KR101829606B1 - Apparatus and method for diagnostic of internet overflow - Google Patents
Apparatus and method for diagnostic of internet overflow Download PDFInfo
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- KR101829606B1 KR101829606B1 KR1020150180604A KR20150180604A KR101829606B1 KR 101829606 B1 KR101829606 B1 KR 101829606B1 KR 1020150180604 A KR1020150180604 A KR 1020150180604A KR 20150180604 A KR20150180604 A KR 20150180604A KR 101829606 B1 KR101829606 B1 KR 101829606B1
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
- A61B5/16—Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
- A61B5/165—Evaluating the state of mind, e.g. depression, anxiety
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
- A61B5/40—Detecting, measuring or recording for evaluating the nervous system
- A61B5/4076—Diagnosing or monitoring particular conditions of the nervous system
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
- A61B5/40—Detecting, measuring or recording for evaluating the nervous system
- A61B5/4076—Diagnosing or monitoring particular conditions of the nervous system
- A61B5/4082—Diagnosing or monitoring movement diseases, e.g. Parkinson, Huntington or Tourette
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
- A61B5/40—Detecting, measuring or recording for evaluating the nervous system
- A61B5/4076—Diagnosing or monitoring particular conditions of the nervous system
- A61B5/4088—Diagnosing of monitoring cognitive diseases, e.g. Alzheimer, prion diseases or dementia
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- G06F19/34—
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/22—Social work
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- G—PHYSICS
- G16—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
- G16H—HEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
- G16H10/00—ICT specially adapted for the handling or processing of patient-related medical or healthcare data
- G16H10/20—ICT specially adapted for the handling or processing of patient-related medical or healthcare data for electronic clinical trials or questionnaires
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- G—PHYSICS
- G16—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
- G16H—HEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
- G16H50/00—ICT specially adapted for medical diagnosis, medical simulation or medical data mining; ICT specially adapted for detecting, monitoring or modelling epidemics or pandemics
- G16H50/20—ICT specially adapted for medical diagnosis, medical simulation or medical data mining; ICT specially adapted for detecting, monitoring or modelling epidemics or pandemics for computer-aided diagnosis, e.g. based on medical expert systems
Abstract
The present invention includes a processor that executes a program and a memory in which the Internet and the immersion diagnostic program are stored. At this time, the processor performs emotion evaluation and perception evaluation for the user according to the execution of the program, and based on the result data on the emotion evaluation performed and the perceived evaluation result, The emotional evaluation evaluates the user 's cognitive ability on the emotions, and the cognitive evaluation evaluates the user' s memory, executive ability and athletic ability.
Description
The present invention relates to an Internet and an immersion diagnostic apparatus and method.
The increasing use of the Internet and smart phones has led to the acceleration of knowledge informatization society and has brought about revolutionary changes throughout life such as politics, economy, society and culture. However, on the other hand, internet and flow over the internet become a serious social problem because of excessive use of the internet.
The internet and immersion are called internet addiction by applying the concept of drug addiction to the internet in psychopathology. Early Internet and immersion meant intimacy and immersion in Internet games. Recently, however, they have been used extensively with the Internet, pornography, shopping, smart phones and social networks.
The main symptom of internet and immersion is daily living disability, reality discrimination disorder, withdrawal phenomenon, virtual interpersonal relationship, deviant behavior and tolerance. Because of these symptoms, the Internet and immersion can be caused by social problems such as personality disorder, depression, mental illness, social bullying, seclusion, and avoidance of interpersonal abuse. This can be a serious problem that impedes the mental and social growth of adolescents, which is important for the formation of personality and sociality. Especially, the Internet and immersions are spreading rapidly in Korea where the Internet population is large and smartphone penetration rate is high.
The Internet and immersion diagnostic tools include Kimberly S. Young's Young's scale and the Korean Internet Self-Assessment Scale (K-scale) developed by Korea Information & Culture Promotion Agency based on Young's scale. Such conventional Internet and immersion diagnostic tools have a limit to discriminate between the Internet and immersion by using only a subjective questionnaire response of a user on a single test scale for symptom.
Korean Patent Registration No. 10-1141524 entitled "Internet Addiction Diagnosis Device Using Expert System, Treatment Inference Device and Treatment System") discloses an Internet addiction diagnosis and treatment using an expert system And the like. Specifically, the present invention analyzes internet use history and user characteristics information based on a data mining-based diagnosis unit, a knowledge base, and an inference engine to diagnose Internet addiction as a high-risk state, a potentially dangerous state, and a normal state. The present invention also provides a treatment plan for diagnosis results according to a treatment plan stored in a knowledge base.
It is an object of the present invention to provide an apparatus and method for diagnosing internet and immersion for a user.
It should be understood, however, that the technical scope of the present invention is not limited to the above-described technical problems, and other technical problems may exist.
According to a first aspect of the present invention, there is provided an apparatus for diagnosing internet and immersion for a user, which comprises a processor for executing a program and a memory in which an Internet and an immersion diagnostic program are stored, Performs emotion evaluation and perception evaluation on the user according to the execution of the program and discriminates whether or not the user is immersed in the internet based on the result data on the emotion evaluation performed and the result data on the perceived evaluation performed, Based on the discriminated Internet and immersion, the contents to be promoted are provided. At this time, the emotion evaluation evaluates the recognition ability of the user's emotions, and the cognitive evaluation evaluates the user's memory, execution ability, and athletic performance.
According to a second aspect of the present invention, there is provided an Internet and an immersion diagnostic method in an Internet and an immersion diagnostic apparatus, the method comprising: performing emotion evaluation on a user; Performing a cognitive evaluation on a user; And determining whether the user is immersed in the Internet based on the result data on the emotion evaluation performed and the result data on the perceived evaluation performed; And providing promotion direction recommendation contents based on the discriminated internet and immersion. At this time, the emotion evaluation evaluates the recognition ability of the user's emotions, and the cognitive evaluation evaluates the user's memory, execution ability, and athletic performance.
According to any one of the above-mentioned problem solving means, the present invention can discriminate whether or not to immerse on the Internet based on emotion, recognition, and offline evaluation. Therefore, compared to the subjective survey-based Internet and immersion diagnostic tools of the existing users, the present invention can be applied to a variety of problems such as subjective judgment, intentional deception deliberately concealing facts, recall bias that exaggerates situations, Can be minimized. In addition, the present invention facilitates multidimensional analysis through various evaluation methods, and can enhance diagnosis and analysis reliability.
1 is a block diagram of an Internet and immersion diagnostic apparatus according to an embodiment of the present invention.
FIG. 2 is an exemplary diagram illustrating a resultant analysis of a target user according to an embodiment of the present invention.
3 is an exemplary diagram for evaluating a discrimination result based on a Bayesian network according to an embodiment of the present invention.
4 is a block diagram of an Internet and immersion diagnostic program according to an embodiment of the present invention.
5 is a flow chart of the Internet and the immersion diagnosis method of the Internet and the immersion diagnosis apparatus according to the embodiment of the present invention.
Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings, which will be readily apparent to those skilled in the art. The present invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. In order to clearly explain the present invention in the drawings, parts not related to the description are omitted.
Throughout the specification, when a part is referred to as being "connected" to another part, it includes not only "directly connected" but also "electrically connected" with another part in between . Also, when a part is referred to as "including " an element, it does not exclude other elements unless specifically stated otherwise.
The Internet and the
1 is a block diagram of an Internet and immersion
The Internet and the
At this time, the Internet and immersion mean excessive use of Internet, information search, online game, chat, internet community, social network service, pornography, online gambling and shopping through a computing device such as a computer or a smart phone. That is, the Internet and immersion can include games, immersion, and smartphones and immersion. In addition, the Internet and immersive users can be Internet and immersive users and Internet addicted users, and can be high risk and potentially dangerous users of the Internet and immersion.
The Internet and
The
The
The
The
Users who are immersed in the Internet have symptoms such as daily living disorder, disability in reality, withdrawal, virtual interpersonal relationship, deviant behavior and tolerance. That is, a user who is immersed in the Internet may cause emotional and cognitive problems. Therefore, the
At this time, the emotion evaluation is to evaluate the recognition ability of the target user's emotion. The emotion evaluation can be composed of tasks to evaluate the emotion of the target user. Emotion evaluation can be divided into emotion, emotion memory, and emotion control areas. For example, emotion evaluation can be performed through facial expression recognition, emotion detection included in language information, and the like. Tasks for emotion evaluation include, but are not limited to, emotion perception task and stroop task.
Cognitive assessment also measures the user's memory, performance and athletic performance. Cognitive assessment can be performed by evaluating memory, performance, exercise, and attention. For example, the cognitive assessment includes strat- egy task, reading span task, word span task, tower of london task, Wisconsin card sorting task, UFOV (useful field of view tasks, flanker compatibility tasks, verbal n-back tasks, mental rotation tasks, and finger tapping tasks.
For example, during the emotion evaluation, the emotion recognition task tests whether the subject recognizes whether the subject is the same expression for multiple human facial expressions, or whether one person is another facial expression. Target users with emotional problems, such as the Internet and immersive users, may not be able to perceive others' facial expressions more accurately than the average person. Therefore, the
The strut task is a task for the target user to know the reaction time for correctly inputting the color names and the number of characters presented in the
Reading Writing and Writing Writing tasks are tasks that measure working memory that is highly correlated with language achievement and language skills. The
The London Topic, the Wisconsin Card Classification, and the Hanoi Topic are tasks that measure higher cognitive abilities. Through this task, the
The
On the other hand, the
In addition, the offline evaluation may be provided by the
At this time, the offline evaluation may include a game and an Internet related offline evaluation and a general question evaluation. In addition, the response to the offline evaluation may include an observer of the target user and the target user who determine whether the user is immersed in the Internet.
Gaming and Internet-related offline evaluations can use scales to identify existing Internet or game and immersion. For example, offline and offline assessments of the game and the Internet were conducted using Young's scale, K-scale, a comprehensive scale for assessing game behavior (CSG), the Internet game addiction scale (GA scale) test) can be used.
In addition, the generalized questionnaire was used to measure the depressive symptoms, such as the Beck Depression Inventory (BDI), BAI to measure anxiety and attention deficit hyperactivity disorder (ADHD), adolescent ADHD, adult K-AADHS , MDQ (BPD) for screening for bipolar disorder, and the like. The generalized question assessment may include measures to measure family relationships such as parenting attitude scale, subjective quality of life scale, parental communication scale, and FES. In addition, the generalized questionnaire was assessed by a sentence completion test, a behavioral inhibition system (BIS / BAS), social anxiety and distress scale (SADS), a smartphone addiction (SA) (AQ), such as a questionnaire survey that can measure the user's psychological, mental illness, and interpersonal relationships.
At this time, the
Meanwhile, the Internet and the
The
In order to do this, the
The
For example, the
The
FIG. 2 is an exemplary diagram illustrating a resultant analysis of a target user according to an embodiment of the present invention.
For example, referring to FIG. 2, the
In addition, the
For example, cognitive-related content may be promotional content for attention, memory, executive ability, high cognitive ability, reasoning, problem solving, and work ability. In addition, the cognitive-related content may include various tests and game-type tests for the promotion of cognition.
In addition, the emotion-related contents may include promoting contents for emotion regulation, emotional memory, emotional perception, stress relieving, sociality enhancement, and impulse control. In addition, emotion related content may include various tests and game type tests for emotion enhancement.
The consultation-related contents can be provided on-line consultation based on information on the connected hospitals, counseling centers and experts stored in the
On the other hand, if it is determined that the
Specifically, the
At this time, the treatment plan can be a plan for treatment such as emotional, cognitive and counseling for users classified as internet and immersive or addicted patients. In addition, the treatment plan may be an internet and immersion prevention plan for users classified as normal use data. For example, a treatment plan may be limited to the amount of time and usage of the Internet, plans for treatment education and counseling, and so on.
In order to improve the accuracy of the dynamic Bayesian network model, the
In addition, the
3 is an exemplary diagram for evaluating a discrimination result based on a dynamic Bayesian network model according to an embodiment of the present invention.
As shown in FIG. 3, the
Meanwhile, the
The game and commitment scales are used to measure the cognitive effort, conflict, development through game, emotional regulation, escape, euphoria, loss of control loss of control, preoccupation, reality testing, relapse, tolerance, and withdrawal. [0034] [0033] The term " loss of control "
For example, the
Table 1 is an exemplary question for calculating the game and immersion scales according to one embodiment of the present invention.
Referring to Table 1, according to the embodiment of the present invention, the game and the immersion scale are compared with conventional scales that simply feel negative attitude toward the game, It excludes the question. And the game and immersion scale is a measure of borrowing factors such as cognitive effort, emotional regulation, and game development which are not tried in the scale of the existing Internet and game and immersion. Therefore, the game and immersion scales are based on the assumption that users classified as existing game and immersion actually have high morbidity rate with depression, ADHD, etc. and show brain damage in the right frontal lobe, Can be distinguished from the others.
In addition, the game synchronization measure is to evaluate and calculate the internal and external motives and non-motives of the user's game. Specifically, the game synchronization measure generally utilizes the state synchronization check used in various situations, and the state synchronization check is modified according to the genre of the game. The game motivation scale can be measured by dividing the motivation of the target user into intrinsic motivation, extrinsic regulation, intrinsic regulation, or amotivation. Therefore, the game synchronization measure can estimate the game use motive of a user using each game. In addition, the game motivation scale can be used to analyze motions closely related to game and immersion. For example, the game motivation scale can be calculated through answering the example question "Why do you play?" As shown in Table 2.
Table 2 is an example of an item for calculating the game motivation scale according to an embodiment of the present invention.
The
In addition, the
Next, the Internet and the immersion diagnostic program stored in the
4 is a block diagram of an Internet and immersion diagnostic program according to an embodiment of the present invention.
The Internet and immersion diagnosis algorithm includes an
The
The
The
The target user
The
The
Next, the Internet and the immersion diagnosis method in the Internet and the
5 is a flowchart of the Internet and immersion diagnosis method of the Internet and the
The Internet and the
In addition, the Internet and the
Then, the Internet and the immersion
The Internet and the
On the other hand, the Internet and the immersion
The offline rating may include at least one of a game, a commitment measure, and a game synchronization measure. At this time, the game and the immersion scale are evaluated as one or more of the recognition effort of the user, emotion regulation, game development, emotion regulation, reality escape, intoxication, loss of control, immersion, distinction of reality, recurrence, tolerance and withdrawal . In addition, the game synchronization measure is calculated by evaluating internal and external motives and non-motives of the user's game.
At this time, the Internet and the
In addition, the Internet and the immersion
On the other hand, the Internet and the immersion
The Internet and immersion
One embodiment of the present invention may also be embodied in the form of a recording medium including instructions executable by a computer, such as program modules, being executed by a computer. Computer readable media can be any available media that can be accessed by a computer and includes both volatile and nonvolatile media, removable and non-removable media. Further, the computer-readable recording medium may include all computer storage media. Computer storage media includes both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data.
While the methods and systems of the present invention have been described in connection with specific embodiments, some or all of those elements or operations may be implemented using a computer system having a general purpose hardware architecture.
It will be understood by those skilled in the art that the foregoing description of the present invention is for illustrative purposes only and that those of ordinary skill in the art can readily understand that various changes and modifications may be made without departing from the spirit or essential characteristics of the present invention. will be. It is therefore to be understood that the above-described embodiments are illustrative in all aspects and not restrictive. For example, each component described as a single entity may be distributed and implemented, and components described as being distributed may also be implemented in a combined form.
The scope of the present invention is defined by the appended claims rather than the detailed description and all changes or modifications derived from the meaning and scope of the claims and their equivalents are to be construed as being included within the scope of the present invention do.
100: Internet and immersion diagnostics
110: Display module
120: input module
130: memory
140: Processor
150: Database
Claims (16)
Internet and immersion diagnostics program stored memory and
And a processor for executing the program,
Wherein the processor performs an emotion evaluation and a cognitive evaluation on the user according to the execution of the program and determines whether the user is immersed in the internet based on the resultant data on the emotion evaluation and the cognitive evaluation,
Evaluating whether or not the user is immersed in the Internet based on the created dynamic Bayesian network model, generating a treatment plan corresponding to the user based on the evaluation result,
Providing promotion direction recommendation contents on the basis of the determined Internet and immersion,
Wherein the emotion evaluation is to evaluate the recognition ability of the user ' s emotion,
The recognition evaluation is for evaluating the memory capacity, execution ability and exercise capacity of the user,
The dynamic Bayesian network model is based on a dynamic Bayesian network algorithm and result data on emotion evaluation and cognitive evaluation that have been collected for normal users, And,
Wherein the data of the treatment plan includes the treatment plan and a response of the user corresponding to the treatment plan.
Wherein the processor collects result data for an offline evaluation for the user and determines whether the user is immersed in the Internet based on result data for the emotion evaluation and perception evaluation and result data for the offline evaluation, And immersion diagnosis apparatus.
Display module and
Further comprising an input module,
Wherein the processor is configured to provide the display module with a questionnaire item corresponding to the offline evaluation, receive a response to the questionnaire item from the user through the input module, and collect result data for the offline evaluation Immersion diagnostic apparatus.
Wherein the offline evaluation comprises at least one of a game, a commitment measure, and a game synchronization measure,
The game and the immersion scale can be evaluated by evaluating one or more of the recognition effort of the user, emotion regulation, game development, emotional regulation, escaping reality, mischief, loss of control, immaturity, distinction of reality, recurrence, tolerance and withdrawal And,
Wherein the game motive scale evaluates and calculates internal and external motives and non-motives for the game of the user.
The result data of the emotion evaluation and the cognitive evaluation collected for the normal user, the other user determined to be immersed in the Internet, and the patient, and the result data for the offline evaluation are stored in the result data of the normal user, And a database for storing result data of another user determined as the result data of the patient and result data of the patient,
Wherein the processor classifies the type of the user based on the result data of the normal user, the result data of other users determined to be immersed in the Internet, and the result data of the patient, and based on the classified type, And immersive diagnostic device to determine immersion.
The processor providing the enhancement direction recommendation content based on the classified type of the user,
Wherein the enhancement direction recommended content includes cognitive related content, emotion related content, and counseling related content.
The cognitive related content includes content for attention, memory, executive ability, high cognitive ability, reasoning, problem solving, and work performance,
The emotion related contents include contents for emotion regulation, emotion memory, emotion perception, relieving stress, promoting sociality, and promoting impulse,
Wherein the consultation-related contents include information on hospitals, clinics, and specialists related to the Internet and immersion.
Performing emotional evaluation on the user;
Performing a cognitive evaluation on the user;
Determining whether the user is immersed in the Internet based on the resultant data on the emotion evaluation and the cognitive evaluation;
Providing promotion direction recommendation contents based on the determined Internet and immersion;
Evaluating based on a pre-created dynamic Bayesian network model for the user and whether the user is immersed in the Internet;
Generating a treatment plan corresponding to the user based on the evaluation result; And
Providing recommendation direction recommendation contents based on the determined Internet and immersion status,
Wherein the emotion evaluation is to evaluate the recognition ability of the user ' s emotion,
The recognition evaluation is for evaluating the memory capacity, execution ability and exercise capacity of the user,
The dynamic Bayesian network model is based on a dynamic Bayesian network algorithm and result data on emotion evaluation and cognitive evaluation that have been collected for normal users, And,
Wherein the data of the treatment plan comprises the treatment plan and the user's response to the treatment plan.
Further comprising the step of collecting result data for an offline evaluation of the user prior to the step of determining whether the user is immersed in the Internet,
Wherein the step of determining whether the user is immersed in the Internet comprises:
And determining whether or not the user is immersed in the internet based on the result data on the collected offline evaluation and the result data on the emotion evaluation and the cognitive evaluation.
Wherein the offline evaluation comprises at least one of a game, a commitment measure, and a game synchronization measure,
The game and the immersion scale can be evaluated by evaluating one or more of the recognition effort of the user, emotion regulation, game development, emotional regulation, escaping reality, mischief, loss of control, immaturity, distinction of reality, recurrence, tolerance and withdrawal And,
Wherein the game motive scale evaluates and calculates internal and external motives and non-motives for the game of the user.
Wherein the step of determining whether the user is immersed in the Internet comprises:
Classifying the type of the user based on result data of the normal user, result data of other users determined to be immersed in the internet, and result data of the patient; And
Further comprising the step of determining whether the user is immersed in the Internet based on the classified type,
Wherein the result data comprises result data of the emotional assessment and cognitive evaluation and result data of the offline evaluation.
The step of providing the enhancement direction recommendation content based on the discriminated Internet and immersion,
Recommending the enhancement direction recommendation content based on the classified type of the user classified from the step of discriminating whether the user is immersed with the Internet,
Wherein the enhancement direction recommendation content includes a cognitive related content, an emotion related content, and a counseling related content.
The cognitive related content includes content for attention, memory, executive ability, high cognitive ability, reasoning, problem solving, and work performance,
The emotion related contents include contents for emotion regulation, emotion memory, emotion perception, relieving stress, promoting sociality, and promoting impulse,
Wherein the consultation-related contents include information on hospitals, clinics, and specialists related to the Internet and immersion.
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