• Title/Summary/Keyword: 감정 경험

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Content Creation and Flow: Why They Clik or Create UCCs (콘텐츠 창조와 플로우:동영상 UCC 이용 동기)

  • Chun, Bang-Jee
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.222-235
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    • 2008
  • This study looks at motivations of video UCC users as a member of creative class. A qualitative research method was used for analyzing data collected by interviews. Killing time users, active clickers and creators are distinguished as different types of UCC users and their differing motivations are explored. The findings of the study are as follows: First, information sharing, self presentation, communication needs, ease of use for self presentation, usefulness are expressed as motivating factors for both active clickers and creators, Pleasure motivates every type of users. However, content creators experience a specific type of pleasure which is the pleasure of creativity or flow, which this study highlights as a key driving factor for content creators. The study adds to the findings of UCC user research which applies the TAM and the PAD model by revealing what pleasure and flow specifically mean for different types of UCC users.

A Study on the Improvement of Outpatient Process Using Simulation (시뮬레이션을 이용한 외래프로세스 개선방안에 관한 연구)

  • Choi, Hyun-Sook;Ji, Eun Hee;Kang, Sung-Hong
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.377-387
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    • 2014
  • The purpose of this study is to suggest improvement ways of outpatient process via a simulation model and to improve operational efficiency. Three experimentation scenarios were implemented into the simulation model to determine which proposed scenario provides better improvement in terms of the following performance measures: LOS(Length of Stay), patient waiting time, patient travel time, and staff utilization. The hospital medical data collection and statistical tools used to analyze the process mining tools. And the PIOS simulation tool was used and the validity of the model was verified by using t-test. The simulation results demonstrated that oupatient process of center type is most efficient. Simulation approach is a powerful technique that supports efficient decision-making compared to traditional healthcare management approach based on past experience, feelings, and intuition. Therefore, the proposed experimentation model has wide applicability in healthcare systems.

Reading Children's Mind from Digital Drawings based on Dominant Color Analysis using ART2 Clustering and Fuzzy Logic (ART2 군집화와 퍼지 논리를 이용한 디지털 그림의 색채 주조색 분석에 의한 아동 심리 분석)

  • Kim, Kwang-baek
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1203-1208
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    • 2016
  • For young children who are not spontaneous or not accurate in verbal communication of their emotions and experiences, drawing is a good means of expressing their status in mind and thus drawing analysis with chromatics is a traditional tool for art therapy. Recently, children enjoy digital drawing via painting tools thus there is a growing needs to develop an automatic digital drawing analysis tool based on chromatics and art therapy theory. In this paper, we propose such an analyzing tool based on dominant color analysis. Technically, we use ART2 clustering and fuzzy logic to understand the fuzziness of subjects' status of mind expressed in their digital drawings. The frequency of color usage is fuzzified with respect to the membership functions. After applying fuzzy logic to this fuzzified central vector, we determine the dominant color and supporting colors from the digital drawings and children's status of mind is then analyzed according to the color-personality relationships based on Alschuler and Hattwick's historical researches.

The Effect of Motivation and User Characteristics on Use Satisfaction and Continuous Use Intention in YouTube Vlog (유튜브 브이로그 이용 동기 및 이용자 특성이 이용 만족 및 지속이용의도에 미치는 영향)

  • Youn, Ji-Young;Yoo, Ji-Yoon;Lee, Jang-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.189-201
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    • 2020
  • As communicating with friends by recording their daily lives in video clips has become a trend for the Z-generation or the Millennial generation, interest in the vlog is increasing. This study analyzed the effects of motivation and user characteristics on use satisfaction and intention to use vlog in 168 participants in their 20s and 30s who have experience using YouTube vlog. The results of the study showed all hypotheses established in this study were adopted. Specifically, habits and killing time, information-seeking, entertainment and relaxation, voyeurism, openness and emotional identification were found to have a positive effect on the use satisfaction. Also, satisfaction with the use of vlog has a significant impact on continuous use intention. Therefore, it can be seen that exploring the vlog will provide theoretical and practical implications.

Hedonistic Motives in Apparel Buying Process (의류제품의 쾌락적 구매동기에 관한 연구)

  • Park, Eun-Joo;Ha, Soo-Jeen
    • Journal of Global Scholars of Marketing Science
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    • v.7
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    • pp.303-320
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    • 2001
  • The purpose of the study was to investigate the hedonistic motives experienced by consumers in the apparel buying process. We carried out in-depth interviews by 32 women living in Pusan and to examine the hedonistic motives related to the apparel buying process. It was conducted and analysed by the Spradley's developmental research method.The results showed that the hedonistic motives in apparel buying process, consisted of four components at least, such as Symbolism, Conformity, Distinction, and Impulsiveness. Symbolism represented the social-psychological aspects related to the apparel buying process, such as occupation, role, and self-image etc. Conformity in the apparel buying process was usually influenced by mass-media, and companions. Consumers had strong needs of distintion for self-actualization and self-esteem in apparel buying process. The impulsiveness in apparel buying process were related to the antecedent moods, affection, tastes, price, display, and sales person or accompanied friends. We found that the hedonistic motives in the apparel buying process connected with the emotional responses and were played an important role on the consumer satisfaction in the apparel buying process. They provide informations about hedonistic motives of apparels to consumer behavior researchers and retailers related to apparel products.

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A Study on the Effective Alcohol Education Strategies for the Prevention of Alcohol Problems (음주문제 예방을 위한 효과적인 보건교육방안에 관한 연구)

  • Lee, Young-Sook
    • Korean Journal of Health Education and Promotion
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    • v.12 no.2
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    • pp.139-145
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    • 1995
  • 본 연구의 목적은 알코올 문제의 현황을 파악하고 효과적인 음주교육 방안을 모색하기 위한 것이다. 사회문화적 행위로서의 음주행동의 특징을 파악하고 음주로 인한 위해가 우리에게 미치는 영향을 파악하기 위한 것이다. 음주행동은 한 사람이 속한 사회의 문화와 관습이 허용하는 범위에 따라 그 사회가 공유하는 음주에 대한 태도나 가치의 영향을 받아 학습을 통해 습득하게 된다. 음주는 사망률, 이환율, 유산율, 범죄율 등에 막대한 영향을 끼치고 있으며 이로 인한 사회적 비용과 생명손실은 엄청난 것이다. 매스미디어를 통한 음주교육은 다른법적 제재와 병행될 때 효과적이다. 음주연령이나 세금부과 등을 통해 음주행위를 통제하는 것이 가능하다. 음주교육의 주기능은 법령과 처벌에 대한 두려움(perceived fear)를 높이는 것이다. 음주행위에 관용적인 사회 분위기를 변화시키는 것이 법령이나 처벌보다 더 효과적이다. 과도한 음주행위에 대한 비판적인 사회적 분위기와 같은 비공식적인 사회적인 제재가 음주문제의 예방에 더욱 중요하다. 청소년의 음주행위는 부모와 동료집단과의 관계에 의해 크게 영향을 받기 때문에 부모와 동료집단의 참여하에 객관적인 태도를 통해 자율적인 결정을 할 수 있도록 유도해야 한다. 음주교육에 대해 지식과 경험을 갖춘 교사가 교육을 실시하여야 하며 소그룹 활동을 통해 음주문제에 대한 이해와 바람직한 태도를 습득하게 하고 동료집단의 압력을 거부할 수 있는 능력을 키우는 것이 필요하다. 교사는 편견이 없는 객관적인 태도를 갖추어야 하고 최종적 결정은 지식에 근거하여 청소년이 하도록 하여야 한다. 음주는 가정불화, 좌절감, 실업, 이혼 둥의 부정적 감정과 연관되어 있으며 깊은 인간관계를 통한 상담이 효과적이다. 단주친목과 같은 자발적인 민간단체는 알코올 문제를 가진 사람들이 서로 모여 친목하는 가운데 도움과 치료를 받을 수 있다는 점에서 매우 효과적이다. 이러한 단체의 활용이 더욱 확대되어야 한다. 병원에서의 음주교육은 노조의 참여하에 전문적인 의료인들에 의해 이루어져야 한다. 이전에 알코올중독에서 회복된 사람을 동료교육가(peer educator)로 활용하는 것도 효율적인 교육방법중의 하나이다. 의과대학의 교과과정에 음주교육에 대한 내용을 더욱 확대하여야 한다. 음주교육은 음주라는 행위의 저변에 깔린 문화적 심리적 요인에 대한 깊은 이해를 토대로 계획되고 실시되어야 한다. 음주교육은 지역사회 전체의 참여를 통해 부모, 학생, 정부, 민간단체, 매스미디어의 공동참여를 통한 다각적인 접근이 요구된다.

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The Psychological Meaning Delivery of The Color which was Applied to Animation (애니메이션에 적용된 색채의 심리적 의미 전달)

  • Jin, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.145-153
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    • 2006
  • 'Regardless of our consciousness, Color is the energy that we are affected by positively or negatively.' said Johannes Itten. When we see the color in nature, the color acts to our emotion most preferentially and most strongly. These experiences of color become symbol or icon to us and express states of his mind as allegory. The color of animation is the visual element of image media, the image which act as important meaning, the attribute of light, and visual-perceptional factor. With molding factor form, light and shade, the color function importantly as media which express a person and a person's circumstance. In animation, the color is used symbolically to suggest not only mental change of character but also the condition. The transmission of mental meaning express symbolism of the color iconically. Accordingly, the color for image express of animation take on universality. This study focus on how the symbolical meaning of the color is reflected in a work.

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An Empirical Study on Explanatory Factors of Online Helping Behavior : Focusing on University Students in Seoul (온라인 도움행동의 원인에 관한 경험연구 - 서울시 대학생을 중심으로 -)

  • Jun, Shinhyun
    • Informatization Policy
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    • v.18 no.1
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    • pp.55-72
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    • 2011
  • This study explores the causes of online helping behavior. This study tests the effects of various explanatory factors on the basis of previous studies on helping behavior. These factors include social demographic, situational, motivational, and social capital factors. According to the survey of 475 university students living in Seoul in 2010, age and religion have significant effects on online helping behavior. In addition, the perceived helping opportunity, time and effort cost to help, and social capital factor have significant effects on online helping behavior. Results reveal that the effect of social capital factor is the largest among other variables. However, it is shown that the effects of benefit from helping, empathy, and personal norm are not statistically significant. It is also revealed that the effect of social capital factor is important across all types of online helping behavior except information helping. The policy implications are discussed.

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A Study on the Novelty Design of a Tourist Souvenir (관광기념품의 노블티 디자인에 관한 기초연구)

  • 이호승
    • Archives of design research
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    • v.16 no.4
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    • pp.111-120
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    • 2003
  • This study is what I tried to know on a magnitude of Novelty in a tourist souvenir. A purpose of sightseeing development is to satisfy a sightseeing experience of various tourists. Novelty of a tourist souvenir is to make an experience with unique pleasure for only the sightseeing place that is not the place of residence to be able to feel. It must be a thing of the new level that it is not for a tourist to already know it, and it was not able to forecast. The tourist knew that I bought an emotional impulse than rational purchase through study. Therefore, you must take the Novelty element that a firm name works on in a perception of a customer as an important due in a souvenir plan. Reference wishes to work in tourist souvenir design development participants through this study result.

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The Effect of the Correctional Program that Deals with the Conflicts of the Divorced Inmates (이혼수형자대상 갈등대처기법 프로그램의 효과)

  • Gong, Jung-Sick
    • Korean Security Journal
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    • no.13
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    • pp.23-45
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    • 2007
  • The object of this dissertation is to teach the divorced inmates the method to deal with the conflicts which they have had. This program constitutes 10 terms session, and the participants are 6 at first, but reduced one latter. In the process of the program, when making nickname, the participants preferred the words that present their personal emotion and experience. And the participation rate by each participants were ascent more and more in accordance with the process. After the whole process of the program, we executed conflict-dealing scale test before and after the program. The result showed that 'Patience' and 'Siloam' presented change from emotional dealing to rational dealing. 'Sea', 'Jin' and 'Birth' presented higher level of emotional dealing than before the test. Therefore Through this result, we knew that conflict-dealing method program improved the skills and abilities which are used for the situation making conflicts.

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