• Title/Summary/Keyword: Technology addiction

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Convergence of facial image efficacy on job satisfaction of SME workers (중소기업 직장인의 얼굴이미지효능감이 직무만족에 미치는 융합연구)

  • Kim, Jeoung-Yeoul
    • Journal of Convergence for Information Technology
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    • v.8 no.2
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    • pp.227-232
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    • 2018
  • The purpose of this study is to investigate the relationship between facial image efficacy and job satisfaction in a sample of 167 workers in SMEs in Seoul and Gyeonggi province. and to examine the effect of SME workers' face image efficacy on job satisfaction. The results of the study are as follows. First, there was a statistically significant correlation between management ability and job satisfaction, which is a sub - area of facial image efficacy. This means that the higher the management ability, the higher the degree of job satisfaction. There was a statistically significant correlation between perception attitude and job satisfaction, which is a sub - area of face image efficacy. Second, management ability, which is a sub - area of face image efficacy of SME workers, has a statistically significant effect on job satisfaction. The sub - domain of face image efficacy has no effect on job satisfaction, Expression confidence, which is a sub-domain of image efficacy, has a statistically significant effect on job satisfaction.

The Relationship between Smartphone Use and Oral Health in Adolescents

  • Ahn, Eunsuk;Han, Ji-Hyoung
    • Journal of dental hygiene science
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    • v.20 no.1
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    • pp.44-50
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    • 2020
  • Background: Smartphones are a modern necessity. While they are convenient to use, smartphones also have side effects such as addiction. This study assessed the relationship between smartphone use, a part of everyday life in modern society, and oral health. Methods: An analysis was conducted using 2017 Korea Youth Risk Behavior Web-based Survey data. The propensity score estimation algorithm used logistic regression and 1:1 matching algorithm using nearest-neighbor matching. After matching, a total of 15,032 participants were classified into two groups containing 7,516 teenagers each who did and did not use smartphones, respectively. Results: Comparison of oral health behaviors according to smartphone use revealed a statistically significant difference in the frequency of tooth brushing per day, use of oral hygiene products, intake of foods harmful to oral health, and experience of oral health education (p<0.05). The factors affecting oral pain experience of adolescents were examined. Compared to male participants, female participants had an odds ratio of 1.627 for oral pain (p<0.05). According to the household income level, compared to the group with higher income, the group with lower income showed higher oral pain experience (p<0.05). Oral pain experience was 1.601 times more frequent among teenagers using smartphones (p<0.05). Conclusion: The results of this study indicated that use of smartphones by adolescents affected their oral health. These findings indicate the need for improved oral health management through the use of effective school oral health programs and individual counseling by oral health professionals, promotion of information dissemination through public media, and development of prevention strategies.

The Convergence of the Servant Leadership of SMEs on Interpersonal Relations of University Students (중소기업가 정신의 서번트리더십이 대학생의 대인관계에 미치는 융합연구)

  • Kim, Jeoung-Yeoul
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.165-170
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    • 2017
  • This study was conducted to survey 178 current students at Seoul National University and to conduct a survey to prepare data for servant leadership based on the spirit of SMEs. The results of the study are as follows. First, the relationship between servant leadership and interpersonal relationship of university students in SMEs human resources appears to be a static relationship. This means that the higher the servant leadership of university students preparing for SME human resources, the higher the interpersonal relationship. Second, the consensus formation of university students had a positive effect on satisfaction, and the vision presentation had a statistically significant effect on understanding. In addition, stress relief showed a statistically significant effect on openness, and morality had a statistically significant effect on communication and openness. In addition, insight has a statistically significant effect on satisfaction and understanding.

Convergence of the Image of the Professor in Human Resources of Small and Medium Enterprises to Self Image : Mediating effect of voice image (중소기업 인적자원의 교수자이미지가 자아이미지에 미치는 융합연구 : 교수자음성이미지의 매개효과)

  • Kim, Jeoung-Yeoul
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.229-234
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    • 2017
  • The purpose of this study was to investigate 188 university students at Seoul National University and to present self - image data to university students for the development of small and medium human resources. The results of the study are as follows. First, there was a positive correlation between the correlation between the image of the trainee perceived by university students and the self - image, the correlation between the image of the trainee perceived by the university students and the voice image, and the correlation between the voice image and the self - image perceived by university students. Second, as a result of examining whether or not the voice image is mediated in the relationship between the image of the talent and the self - image perceived by university students, Therefore, it is confirmed that as the image level of the talent related to the human resource of SMEs increases, the level of the voice image increases and the self image level also improves accordingly.

Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.361-366
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    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.401-410
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    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

Factors Influencing the Online Learning Behaviors of Middle School Students in South Korea (한국 중학생의 온라인 학습 행동에 영향을 미치는 요인)

  • Na, Kyoungsik;Jeong, Yongsun
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.263-285
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    • 2022
  • This study presented the factor analysis on constructing the new factors affecting the middle school students' online learning behaviors from the questionnaires employed among middle school students. A total of 204 students participated and the data were collected in South Korea. The sample of middle school ninth-grade students was selected and used through purposive sampling. Findings from the factor analysis provided evidence for the eight-factor solution for the 35-items accounting for 66.15% of the shared variance. A wide range of factors has been considered to identify students' online learning behaviors. The appropriate experience and use of e-learning in the middle school period is also important as it will be a critical stepstone for future education. This research provides information that has been taken into account for advancing online learning to enhance the quality of e-learning systems for middle school students. The study results provided eight new factors affecting the middle school students' online learning behaviors; that is 1) communication using social media as a learning tool, 2) intention to share information using ICT, 3) addiction of technology, 4) adoption of technology, 5) seeking information using ICT, 6) use of social media learning, 7) information search using ICT, and 8) immersion of technology. This study confirmed that middle school students prefer communication using social media as a learning tool, and value intention to share information using ICT for the most part. The data obtained based on factor analysis can highlight the online learning behaviors towards a mixture of social media learning and ICT to ensure a new educational platform for the future of e-learning. This research expects to be useful for both middle schools of online learning to better understand students' online learning behaviors and design online learning environments and information professionals to better assist students who particularly need digital literacy.

Optogenetics: a New Frontier for Cell Physiology Study (광유전학: 세포 생리 연구를 위한 새로운 frontier)

  • Byun, Jonghoe
    • Journal of Life Science
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    • v.25 no.8
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    • pp.953-959
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    • 2015
  • Optogenetics is the combination of optical and molecular strategies to control designated molecular and cellular activities in living tissues and cells using genetically encoded light-sensitive proteins. It involves the use of light to rapidly gate the membrane channels that allows for ion movement. Optogenetics began with the placing of light-sensitive proteins from green algae inside specific types of brain cells. The cells can then be turned on or off with pulses of blue and yellow light. Using the naturally occurring algal protein Channelrhodopsin-2 (ChR2), a rapidly gated light-sensitive cation channel, the number and frequency of action potentials can be controlled. The ChR2 provides a way to manipulate a single type of neuron while affecting no others, an unprecedented specificity. This technology allows the use of light to alter neural processing at the level of single spikes and synaptic events, yielding a widely applicable tool for neuroscientists and biomedical engineers. An improbable combination of green algae, lasers, gene therapy and fiber optics made it possible to map neural circuits deep inside the brain with a precision that has never been possible before. This will help identify the causes of disorders like depression, anxiety, schizophrenia, addiction, sleep disorder, and autism. Optogenetics could improve upon existing implanted devices that are used to treat Parkinson’s disease, obsessive-compulsive disorder and other ailments with pulses of electricity. An optogenetics device could hit more specific subsets of brain cells than those devices can. Applications of optogenetic tools in nonneuronal cells are on the rise.

User Interface for the 'Smombie Safe Go' App for Walking Safety (보행안전을 위한 앱서비스 'Smombie Safe Go' UI 연구)

  • Qiao, Xian Yue;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.190-198
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    • 2020
  • The development in smartphone technology has brought convenience to the life of the mankind, but an excessive use of smartphones sometimes causes various accidents. This research tried to propose an application service 'Smombie Safe Go' UI(User Interface) that allows the prevention of such accident while using smartphones when walking. For this, after research and user observations, produced walker journey maps and derived necessary main functions needed for safety, and the result showed that transparent interface, obstacle location alert, warning of dangers functions were necessary. To make the contents of the service more detailed, hazardous situations faced during smartphone use when walking were classified into 3 situations : 1. Obstacle appearing in front, 2. traffic lights on crosswalks 3. No traffic lights on crosswalks. Scenarios by hazardous situation were written, and the flow and UI of the app service that warns its users in each situation of hazards were designed. it is predicted that 'Smombie Safe Go' may be possible to be utilized as an app service that provides a safe walking experience for not only regular pedestrians but also the blind population.

A Development and Application of Role-Playing Instruction Model based on Mind Practice for Intensifying Information & Communication Ethics (정보통신윤리 의식 강화를 위한 마음공부기반 역할놀이 수업모형 개발 및 적용)

  • Baek, Hyeon-Gi;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.181-188
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    • 2012
  • In this study, we develop a role-playing instruction model based on mind practice. The proposed model can strengthen the information and communication ethics and enhance the will to act which leads to behavioral changes. It is also designed considering methodological and procedural elements of mind education and the steps of role-playing. It has much importance on having students experience mind practice directly and indirectly through role-playing. Firstly, an instruction model for a role-playing is designed based on other researches and case studies. Secondly, it was applied to students to find out the advantages and improvements and modified the earlier version and then, it was applied to 36 sophomores in J university in J city for five weeks. They are majoring in Education and are taking Instructional method and Instructional technology. To prove the effectiveness of the model, it was also applied 5th year 24 students, 6th year 26 students and 10 teachers in an elementary school. The results show that more than 90% students respond positively about how interesting information and communication ethics after participating in a role-playing instruction model based on mind practice.

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