Google Maps Review is an online review platform that provides information evaluating locations through social media and provides an understanding of locations from the perspective of general reviewers and regional guides who are registered as members of Google Maps. The study determined if the Google Maps Reviews were useful for extracting meaningful information about the user perceptions and appraisals for parks management plans. The study chose three urban parks in Seoul, South Korea; Seoul Forest, Boramae Park, and Olympic Park. Review data for each of these three parks were collected via web crawling using Python. Through text analysis, the keywords and network structure characteristics for each park were analyzed. The text was analyzed, as were park ratings, and the analysis compared the reviews of residents and foreign tourists. The common keywords found in the review comments for the three parks were "walking", "bicycle", "rest" and "picnic" for activities, "family", "child" and "dogs" for accompanying types, and "playground" and "walking trail" for park facilities. Looking at the characteristics of each park, Seoul Forest shows many outdoor activities based on nature, while the lack of parking spaces and congestion on weekends negatively impacted users. Boramae Park has the appearance of a city park, with various facilities providing numerous activities, but reviewers often cited the park's complexity and the negative aspects in terms of dog walking groups. At Olympic Park, large-scale complex facilities and cultural events were frequently mentioned, emphasizing its entertainment functions. Google Maps Review can function as useful data to identify parks' overall users' experiences and general feelings. Compared to data from other social media sites, Google Maps Review's data provides ratings and understanding factors, including user satisfaction and dissatisfaction.