• Title/Summary/Keyword: social media activity analysis

Search Result 67, Processing Time 0.029 seconds

Study of General Characteristics of the Korean Elderly and Their Leisure Time Spending : Analyzing the Data of Hours of Living 2014 (한국노인의 일반적 특성과 여가생활시간에 관한 연구 : 2014년 생활시간조사자료 분석 중심으로)

  • Kim, Hyeong-Min;Kim, Dong-Hyun
    • The Journal of Korean society of community based occupational therapy
    • /
    • v.9 no.1
    • /
    • pp.57-67
    • /
    • 2019
  • Objective : This study aimed to identify types of leisure time spending of the Korean elderly according to the data of Hours of Living 2014 from National Statistical Office, and compare and analyze features of leisure time spending based on general characteristics of the elderly. Method : This study has only adopted the data of 9228 elder people whose ages were above 65, and their general characteristics and time spending features form the data of Hours of Living 2014. The final comparison and analysis has been made through behavior classification (1 major classification, 7 medium classification, 39 minor classification), which reflects how the elderly spend their leisure time according to their household and personal characteristics. Result : Firstly, the Korean elderly were found to spend most of their leisure time with media. Secondly, analyzing the features of leisure time spending based on household characteristics of the elderly, their gender and household income showed significant differences in all types of leisure time activities except for cultural and sightseeing activity. And their marital status showed significant differences in most of the leisure time activities excluding leisure time activity with media and cultural and sightseeing activity. Thirdly, analyzing the features of leisure time spending based on personal characteristics of the elderly, their education level has made significant differences in all types of leisure time activities. As for their economic activity status and average monthly income, they showed meaningful differences in most of the leisure time activities excluding cultural and sightseeing activity and ritual activity. Conclusion : We should help to find meaningful occupation within personal contexts and arrange it properly with balanced leisure time spending. Moreover, it is highly important to have appropriate occupational approach to prevent social isolation of the Korean elderly, and ensure their fruitful and successful later life.

Relationship between Carotid Intima Media Thickness and Appendicular Skeletal Muscle Index according to Gender (성별에 따른 경동맥 내중막두께와 사지근육량지수와의 관련성)

  • Yang, Sung-Hee;Lee, Hee-Jeong
    • Journal of the Korean Society of Radiology
    • /
    • v.16 no.3
    • /
    • pp.309-317
    • /
    • 2022
  • It is reported that social distancing caused by the corona pandemic has resulted in a decrease in physical activity, and a decrease in muscle mass due to this increases the risk of vascular disease. Therefore, in this study, the risk of carotid intima media thickness was evaluated by measuring the thickness of CIMT, and the differences in variables according to gender were analyzed. From January 2022 to May 2022, a total of 220 people (121 males, 99 females) who performed blood tests, carotid ultrasound, and body composition analysis among those who visited the health check-up center of Busan H Hospital were included in this study. Significant differences in risk factors according to gender were analyzed using the chi-square test. The cut-off values of variables that can predict the risk of carotid intima media thickness were calculated, and the accuracy was evaluated by calculating the area under the curve, sensitivity, and specificity. As a result of the difference analysis, the higher the total cholesterol in men and the appendicular skeletal muscle index in women, the higher the risk of carotid intima media thickness. The cut-off value for predicting the risk of carotid intima media thickness was calculated to be greater than 199 mg/dL of total cholesterol in the male group and less than 5.9 kg/m2 of the appendicular skeletal muscle index in the female group. As a result of this study, the higher the total cholesterol in men and the lower the appendicular skeletal muscle index in women, the higher the risk of increased CIMT. Therefore, in women, the appendicular skeletal muscle index is expected to serve as an indicator to predict and prevent vascular changes at an early stage.

The Personal Branding Strategy for Effective Construction of Personal Image (효과적인 퍼스널 이미지 구축을 위한 브랜딩 전략)

  • Kim, Mi-Kyung
    • Journal of Fashion Business
    • /
    • v.15 no.5
    • /
    • pp.87-102
    • /
    • 2011
  • The research intends to exploit a strategy method of personal branding improving a personal value for construction of a personal image. As an assessment, the model of construction strategy of personal branding is developed in four steps of a model, construction of personal branding, by using elements of personal image and researching about personal branding strategy of scholars. In order to substantiate a validity of presented model, the case analyses of Martha Stewart. The strategy of four steps for construction of effective personal image is explained below. First step is an analysis of personal brand equity, deciding a direction of the concept of a personal branding through analyzing into a core value and core competence of one. Second step is a personal brand identity, constructing personal specification and identity with elements of personal image by using effective strategy, being able to be perceived to population. Third step is a personal brand positioning, constructing competitive brand image by using analysis of SWOT and strategy STP. Fourth step is a promotion of personal brand, advertising and extending a brand image of one by using a public activity and communication methods such as publication, mass media, and social network. By using the four kinds of processes, constructed strategy of a personal brand will be significant for construction of an effective personal image by having increment of a value and power of the brand.

Theoretical Basis of Studying the Educational Environment with the Application of GR-Technologies

  • Romanchenko, Inna;Vasylevska, Olena;Haltsova, Svitlana;Babicheva, Hanna;Batsula, Natalia;Kravchenko, Hanna;Lytvyn, Aelita
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.4
    • /
    • pp.28-32
    • /
    • 2021
  • The article discusses the theoretical and methodological part that characterizes and assessment of the current state of the theory of GR-activity, disclosed the essence and content of the concept of GR-technologies, as well as their classification. The analysis of the system of additional education for children in the social structure, as well as the analysis of the current state of the education system is carried out. The formulation of tasks for the construction of an effective model for the use of GR-technologies in the process of developing the education system using GR-technologies

How to Enhance Perceived Usefulness, Ease of Use, and Fit of Wearables: An Exploratory Study about the Physical Attributes of Smart Wristbands and Smartwatches

  • Shim, Soo In;Yu, Heejeong
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.302-309
    • /
    • 2023
  • Wearable devices, attached to the human body, track and enhance users' activities, health, and communication. Therefore, considering ergonomic factors in product design is crucial. However, previous research has somewhat overlooked the importance of integrating ergonomic design elements into a broad spectrum of design factors. This study aims to examine the impact of physical attributes inherent in smart wristbands and smartwatches on the perceived functional value, specifically, perceived usefulness, ease of use, and fit. A survey was conducted among 289 US adults who had experience using smart wristbands or smartwatches. The collected data were analyzed using descriptive statistics, factor analysis, Cronbach's alpha, t-test, MANOVA, and regression analysis in SPSS version 29. The results showed that the shape of the front display significantly influenced perceived ease of use, and the product's weight had a substantial impact on both perceived ease of use and fit. Furthermore, distinct technical features on the front display had varied effects on perceived usefulness, ease of use, and fit. Notably, the presence of activity tracking, alarm, and calendar functionalities led to distinct differences in ease of use and fit. Features such as distance tracking, phone call, social media notifications, text messaging, and time display functions showed significant influences on the perception of fit. These findings provide insights into the physical values of smart wristbands and smartwatches as perceived by users.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.129-149
    • /
    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

The Risk Factors for Musculoskeletal Symptoms During Work From Home Due to the Covid-19 Pandemic

  • Sjahrul Meizar Nasri;Indri Hapsari Susilowati;Bonardo Prayogo Hasiholan;Akbar Nugroho Sitanggang;Ida Ayu Gede Jyotidiwy;Nurrachmat Satria;Magda Sabrina Theofany Simanjuntak
    • Safety and Health at Work
    • /
    • v.14 no.1
    • /
    • pp.66-70
    • /
    • 2023
  • Background: Online teaching and learning extend the duration of using gadgets such as mobile phones and tablets. A prolonged usage of these gadgets in a static position can lead to musculoskeletal disorders (MSD). Therefore, this study aims to identify the risk factors related to musculoskeletal symptoms while using gadgets during work from home due to the COVID-19 pandemic. Method: A cross-sectional survey with online-based questionnaires was collected from the University of Indonesia, consisting of lecturers, students, and managerial staff. The minimum number of respondents was 1,080 and was defined by stratified random sampling. Furthermore, the dependent variable was musculoskeletal symptoms, while the independent were age, gender, job position, duration, activity when using gadgets, and how to hold them. Result: Most of the respondents had mobile phones but only 16% had tablets. Furthermore, about 56.7% have used a mobile phone for more than 10 years, while about 89.7% have used a tablet for less than 10 years. A multivariate analysis found factors that were significantly associated with MSD symptoms while using a mobile phone, such as age, gender, web browsing activity, work, or college activities. These activities include doing assignments and holding the phone with two hands with two thumbs actively operating. The factors that were significantly associated with MSD symptoms when using tablets were gender, academic position, social media activity, and placing the tablet on a table with two actively working index fingers. Conclusion: Therefore, from the results of this study it is necessary to have WFH and e-learning policies to reduce MSD symptoms and enhance productivity at work.

Investigating Topics of Incivility Related to COVID-19 on Twitter: Analysis of Targets and Keywords of Hate Speech (트위터에서의 COVID-19와 관련된 반시민성 주제 탐색: 혐오 대상 및 키워드 분석)

  • Kim, Kyuli;Oh, Chanhee;Zhu, Yongjun
    • Journal of the Korean Society for information Management
    • /
    • v.39 no.1
    • /
    • pp.331-350
    • /
    • 2022
  • This study aims to understand topics of incivility related to COVID-19 from analyzing Twitter posts including COVID-19-related hate speech. To achieve the goal, a total of 63,802 tweets that were created between December 1st, 2019, and August 31st, 2021, covering three targets of hate speech including region and public facilities, groups of people, and religion were analyzed. Frequency analysis, dynamic topic modeling, and keyword co-occurrence network analysis were used to explore topics and keywords. 1) Results of frequency analysis revealed that hate against regions and public facilities showed a relatively increasing trend while hate against specific groups of people and religion showed a relatively decreasing trend. 2) Results of dynamic topic modeling analysis showed keywords of each of the three targets of hate speech. Keywords of the region and public facilities included "Daegu, Gyeongbuk local hate", "interregional hate", and "public facility hate"; groups of people included "China hate", "virus spreaders", and "outdoor activity sanctions"; and religion included "Shincheonji", "Christianity", "religious infection", "refusal of quarantine", and "places visited by confirmed cases". 3) Similarly, results of keyword co-occurrence network analysis revealed keywords of three targets: region and public facilities (Corona, Daegu, confirmed cases, Shincheonji, Gyeongbuk, region); specific groups of people (Coronavirus, Wuhan pneumonia, Wuhan, China, Chinese, People, Entry, Banned); and religion (Corona, Church, Daegu, confirmed cases, infection). This study attempted to grasp the public's anti-citizenship public opinion related to COVID-19 by identifying domestic COVID-19 hate targets and keywords using social media. In particular, it is meaningful to grasp public opinion on incivility topics and hate emotions expressed on social media using data mining techniques for hate-related to COVID-19, which has not been attempted in previous studies. In addition, the results of this study suggest practical implications in that they can be based on basic data for contributing to the establishment of systems and policies for cultural communication measures in preparation for the post-COVID-19 era.

A Study on the Characteristics of Active Information and Opinion Giver in the Interactive-Public Communication Space of Internet: Focused on the Characteristics of Opinion Leader (인터넷의 양방향.공개 커뮤니케이션 장을 창출한 적극적 발신행위자의 속성에 관한 연구: 오피니언 리더의 속성을 중심으로)

  • Kim, Kwan-Kyu
    • Korean journal of communication and information
    • /
    • v.31
    • /
    • pp.51-84
    • /
    • 2005
  • The purpose of this paper is to investigate characteristics of active information and opinion giver in the interactive-public communication space of internet. More specifically, this study explores that the active information and opinion giver have the same traits with opinion leader, which are personal attributes (topic involvement and individuation), social activity, source of information and influentials, and socio-demographic attributes. The research consisted of a questionnaire, which was administered using e-mail, and 175 replies were returned. The results show that higher activity of sending information and opinion is associated with characteristics of opinion leader. First, It was found that higher activity group in sending information and opinion have higher degree of topic involvement and individuation than lower group. Second, the former is more active behavior than the latter in social activity. Third, it was examined that behaviors of sending and giving information and opinion with interpersonal communication channel was connected with those of the interactive-public communication space in internet. Also, the result of analysis with mass communication channel was found the distinction in three different kinds of magazines which is related with specific media. Finally, characteristics of socio-demography were not different between two group, with the exception of gender.

  • PDF

Topic Modeling Insomnia Social Media Corpus using BERTopic and Building Automatic Deep Learning Classification Model (BERTopic을 활용한 불면증 소셜 데이터 토픽 모델링 및 불면증 경향 문헌 딥러닝 자동분류 모델 구축)

  • Ko, Young Soo;Lee, Soobin;Cha, Minjung;Kim, Seongdeok;Lee, Juhee;Han, Ji Yeong;Song, Min
    • Journal of the Korean Society for information Management
    • /
    • v.39 no.2
    • /
    • pp.111-129
    • /
    • 2022
  • Insomnia is a chronic disease in modern society, with the number of new patients increasing by more than 20% in the last 5 years. Insomnia is a serious disease that requires diagnosis and treatment because the individual and social problems that occur when there is a lack of sleep are serious and the triggers of insomnia are complex. This study collected 5,699 data from 'insomnia', a community on 'Reddit', a social media that freely expresses opinions. Based on the International Classification of Sleep Disorders ICSD-3 standard and the guidelines with the help of experts, the insomnia corpus was constructed by tagging them as insomnia tendency documents and non-insomnia tendency documents. Five deep learning language models (BERT, RoBERTa, ALBERT, ELECTRA, XLNet) were trained using the constructed insomnia corpus as training data. As a result of performance evaluation, RoBERTa showed the highest performance with an accuracy of 81.33%. In order to in-depth analysis of insomnia social data, topic modeling was performed using the newly emerged BERTopic method by supplementing the weaknesses of LDA, which is widely used in the past. As a result of the analysis, 8 subject groups ('Negative emotions', 'Advice and help and gratitude', 'Insomnia-related diseases', 'Sleeping pills', 'Exercise and eating habits', 'Physical characteristics', 'Activity characteristics', 'Environmental characteristics') could be confirmed. Users expressed negative emotions and sought help and advice from the Reddit insomnia community. In addition, they mentioned diseases related to insomnia, shared discourse on the use of sleeping pills, and expressed interest in exercise and eating habits. As insomnia-related characteristics, we found physical characteristics such as breathing, pregnancy, and heart, active characteristics such as zombies, hypnic jerk, and groggy, and environmental characteristics such as sunlight, blankets, temperature, and naps.