• Title/Summary/Keyword: boredom

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Effect of Perception of Patient Safety Culture, Job Boredom and Job Crafting on Safety Compliance of Hospital Workers (의료종사자들의 환자안전문화에 대한 인식, 직무권태 및 잡 크래프팅이 안전이행에 미치는 영향)

  • Kwon, Jeong-Ok;Kang, Jung Mi
    • The Korean Journal of Health Service Management
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    • v.14 no.1
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    • pp.1-14
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    • 2020
  • Objectives: This study examined factors influencing hospital workers' perception of patient safety culture, job boredom and job crafting in reporting of safety compliance. Methods: Structured questionnaires were used to collect data from 245 hospital workers who were full-time staff for six months or more. Data were analyzed using descriptive statistics, t-test, ANOVA, Pearson correlation coefficients and hierarchical multiple regressions with SPSS/WIN version 22.0. Results: The mean score for perception of patient safety culture was 3.16±0.32, for job boredom was 2.52±0.52, for job crafting was 3.35±0.49 and for degree of safety compliance was 2.87±0.3. The hierarchical multiple analysis revealed that hospital work environment (β=.27, p<.001), communication process (β=.27, p<.001) of subarea perception of patient safety culture and cognitive crafting (β=.15, p=.039) of subarea job crafting were predictive of patient safety compliance (R2=.47, p<.001). Conclusions: The findings indicate that perception of patient safety culture and job crafting are important factors to be considered in working to improve hospital workers' safety compliance. Therefore, education and systematic programs to improve perception of patient safety culture and job crafting should be developed.

Flow and Learning Emotions in Computer Education: An Empirical Survey

  • Wang, Chih-Chien;Wang, Kai-Li;Chen, Chien-Chang;Yang, Yann-Jy
    • Journal of Information Technology Applications and Management
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    • v.21 no.3
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    • pp.53-64
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    • 2014
  • It is important to keep learners' feeling positive during learning to enhance learning performance. According to flow theory,challenge-skill balance is a precondition for flow experience: Learners feel anxiety when the challenge of learning is higher than their ability, feel boredom when the challenge of learning is lower than learners' ability, and engage in flow status when the challenge of learning matches the learners' ability. However, the current empirical study reveals that emotions related to enjoyment may appear when the learners' skill is equal to or higher than the learning challenge. Nevertheless, boredom emotion may appear when learners perceive the courses are difficult but unimportant. These empirical survey results revealed the necessary of rethinking the appearance of boredom and enjoyment emotions in computer education.

The Exploration of the Factors Affecting Burnout among Young Working Adults (사회초년생의 직무소진에 영향을 미치는 요인 탐구)

  • Minkee Hong;Hyeonsu Byeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.743-750
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    • 2023
  • This research aims at drawing implications by positive and negative variables affecting burnout of young working adults. The authors derived social support and empathy from sorting out the positive variables, and job boredom and job stress from the negative variables. Many studies have shown that these selected variables are believed to influence considerably on burnout. This research is achieved by the method of hierarchical multiple regression analysis. The results indicate that four positive and negative variables influence on burnout, and the negative variables(job stress, job boredom) have the greater effect than the positive variables(empathy, social support) do. Thus, there is an urgent need for care and concern for the social beginners.

Difference of Autonomic Nervous System Responses among Boredom, Pain, and Surprise (무료함, 통증, 그리고 놀람 정서 간 자율신경계 반응의 차이)

  • Jang, Eun-Hye;Eum, Yeong-Ji;Park, Byoung-Jun;Kim, Sang-Hyeob;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.503-512
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    • 2011
  • Recently in HCI research, emotion recognition is one of the core processes to implement emotional intelligence. There are many studies using bio signals in order to recognize human emotions, but it has been done merely for the basic emotions and very few exists for the other emotions. The purpose of present study is to confirm the difference of autonomic nervous system (ANS) response in three emotions (boredom, pain, and surprise). There were totally 217 of participants (male 96, female 121), we presented audio-visual stimulus to induce boredom and surprise, and pressure by using the sphygmomanometer for pain. During presented emotional stimuli, we measured electrodermal activity (EDA), skin temperature (SKT), electrocardiac activity (ECG) and photoplethysmography (PPG), besides; we required them to classify their present emotion and its intensity according to the emotion assessment scale. As the results of emotional stimulus evaluation, emotional stimulus which we used was shown to mean 92.5% of relevance and 5.43 of efficiency; this inferred that each emotional stimulus caused its own emotion quite effectively. When we analyzed the results of the ANS response which had been measured, we ascertained the significant difference between the baseline and emotional state on skin conductance response, SKT, heart rate, low frequency and blood volume pulse amplitude. In addition, the ANS response caused by each emotion had significant differences among the emotions. These results can probably be able to use to extend the emotion theory and develop the algorithm in recognition of three kinds of emotions (boredom, surprise, and pain) by response measurement indicators and be used to make applications for differentiating various human emotions in computer system.

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Streamer Motives and User-Generated Content on Social Live-Streaming Services

  • Friedlander, Mathilde B.
    • Journal of Information Science Theory and Practice
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    • v.5 no.1
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    • pp.65-84
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    • 2017
  • Three most popular information services, Periscope, Ustream, and YouNow, vicarious for all Social Live-Streaming Services (SLSSs), are investigated to analyze their streamers' motivations and the user-generated content. Additionally, we collected demographic data (gender and age). More than 7,500 streams by users from the U.S., Germany, and Japan were observed. Main streamer motivations on SLSSs are boredom, socializing, the need to reach a specific group, the need to communicate, and fun. Important content categories on all three SLSSs are chatting, sharing information, 24/7, and 'slice of life.' We were able to identify differences between users from the U.S., Germany, and Japan as well as between the users of Periscope, Ustream, and YouNow. The main motive to stream in the U.S. is to reach a specific group, while in Japan it is socializing, and in Germany boredom. The top content category for both, YouNow as well as Periscope, is to chat; on Ustream it is 24/7 (i.e., webcams).

Research on Correlating Data Loading with User Experience (데이터 로딩과 사용자 경험의 상관관계 분석에 관한 연구)

  • In-sik Yun;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.185-193
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    • 2024
  • With the advent of smartphones, people can access various information through the internet anytime and anywhere. Even in the vehicle environment, users can use the internet. Users interact with web and applications every day and get information. However, as the amount of data to be processed by the program increases, users inevitably receive a message to wait. User waiting is an inconvenient experience, but minimizing user waiting is the best way because there is time required for data processing. However, if the service processing time exceeds the expected time, users experience more severe boredom and pain. Therefore, various methods and researches are being conducted to alleviate the boredom of user waiting. The most commonly used method to alleviate user waiting boredom is loading. In this study, we investigated the effect of skeleton loading, the latest loading technique, on user waiting experience, and how attractive it is as a design technique in terms of UI compared to other loading techniques.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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Influencing Factors of Korean Female Adolescent′s Clothing Behaviors: -Effects of Psychological Characteristics, Age and Residence- (청소년기 여학생의 의복행동에 대한 영향요인 연구;연령.지역 차이와 심리적 특성 변인들의 상대적 영향력)

  • 고애란;진병호;심정은
    • Journal of the Korean Society of Clothing and Textiles
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    • v.24 no.4
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    • pp.475-486
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    • 2000
  • The purpose of this research were to identify the differences in clothing behaviors and psychological characteristics ill relation to age and residence and to identify the relative effects of Korean female adolescent's psychological characteristics on the clothing behaviors. The instruments measuring 9 psychological characteristics-adolescent egocentrism, social and general self-efficacy, public and private self-consciousness, boredom susceptibility, optimal stimulation level, body attitudes-were adapted from previous studies. Clothing behavior measurements were developed based on the pilot study results or adapted from previous studies. The data. collected from 2284 nationwide sample of Korean female adolescents(early, middle, late) was analyzed by frequency, two-way ANOVA, and LISREL confirmatory factor analysis. Clothing behavior were factor analyzed and 6 factors were identified: dressing for others. conformity to peers, clothing interest, self-expression, psychological dependence and clothing exhibition. Effects of age were dominant in 6 out of 9 psychological characteristics and five clothing behavior factors except conformity to peers. Dominant main effect of residence was found oかy in boredom susceptibility. From the results of LISREL, adolescent egocentrism, public self-consciousness and sensation seeking tendency were found to be the most influential psychological characteristics of female adolescents'clothing behaviors.

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Experiences of Patients with Coronavirus in the COVID-19 Pandemic Era in Indonesia

  • Aungsuroch, Yupin;Juanamasta, I Gede;Gunawan, Joko
    • Asian Journal for Public Opinion Research
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    • v.8 no.3
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    • pp.377-392
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    • 2020
  • COVID-19 is considered the worst pandemic of the beginning of the 21st century. Among the ASEAN countries, Indonesia has the second highest number of active cases and is ranked 23th in the world in active cases as of August 14, 2020. The number of people becoming infected in Indonesia continues to grow along with fear and panic conditions that have negative impacts on Indonesian society. Therefore, efforts to deal with the conditions should be made. This study aims to explore the experience of patients with COVID-19 experiences during the treatment process. This study used literature and video clip analysis of 14 cases. Data were analyzed using content analysis. The results were presented in the following five themes (i) experience of receiving a diagnosis (I am shocked, how could I get infected?, suggestive thinking between dead or alive, and uncertainty of the test result), (ii) boredom during isolation, (iii) being stigmatized and discriminated against, (iv) self-reflection with God, and (v) social support from family members and healthcare workers. This study serves as an input to increase the chances of the recovery of the patients with COVID-19.

A Study on the Women's Clothing Discard Behavior (성인 여성의 의복 폐기에 관한 연구)

  • 유연실
    • Journal of the Korean Society of Clothing and Textiles
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    • v.20 no.1
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    • pp.142-156
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    • 1996
  • The purposes of this study were to examine the reason, = of clothing discard and to investigate the influences of demographic and clothing variables on the clothing discard behavior Data were collected from 610 women who lived in Seoul and Kwangjoo. By means of factor analysis, 6 general factors of clothing discard reason.; were extracted The 6 factors were named as dissatisfaction with appropriateness, physically worn out, dissatisfaction with clothing quality, fashion change, boredom, inconvinience. Among the five clothing items (suits or one pieces, jackets, jumpers, shirts or blouses, skirts or pants), there existed differences in the reason factors of clothing discard The relationships between clothing discard behavior (reason factors of clothing discard, peviods of clothing utilization) and variables like user's age, degrees of satisfaction with clothing, clothing items were also examined. There existed significant differences among the age groups and the groups classified by clothing satisfaction degrees in the reason factors of clothing discard and in the Periods of clothing utilization. Periods of clothing utilization were also differed by the clothing items. As user's a age grew older, periods of clothing utilization increased and the rates of clothing discard because of dissatisfaction with appropriateness, and dissatisfaction with clothing quality, boredom, inconvinience factors were decreased. As the degrees of satisfaction with clothes increased, the periods of clothing utilization also increased and the rates of clothing discard because of dissatisfaction with appropriateness, and dissatisfaction with clothing quality, inconvinience factors decreased. And the rates of clothing discard because of physically worn out factor increased.

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