• Title/Summary/Keyword: User personality

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SOCIOPSYCHIATRIC CHARACTERISTICS OF ELEMENTARY SCHOOL CHILDREN WHO USE COMPUTERS EXCESSIVELY - ON THE BASIS OF CARERS' REPORT - (컴퓨터 과다사용 초등학생의 정신사회적 특성 - 보호자의 보고를 근거로 -)

  • Jhin, Hea-Kyung;Kim, Mun-Sun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.14 no.2
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    • pp.229-237
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    • 2003
  • Objectives:Among the studies related to excessive computer use, the studies for elementary school students are relatively rare. Because children have relatively poor ability to recognize and express themselves, the carers' information is important to assess the children. This study attempted to investigate the relationship between children's computer use and sociopsychiatric characteristics on the basis of carers' reports. Methods:The subjects of this study were 287 5th- and 6th-grade students in the elementary school in Seoul. The student carers were asked to answer the questions for children's computer use, the computer addiction test modified from Young's parent-child internet addiction test, Korean Personality Inventory for Children(K-PIC). SPSS(version 10) was used to analyse the differnece of computer use between genders and the relation of the computer addiction test with K-PIC. Results:1) The score of computer addiction test was significantly higher in male children than in female children and more male children compared to female children were distributed in the excessive user group. 2) The score of computer addiction test correlated with the scores of most clinical scales of K-PIC and the average scores of most clinical scale were significantly higher in the excessive user group than in the general user group. 3) More children with score above 65 in HPR, DLQ, FAM scale were distributed in excessive user group than in general user group. Conclusion:The 5th- and 6th-grade elementary school students with excessive computer use were found to show more sociopsychiatric problems. With these finding we suggest that social and clinical attention to the children who use computer excessively shoud be required.

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Feelings of Emptiness on Facebook Use (페이스북 이용자의 공허감 연구 : 성격, 이용동기, 중독간 관계를 중심으로)

  • Kim, Hyoung-Jee;Kim, Young Yim;Huh, Eun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.717-728
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    • 2016
  • This study examined the factors for feelings of emptiness on Facebook use, and how these feelings are related to the user's personal attributes and the addiction to Facebook usage. For analysis, the factors for feelings of emptiness on Facebook use among college students were measured and a questionnaire was developed. After analysis, 3 factors were identified: 'isolation and loneliness', 'self-regulation disorder', and 'unreality'. Then, variables influencing the feelings of emptiness were identified. Among big 5 personalities, neuroticism, agreeableness, and openness to experience were related to the factors for feelings of emptiness. The study also found that motivations such as 'self-disclosure' and 'social pressure from others' tended to enhance the feelings of emptiness. Finally, the study examined the relationship between feelings of emptiness on Facebook use and the addiction to it. Factors of 'isolation and loneliness' and 'unreality' revealed more addiction tendency on Facebook.

Effects of Online Engagement on Uses of Digital Paid Contents (온라인 관여가 디지털 유료 콘텐츠 이용에 미치는 영향)

  • Yang, JungAe;Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.468-481
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    • 2018
  • This study aims to empirically investigate how users' online engagement behaviors predict their uses of paid contents. To this end, the data from the 2016 Korean Media Panel Survey, which has been conducted annually by the Korea Information Society Development Institute(KISDI), were analyzed. Major findings(N=8.313) were as follows. First, the active type of online engagement(e.g., posting, commenting), which contributes to direct creation of online contents, was the most powerful predictor to explain the DV. On the other hand, relatively passive actions of user engagement(e.g., sharing, endorsing, voting) turned out to have no significant effects on the uses of paid contents, just as personality traits and online privacy concerns did. Based on these results, it is recommended that online contents or platform service providers should try to establish clearly-targeted marketing strategies, after thoroughly collecting and analyzing the data of users' various online behaviors.

An Exercise to Explore Avatar Customization and Gender Swapping (게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구)

  • Scheck, Katherine;Lee, Dong Yeop;Kyung, Byung Pyo;Ryu, Seuc Ho;Lee, Dong Lyeor;Lee, Wan Bok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.63-72
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    • 2015
  • Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.

A Study on the Exploration of Anthropomorphism during the Product Usage : Focusing on the Cultural Difference of Mobile Phone, MP3 Player, TV, Refrigerator Users in Germany and India (디지털 기기의 의인화 경험 요소 파악에 관한 연구 : 독일, 인도의 핸드폰, MP3 플레이어, TV, 냉장고 사용자에 대한 문화적 차이를 중심으로)

  • Kim, So-Lyung;Lee, In-Seong;Lee, Ki-Ho;Choi, Gi-Woong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.185-192
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    • 2008
  • 지난 몇 년간 HCI 분야에서 사용자 경험 (User Experience)이라는 용어는 전통적 의미의 사용성부터 심미적, 유희적, 감성적 그리고 기술 사용을 포함하는 사용의 전반적인 경험을 일컫게 되었다. 기술 성숙과 더불어 제품의 빈번한 상호작용으로 인해, 사용자는 제품의 도구적 의미의 유용성과 사용성에 대한 기대 충족 뿐만 아니라, 심미성, 감성 등 사용자의 내재적 가치까지 만족시켜주길 원한다. 본 연구는 사용자의 실용적인 목적 뿐만 아니라, 내재적 가치까지도 고려한 전체 사용자 경험 연구를 위해, 제품의 '도구적 요구 관점' 과 '비도구적 요구 관점' 을 함께 고려하고자 한다. 비인간 대상을 사람으로 간주하는 의인화 (Anthropomorphism) 연구에서는 대상을 도구적임과 동시에 비도구적으로 대하려는 현상을 보여준다. 이런 의인화 연구들을 착안하여, 본 연구는 의인화의 의의와 도출 과정을 살펴보고 HCI 분야에서 왜 의인화 관점의 연구가 중요한지, 사용자들은 언제 어떻게 사용하는 제품을 의인화하려는지 다른 분야의 의인화와 비교 설명하려 한다. [연구 1]에서는 2 개국 (독일, 인도) 에서 4 개의 디지털 기기 (핸드폰, MP3 플레이어, TV, 냉장고) 사용자를 대상으로 Contextual Interview 를 실시 후, 분석하여 국가별 디지털 기기 별 주요 의인화 요소들을 도출하였다. [연구 2]에서는 의인화 관점의 분석 결과가 문화적 차이에 따라 어떤 영향을 받는지를 검증하기 위해 [연구 1]의 통일 2 개국에 문화적 성향 측정을 위한 설문을 실시하였다. [연구 1]과 [연구 2]의 결과를 통해 HCI 분야에서의 의인화 관점 연구의 의의와 프레임웍을 설명하고, 문화적 차이를 반영한 제품의 의인화 가이드라인을 제시하고자 한다.

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An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

A Study on the Risk of Drug Use by Male Adolescents (남자 청소년의 약물사용 위험성에 관한 연구)

  • Kim, Hyeon-Mi;An, Hyo-Ja;Son, Jung-Tae
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.14 no.4
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    • pp.524-535
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    • 2007
  • Purpose: The purpose was to identify the risk of drug use by adolescents. Method: The participants were 933 male students in the first grade of a high school in D city. The data were collected from Aug. 5th to Oct. 30th, 2004. The instrument was the High Risk Group Adolescent Drug User Screening Test(HIRIGADUST) developed by the Korea Adolescent Society(1996). The data were analyzed using SPSS. Results: For substance use, 64.5% of the students answered that they had drunk, 40.3% that they had smoked, and 2.0% that they had tried drug use. For scores on HIRIGADUST regarding socio-demographic characteristics, there were significant differences depending on school type, personality, academic performance, economic status, and ability to talk with parents. For scores on HIRIGADUST regarding drug using-related characteristics, there were significant differences depending on drinking experience, frequency of drinking, amount of alcohol intake, smoking experience and number of cigarettes smoked. Of the students 27.2% students were in the high risk group. Conclusion: In schools, systematic and intensive assessment of drug use should be done, and if needed, a service system connected to clinics specializing in drug addiction should be established. Prevention education should be carried out continuously.

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A Study on the Development of Multifunctional Sofa System Design for the Elderly Living Alone - Focused on the Physical and Mental Characteristics - (독거노인을 위한 다기능 시스템 소파 디자인 개발 - 신체적, 심리적 특성을 중심으로 -)

  • Kim, Myunghee;Kim, Hwikyung;Lee, Jonghee
    • Journal of the Korea Furniture Society
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    • v.28 no.1
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    • pp.16-26
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    • 2017
  • In today's aging society, stable residential environment is essential for the elderly living alone to be able to do activities of daily living without restrictions and cherish a satisfactory quality of life. We developed a safe and convenient multifunctional sofa by removing complex combinations and decomposing processes of the multifunctional transformable furniture, appropriate for the use by elderly living alone. We deduced the 4 main keywords and details related to the purpose of sofa by analyzing the users' physical and mental characteristics through literature review and by using 24-hour scheduling, interviews, and actual measurement. Finally, by applying this to furniture planning, we designed 4 different types of multifunctional sofa system. Production was done in cooperation with AND Co. for 2 weeks using materials, colors and adhesives selectively chosen with careful consideration of their effects on the physical, mental aspects of the user to give optimal comfortability.

Variational Auto-Encoder Based Semi-supervised Learning Scheme for Learner Classification in Intelligent Tutoring System (지능형 교육 시스템의 학습자 분류를 위한 Variational Auto-Encoder 기반 준지도학습 기법)

  • Jung, Seungwon;Son, Minjae;Hwang, Eenjun
    • Journal of Korea Multimedia Society
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    • v.22 no.11
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    • pp.1251-1258
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    • 2019
  • Intelligent tutoring system enables users to effectively learn by utilizing various artificial intelligence techniques. For instance, it can recommend a proper curriculum or learning method to individual users based on their learning history. To do this effectively, user's characteristics need to be analyzed and classified based on various aspects such as interest, learning ability, and personality. Even though data labeled by the characteristics are required for more accurate classification, it is not easy to acquire enough amount of labeled data due to the labeling cost. On the other hand, unlabeled data should not need labeling process to make a large number of unlabeled data be collected and utilized. In this paper, we propose a semi-supervised learning method based on feedback variational auto-encoder(FVAE), which uses both labeled data and unlabeled data. FVAE is a variation of variational auto-encoder(VAE), where a multi-layer perceptron is added for giving feedback. Using unlabeled data, we train FVAE and fetch the encoder of FVAE. And then, we extract features from labeled data by using the encoder and train classifiers with the extracted features. In the experiments, we proved that FVAE-based semi-supervised learning was superior to VAE-based method in terms with accuracy and F1 score.

Application Study applied to the Encryption at Virtualization Launcher (가상화 런처에서 암호화를 적용한 어플리케이션 연구)

  • Lim, Seung-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.87-92
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    • 2014
  • Smartphones, as well as providing a number of convenience features such as an individual's personality to express the range is gradually increasing. Changed when we met another person, such as a change of outward change in the smartphone became responsive individuals. Each other, it is common to observe smartphones smartphones. Smartphone now due to the common use of information leakage has become a serious problem. In this paper, when sharing smart phone, smartphones to separate the user's area, and the constraints of privacy and the need to apply encryption to prevent information leakage or add application-specific information is encrypted and stored in other similar applications it is not accessible to protect the personal information was through this smartphone to share your private information even improved.