• Title/Summary/Keyword: 여가생활시간

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Impact of Switchover Barrier, Switchover Intention and Willingness to Revisit on Customer's Characteristics - Comparison between Travel Agency and Airlines - (고객특성이 전환장벽, 전환의도와 재방문의사에 미치는 영향 - 여행사.항공사간 비교분석을 중심으로 -)

  • Chung, Ung-Young;Moon, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.259-273
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    • 2008
  • This study aims to identify of customer features control the effect on revisit intention and switching intention. The statistical techniques used for this empirical analysis are frequency analysis, technology analysis, reliability analysis, factor analysis, confirmatory factor analysis along with path analysis and moderate regression analysis, which are based on structural model From the effect that customer features control the effect on switching barrier by switching intention, travel agencies has a control effect on 'financial switching costs' and 'relational switching costs', and airlines show they have control effect on 'relational switching costs.' In diversity pursuit factors, 'financial switching costs' and 'attractiveness of alternatives' have a meaningful control effect for travel agencies customers, while 'procedural switching costs' for airlines customers. In the analysis result of the effect that customer features control the effect on revisit intention by switching intention, 'percept' and 'diversity pursuit' have a meaningful control effect in travel agencies customers and airlines one, respectively.

Design of Constellation Content for Children Applied to Car Glass Roof (승용차 글라스루프를 활용한 어린이용 별자리 콘텐츠 디자인)

  • Choe, Jong-Hoon;Jung, Su-Young;Choi, Yu-Mi;Kwon, Min-Jeong
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.141-149
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    • 2013
  • Recently, the time in which children moves by car become frequent, they stay longer in the car because leisure life including camping and etc. increased. Children whose physical activities are active were subject to restriction because of the limited car boarding visual space and on security. Because of limited space in cars, domestic and foreign automotive companies show the different glass roof applied in cars that exhibited wide clear view in order to remove tedious and stuffy of children while they stay for a long time inside the car. In addition, the potential probability in which the Smart Car that the IT technology is grafted research and research that it utilizes the door window glass as the display is progressed and which the glass roof can be used as the screen can be sufficient. In this study, the in-vehicle display application case and Smart Devices constellation application were benchmarked. The car glass roof application method of the constellation studying content which performed the user survey for the child by the car with the parents whose movement is frequent and considers the child and fundamental interaction way tried to be drawn and we try to propose.

A spatial panel regression model for household final consumption expenditure based on KTX effects (공간패널모형을 이용한 KTX 개통이 지역소비에 미친 영향 분석)

  • Na, Young;Kim, Yongku
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.5
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    • pp.1147-1154
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    • 2016
  • Impact of Korea train express (KTX) on the regional economy in Korea has been studied by many researchers. Current research is limited in the lack of quantitative research using a statistical model to study the effect of KTX on regional economy. This paper analyses the influence of KTX to the household final consumption expenditure, which is one of important regional economic index, using spatial panel regression model. The spatial structure is introduced through spatial autocorrelation matrix using adjacency of KTX connection. The result shows a significant effect of Korea train express on the regional economy.

Analysis of the Utilization of Mobile Applications by Generation Z using Topic Modeling :Focusing on Users' Essay Data (토픽모델링을 활용한 Z세대의 애플리케이션 효용성에 대한 분석: 이용자의 에세이 데이터를 중심으로)

  • Park, Ju-Yeon;Jeong, Do-Heon
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.43-51
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    • 2022
  • The purpose of this study is to provide basic information necessary for the establishment of mobile service marketing strategies, educational service development, and engineering education for Generation Z by analyzing the utilitization of various applications by Gen Z. To this end, 177 essays on mobile service usage experience were collected, major topics were analyzed using topic modeling, and these were visualized through word cloud analysis. As a result of the study, the main topics were related to 'transportation' such as movement and public transportation, 'personal management' such as schedule management, financial management, food management, 'transaction' such as checkout, meeting, purchase, 'leisure' such as eating out, travel, study, culture. Additionally, words such as time, thought, people, life, bus, information, confirmation, payment, KakaoTalk, and so on were found to have a high of frequency of use. Also, there was found to be a difference between topics by college. This study is meaningful in that it collected essays, which are unstructured data, and analyzed them through topic modeling.

Implementation of Recommender System of Seoul Urban Parks Using Rule-based Expert System based on PROLOG (PROLOG기반의 규칙 기반 전문가 시스템을 이용한 서울시 도시 공원 추천 시스템 구현)

  • Son, Se-Jin;Kim, Da-Hee;Cho, Ye-Bon;Chun, Soo-Wan;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.847-856
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    • 2017
  • In this paper, we propose a system to users which recommends suitable park using linguistic objects by rule-based inference engine which is made with Prolog. According to the function of city park, which provides positive elements to people such as social, psychological, environmental, and physical, Seoul city park is classified into 6 categories. The classified parks are recommended to users based on the rule based expert system. Rule-based object of park recommendation designs nine linguistic objects based on activity, multi-purposiveness, accessibility, and usage of time. This assigns allowed value accordingly. Generated rules by using these values are fired by user's preference, and infer recommended park. Information on preferences is obtained by way of dialogue, in which the user is asked questions about the three elements that are the criteria for choosing a park. As a result, through the park recommendation system, we intend to increase the user's satisfaction of using park and leisure activities.

Development and Validation of Adaptive Game Use Scale (AGUS) (적응적 게임활용 척도 개발 및 타당화)

  • Hoon-Seok Choi ;Kyo-Heon Kim ;Joung Soon Ryong ;Keum-Mi Kim
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.565-589
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    • 2009
  • The present study explored the major components of adaptive game behavior among adolescents in Korea. Based on relevant research and a pilot testing, an Adaptive Game Use Scale (AGUS) was developed and validated. A stratified sampling procedure was used to draw a representative sample, and a total of 600 male and female students from middle schools and high schools in various regions participated in the study. Factor analyses revealed 7 facets of adaptive game behavior, including experiencing vitality, expanding life experience, making good use of leisure time, experiencing flow, exercising control, experiencing self-esteem, maintaining and expanding social network. Internal consistency and temporal stability(4 weeks) of the scale were both high. A confirmatory factor analysis indicated that a 7-factor hierarchical model fits well with the data. Moreover, additional analyses suggested that AGUS and game addiction are conceptually distinct. Correlational analyses also indicated that AGUS has good discriminant validity and concurrent validity. Implications of the findings and future directions were discussed.

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The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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The Study of Dinning-out Behavior and Preference on Korean Foods by Age Groups (외식소비자의 연령별 외식행동과 한식에 대한 선호도 조사연구 - 서울, 경기, 천안 지역을 중심으로 -)

  • Yoon, Hei-Ryeo
    • Journal of the Korean Society of Food Culture
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    • v.20 no.5
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    • pp.608-614
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    • 2005
  • The object of this research is to analyze and classify the dining-out behavior and preference on Korean food by age groups and to make counter proposals for better marketing and planning strategies. Major dining out motives were lack of time, the easiness of preparation, and schedule. For lunch, the schedule was the major dining-out motive. For dinner, the respondents in their 30s and below answered social gathering was their major dining-out motive (40.7% and 31.3% respectively). On the other hand, for the respondents in their 40s and 50s, the family gathering was the major dining motive (50.4% and 55.3% respectively) (${\chi}^{2}=68.081,\;p<0.001$). For dining out frequency, 1-2 dining out per a week had the highest percentage, among which the respondents in their 30s was 42.9% (the highest) and the respondents in their 50s was 18% (the lowest). For the dining-out cost, the respondents in their 30s and below spent more on dinner rather than breakfast or lunch. For the menu preference of Korean foods, Doenjangjigae had the highest percentage. In case of Kimchi, the respondents in their 40s showed higher preference than the respondents in their 30s. Interestingly, the preference for Kimchi was higher in the respondents younger than 30 rather than in the respondents in their 30s. and the respondents older than 40 (p<0.05). Preference for Jangachi was considerably low in the respondents younger than 40, which implies that younger people don't incline to traditional Korean Mitbanchan. The dining-out motive was different in each age group. Now, the dining out motive is not restricted to home meal replacement. Social gatherings are increasing and the consumers of dining-out industry are being diversified. These suggest the increased need for classifying and analyzing the consumers by age groups to get more information on consumer behavior and tastes.

The Effects of Social Support, Self-Efficacy on Aging Anxiety of the Middle-Aged Women (중년여성의 사회적지지, 자기효능감이 노화불안에 미치는 영향)

  • Park, Jung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.569-577
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    • 2018
  • This study was conducted to determine the effects of middle-aged women's social support and self-efficacy on their aging anxiety, with the ultimate goal of providing basic information for devising educational and interventive programs to help reduce aging anxiety. Participants of this study were 210 middle-aged women living in B Metropolitan City. Data were collected from May 10 to 28, 2018, and statistically processed using t-tests, ANOVA, Pearson's correlation coefficient and stepwise multiple regression analysis. Participants showed significant differences in aging anxiety depending on age, education, monthly income, marital life satisfaction, leisure time activities, and number of friends. In addition, aging anxiety had significant negative correlations with social support and self-efficacy, and the main factors affecting middle-aged women's aging anxiety were found to be self-efficacy, marital satisfaction and social support. Of these, self-efficacy had the greatest effect, explaining 42.7% of the participants' aging anxiety. To help middle-aged women reduce their aging anxiety, it is necessary to provide them with programs that improve social activity participation, raise self-efficacy and promote relationships with family and communities. It is also recommended that these women be provided with educational and interventive programs that help them adjust to aging and develop a positive awareness of it.

The analysis of Complex Type and the Facility Status of Community Mixed-support Facility (공동체복합지원시설의 시설현황 및 복합유형 분석)

  • Kim, Sumi;Kim, Suk-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.507-517
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    • 2013
  • Welfare desire has been diversified according to the increase of economic level and rapid social change. The desire for comprehensive service on culture, medical, mental and information level has appeared. Accordingly, it is necessary to establish an integrated community mixed-support facility, a space of accepting administration, welfare, leisure, culture and informatization request in a small local community in the future. The community mixed-support facility is a meeting place of local resident for information change, various basic service and ultimately for activation of community in order to contribute to regeneration and activation of existing urban core. Thus, this study figured out general status of community mixed-support facility and physical mixed type and analyzed spatial characteristics. Current community mixed-support facility has insufficient program and space to participate in by local residents and to accommodate mixed function. The future planned community mixed-support facility must secure multiple opportunities for various types of life by returning time and cost to user through the introduction of creative mixed concept. While reflecting unique local characteristics, and considering diversity of users, it needs to make mixed facility to cope with social changes. This study is limited in that the study reached a conclusion by survey and analysis only. However, it is expected that the result can be used as basic research data for the planning of community mixed-support facility to cope with living conditions of local residents or realistic requirements.