• Title/Summary/Keyword: 다차원선호분석

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The Use of Music for Healthy Elderly : Literature Review (건강한 노화를 위한 음악활용 : 국내·외 연구 고찰)

  • Lee, Yea-Bit-Na;Kim, Soo Ji
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.335-346
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    • 2016
  • This study aimed to review Korean-written and English-written studies on music intervention for older adults in terms of research variables and type of music application. Electronic databases and music-related journals were searched and a total of 40 studies, 19 Korean-written and 21 English-written studies, were included for analysis. The results showed that music intervention studies for older adults began to be conducted in Korea in the late 1990s and have continuously increased thus far, which is similar to studies overseas. Emotional area, especially depression, was targeted the most frequently in both studies in Korea and overseas. While singing of traditional folk song or popular music were applied the most in Korean studies, listening to classical music or relaxing music was primarily observed in studies overseas. While both studies in Korea and overseas used original music frequently, Korean-written studies used live music and showed tendency to select music based on preferences of participants more than studies overseas. These results indicate that growing population of older adults and increased needs for successful aging have been sufficiently reflected in studies on music-based intervention. Cultural and societal factors might affect the differences between studies in Korea and studies overseas. Future studies on music intervention considering cultural and societal needs of this population from multidimensional approach were also suggested.

South Korea's Ideological Congruence between Citizens and Representatives: Conceptualization and Measurement (한국 정치공간의 시민과 대표 간 이념적 일치: 개념화와 측정)

  • Jung, Dong-Joon
    • Korean Journal of Legislative Studies
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    • v.23 no.2
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    • pp.67-108
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    • 2017
  • How well citizens are represented by their representatives holds critical importance in representative democracy. While previous studies of ideological congruence have largely focused on Western established democracies, there was not as much attention paid to young democracies including, South Korea. This article investigates ideological congruence in South Korea based on multiple survey data sources collected from 2002 to 2016. When it comes to unidimensional Left-Right ideology, the distance between citizens and governments, unlike its citizen-assembly counterpart, has widened since 2000 sending a negative signal to the norm of representative democracy. As to multidimensional issue positions, however, it turns out that ideological congruence in South Korea has varied along issues such as aids to North Korea and Welfare spending. These results provide both citizens and parties with some important implications. For citizens, they are required to distinguish which party or candidate is more representative of the issue they value the most beyond a simple Left-Right line; for parties, they are required to deal with how to represent their supporters as well as today's increasing independents by strengthening their organizational capacity and providing effective party programs.

Barriers to Social Security Accessibility of Elderly North Korean Refugees (고령 북한이탈주민 사회보장제도 활용의 제약요인 및 접근성 제고 방향)

  • Ko, Hyejin;Min, Kichae;Park, Jungsun;Han, Kyounghoon;Kim, Yeseul
    • 한국사회정책
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    • v.25 no.1
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    • pp.161-194
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    • 2018
  • The purpose of this study is to investigate the factors that interrupt the use of social security of elderly North Korean refugees. As a result of qualitative content analysis using interview data, it is found that the elderly North Korean defectors have a lower access to the social security system. The main reason for hindering the use of social security system is low awareness due to limited information channels, psychological distance to South Korean society and residents. Moreover, this psychological distance is a factor that reduces the geographical accessibility of elderly North Korean defectors by preferring to use services in specific institutions for North Korean, while South Korean elderly people can use the service elsewhere. In addition, there are many cases in which the elderly in North Korean defectors do not receive sufficient social security due to low income. On the other hand, social security systems with high accessibility of older North Korean refugees are characterized by the fact that they are provided by experts who have formed sufficient rapport with North Korean refugees. Therefore, it seems possible to improve the accessibility of elderly defectors' friendly system by professional workers with cultural competence. In addition, a multidimensional approach is needed to fully cope with the complex desires of elderly North Korean defectors and a mechanism should be set up to reflect their opinion in system operation.

Suggestion of Similarity-Based Representative Odor for Video Reality (영상실감을 위한 유사성 기반 대표냄새 사용의 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.39-52
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    • 2014
  • Use of vision and audition for video reality has made much advancement. However use of olfaction, which is effective in inducing emotion, has not yet been realized due to technical limitations and lack of basic research. In particular it is difficult to fabricate many odors required for each different video. One way to resolve this is to discover clusters of odors of similar smell and to use representative odor for each cluster. This research explored clusters of odors based on pairwise similarity ratings. 300 diverse odors were first collected and sorted them into 11 categories. We selected 152 odors based on their frequency, preference, and concreteness. Participants rated similarity on 1,018 pairs of odors from selected odors and the results were analyzed using multi-dimensional scaling (MDS). Based on the idea that low odor concreteness would support valid use of representative odor, the MDS results are presented from low to high smell concreteness. First, flowers, plants, fruits, and vegetables was classified under the easy categories to use representative odor due to their low smell concreteness (Figure 1). Second, chemicals, personal cares, physiological odors, and ordinary places was classified under the careful categories of using it due to their intermediate concreteness (Figure 2). Finally, food ingredients, beverages, and foods was classified under the difficult categories to use it because of their high concreteness (Figure 3). The results of this research will contribute to reduction of cost and time in odor production and provision of realistic media service to customers at reasonable price.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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