• 제목/요약/키워드: online community behavior

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Emotional Intelligence System for Ubiquitous Smart Foreign Language Education Based on Neural Mechanism

  • Dai, Weihui;Huang, Shuang;Zhou, Xuan;Yu, Xueer;Ivanovi, Mirjana;Xu, Dongrong
    • Journal of Information Technology Applications and Management
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    • 제21권3호
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    • pp.65-77
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    • 2014
  • Ubiquitous learning has aroused great interest and is becoming a new way for foreign language education in today's society. However, how to increase the learners' initiative and their community cohesion is still an issue that deserves more profound research and studies. Emotional intelligence can help to detect the learner's emotional reactions online, and therefore stimulate his interest and the willingness to participate by adjusting teaching skills and creating fun experiences in learning. This is, actually the new concept of smart education. Based on the previous research, this paper concluded a neural mechanism model for analyzing the learners' emotional characteristics in ubiquitous environment, and discussed the intelligent monitoring and automatic recognition of emotions from the learners' speech signals as well as their behavior data by multi-agent system. Finally, a framework of emotional intelligence system was proposed concerning the smart foreign language education in ubiquitous learning.

방문간호사의 건강증진행위에 영향을 미치는 요인 - 서울시 방문건강관리사업을 중심으로 - (Factors influencing Health Promoting Behaviors of Visiting Nurses in Seoul)

  • 김윤수;백희정
    • 가정∙방문간호학회지
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    • 제25권2호
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    • pp.209-218
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    • 2018
  • Purpose: This study is to identify the health promoting behaviors, health belief, and self-efficacy of visiting nurses working for the Health Visiting Project in Seoul and to determine the predictors of influencing health promoting behaviors. Methods: Data were collected from an online survey of 496 visiting nurses form 25 districts in Seoul. Using SPSS ver. 24, the study performed descriptive statistics, t-test, one-way ANOVA, correlations, and stepwise multiple regression. Results: The mean scores for health promoting behaviors and self-efficacy were slightly higher than that of the median, whereas health belief showed in the median. The factors influencing health promoting behavior were perceived barriers, perceived sensitivity, self-efficacy, and age. These variables explained 36.0% of health promoting behaviors(F=60.62, p<.05). Conclusion: To prevent illness and to promote the health of the population, the visiting nurse mainly performs health screening, health education and counseling. To fulfill these responsibilities, the visiting nurse should be healthy and perform health promoting behaviors well, effectively serving as a model for their clients. Most of the visiting nurses were middle-aged, thus, it is necessary to strengthen health promotion activities that manage physical and psychological health at the individual level.

Information Needs of Korean Immigrant Mothers in the United States for Their Children's College Preparation

  • Yoon, JungWon;Taylor, Natalie;Kim, Soojung
    • Journal of Information Science Theory and Practice
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    • 제6권4호
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    • pp.54-64
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    • 2018
  • This study aims to understand the information needs of Korean immigrant mothers in the United States for their high school children's college preparation. A content analysis was conducted for the messages posted to a "motherhood" forum on the MissyUSA website. In total, 754 posts were analyzed in terms of a child's grade, college preparation stage, type of post, and topic of post. The study found that there is a range of information needed at different stages in a child's education. Many of the demonstrated information needs showed similarities to those of other immigrant groups, but there were also community-specific themes, such as an emphasis on STEM (science, technology, engineering, and math) and standardized tests. The forum was mainly used for factual questions, not emotional support. We concluded that the findings of the study would help researchers in understanding immigrant information needs for the college application process and how information professionals and educators could combine the needs of different ethnic groups to create customized services for them.

청소년 유해매체 이용이 성태도와 행동에 미치는 영향 (Predicting Adolescent Sexual Behaviors and Attitudes From the Use of Harmful Media)

  • 황명희송;김종민;문인옥
    • 한국학교ㆍ지역보건교육학회지
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    • 제9권2호
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    • pp.1-13
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    • 2008
  • Objectives: Literature has shown the relationship between the use of harmful media and sexual behaviors among adolescents. Laws and regulations of violent and sexual mass media are getting stricter, but young children reported that they were still accessible to these harmful materials. It might be due to the development of new techniques in media delivery and new trends of game addict among Korean adolescents. Since there were very few studies on recent harmful media available to young children, the authors explore the usability of harmful media and identify related factors that can predict adolescent sexual attitudes and activities. Methods: This study was conducted secondary analysis using the internal data that were drawn from National Youth Committee's survey of adolescent harmful environment in 2007. The self-reported questionnaires were administered to 13,721 adolescents who were randomly selected based on strata of geography, school, and gender. Results: Adolescents accessed mostly to NC-19(No Children under 19) TV programs(35.8%) and AO(Adult Only) games(35.5%). Most of them reported that they did not have difficulty in the contact of these harmful media. The factors that can predict adolescent sexual intercourse are male adolescents, attending high school, not being satisfied with family life and school, contact with phone-advertising of sex, AO games and other online games, viewing adult videos, or reading adult books. Conclusions: When sex education is designed, an instructor considers not only students' demographic characteristics but also the strategies to deter the use of harmful media especially for game materials.

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대학생 집단에서 사회적 지지와 대사증후군 예방 건강 행동 간의 상관관계: 지각된 스트레스의 매개효과 (The Association between Social Support and Health Behaviors for Metabolic Syndrome Prevention among University Students: The Mediating Effect of Perceived Stress)

  • 박수연;조수아;이유진;최성철;추진아
    • 지역사회간호학회지
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    • 제32권3호
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    • pp.404-414
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    • 2021
  • Purpose: Health behaviors for metabolic syndrome (MetS) prevention should be emphasized from early adulthood. There is little information on psychosocial factors associated with health behaviors for MetS prevention. The aim of this study was to determine whether there would be a mediating effect of perceived stress on the association between social support and health behaviors for MetS prevention among university students. Methods: This cross-sectional and correlation study was conducted with 502 university students in South Korea. Social support, perceived stress, and lifestyle evaluation for metabolic syndrome scales were used. Online questionnaire survey was conducted between November and December 2019. The mediating effect of social support on health behaviors for MetS prevention was analyzed using PROCESS macro program with bootstrapping method to test our hypotheses. Results: Social support directly influenced perceived stress (β=-.35, p<.001) and health behaviors for MetS prevention (β=.14, p=.002). Health behaviors for MetS prevention was indirectly influenced by perceived stress (β=-.25, p<.001). The size of indirect effect of social support on health behaviors for MetS prevention was 0.06. Conclusions: The association of social support and health behaviors for MetS prevention was partially mediated by perceived stress among university students. Therefore, a university-based nursing intervention should comprise social support strategies with stress management to promote health behaviors for MetS prevention.

혼밥이 건강한 메뉴 선택에 미치는 영향: 소비 목적 지향과 메뉴 영양 정보 표시의 역할 (Can Dining Alone Lead to Healthier Menu Item Decisions than Dining with Others? The Roles of Consumption Orientation and Menu Nutrition Information)

  • 허은솔
    • 대한지역사회영양학회지
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    • 제26권3호
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    • pp.155-166
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    • 2021
  • Objectives: Driven by a growth of single-person households and individualized lifestyles, solo dining in restaurants is an increasingly recognizable trend. However, a research gap exists in the comparison of solo and group diners' menu-decision making processes. Based on the self-control dilemma and the temporal construal theory as a theoretical framework, this study compared the ordering intentions of solo vs. group diners with healthy vs. indulgent (less healthy) entrées. The mediating role of consumption orientation and the moderating role of amount of menu nutrition information were further explored to understand the mechanism and a boundary condition. Methods: A scenario-based online survey was developed using a 2 (dining social context: solo vs. with others) × 3 (amount of menu nutrition information: no nutrition information vs. calories vs. calories/fat/sodium), between-subjects, experimental design. Consumers' level of nutrition involvement was controlled. A nationwide survey data (n = 224) were collected from a crowdsourcing platform in the U.S. Data were analyzed using multivariate analysis of covariance, independent t-test, univariate analysis of covariance, and moderated mediation analyses. Results: Findings reveal that solo (vs. group) diners have less (vs. more) intentions to order indulgent menu items due to a more utilitarian (vs. more hedonic) consumption orientation in restaurant dining. Findings also show that solo (vs. group) diners have more (vs. less) intentions to order healthy menu items when the restaurant menu presented nutrition information including calories, fat, and sodium. Conclusions: The findings contribute to the literature of foodservice management, healthy eating, and consumer behavior by revealing a mechanism and an external stimuli of solo vs. group diners' healthy menu-decision making process in restaurants. Furthermore, the findings provide restauranteurs and health professionals with insights into the positive and negative impacts of menu nutrition labelling on consumers' menu-decisions.

코로나 이후 대학생의 배달음식 간편식 외식 및 식생활 행태 변화와 식생활지침 실천 정도에 대한 단면조사연구 (Dietary guidelines adherence and changes in eating habits among college students in the post-COVID-19 period: a cross-sectional study)

  • 윤은영
    • 대한지역사회영양학회지
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    • 제28권3호
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    • pp.220-234
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    • 2023
  • Objectives: This study aimed to assess the adherence to dietary guidelines among college students in the post-COVID-19 era and examine the changes in their dietary habits as the learning environment transitioned from remote to in-person classes. Methods: We conducted a survey involving 327 college students in Daejeon from March to April 2023. The survey questionnaires included various factors, including age, gender, type of residence, frequency of use of delivery food, convenience food, and eating out. In addition, we investigated the extent of adherence to the dietary guidelines for Koreans and the degree of dietary changes following the post-COVID-19 shift in class format were investigated. For comparative analysis of the level of adherence to dietary guidelines in relation to dietary habit changes, an ANOVA and a post hoc Scheffe test were employed. We also performed a multiple linear regression analysis to identify dietary factors influencing the level of adherence to dietary guidelines. Results: The study revealed a high rate of convenience food consumption and a low rate of homemade food intake among students. There was a marked increase in the consumption of processed foods, convenience foods, dining out, sweet foods, high-fat fried foods, beverages, and alcohol following the transition from online to in-person classes. When examining adherence to Korean dietary guidelines, the highest scored practice was 'Hydration', and the lowest was 'Breakfast habit'. Increased consumption of convenience foods, late-night snacks, and dining out were negatively correlated with adherence levels to dietary guidelines, specifically correlating with 'Healthy weight', 'Hydration', 'Breakfast habit', and the total score of adherence. The adoption of 'regular meals' was positively associated with increased adherence levels to dietary guidelines. Conclusions: The transition from remote to in-person classes post-COVID-19 led to increased intake of convenience foods, dining out, sweet foods, high-fat fried foods, and alcohol. The rise in convenience food and late-night snack consumption negatively influenced several aspects of the dietary guidelines adherence, thereby suggesting the need for strategies to encourage healthy dietary habits among college students.

소셜미디어 음식 콘텐츠 이용수준에 따른 20-30대의 건강행동 및 식습관에 대한 단면 조사연구 (Health behaviors and eating habits in people's 20s and 30s according to food content usage level on social media: a cross-sectional study)

  • 방서연;정복미
    • 대한지역사회영양학회지
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    • 제28권5호
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    • pp.392-403
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    • 2023
  • Objectives: This study was intended to investigate adults' health behaviors and eating habits according to their levels of social media use. Methods: From May 27 to July 11, 2022, an online survey was conducted of 452 male and female social media users in their 20s and 30s, and their eating habits and health behaviors were compared and analyzed according to their degree of social media use. For each of the three levels of food content use, the frequency of social media content use, and the total score range of average social media viewing time per day were divided into three parts, and a group with a score of less than 2 points was classified as low-use; a group with a score of 2 or more and less than 3 points was classified as middle-use; and a group with a score of 3 points or more was classified as high-use. Results: The use of food content was higher in women than in men (P < 0.001), and higher in those in their 20s than in those in their 30s (P < 0.001). The group with a high level of food content use showed a higher rate of post-use hunger than the group with a low level (P < 0.01). The experience of eating after using food content was also higher in the group with a high level of use than in the group with a low level of use (P < 0.001). The group with a normal or high level of food content use had more negative eating habits than the group with a low level. Conclusions: The study highlighted the need to provide desirable food content to people in their 20s and 30s with negative eating habits and to promote them so that they can use the right healthy nutrition-related content.

Behavioral Predictors Associated With COVID-19 Vaccination and Infection Among Men Who Have Sex With Men in Korea

  • Minsoo Jung
    • Journal of Preventive Medicine and Public Health
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    • 제57권1호
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    • pp.28-36
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    • 2024
  • Objectives: This study investigated the impact of socioeconomic factors and sexual orientation-related attributes on the rates of coronavirus disease 2019 (COVID-19) vaccination and infection among men who have sex with men (MSM). Methods: A web-based survey, supported by the National Research Foundation of Korea, was conducted among paying members of the leading online portal for the lesbian, gay, bisexual, transgender, or queer and questioning (LGBTQ+) community in Korea. The study participants were MSM living in Korea (n=942). COVID-19 vaccination and infection were considered dependent variables, while sexual orientation-related characteristics and adherence to non-pharmacological intervention (NPI) practices served as primary independent variables. To ensure analytical precision, nested logistic regression analyses were employed. These were further refined by dividing respondents into 4 categories based on sexual orientation and disclosure (or "coming-out") status. Results: Among MSM, no definitive association was found between COVID-19 vaccination status and factors such as socioeconomic or sexual orientation-related attributes (with the latter including human immunodeficiency virus [HIV] status, sexual orientation, and disclosure experience). However, key determinants influencing COVID-19 infection were identified. Notably, people living with HIV (PLWH) exhibited a statistically significant predisposition towards COVID-19 infection. Furthermore, greater adherence to NPI practices among MSM corresponded to a lower likelihood of COVID-19 infection. Conclusions: This study underscores the high susceptibility to COVID-19 among PLWH within the LGBTQ+ community relative to their healthy MSM counterparts. Consequently, it is crucial to advocate for tailored preventive strategies, including robust NPIs, to protect these at-risk groups. Such measures are essential in reducing the disparities that may emerge in a post-COVID-19 environment.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.