• Title/Summary/Keyword: 유형적 요소

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Case Studies Regarding the Classification of Public Caves (공개동굴의 유형분류에 관한 사례연구)

  • Hong, Hyun-Chul
    • Journal of the Speleological Society of Korea
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    • no.93
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    • pp.13-25
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    • 2009
  • This study, which includes case studies that provide information of cave tour resources, considered a variety of selected variables of the internal and external parts of caves with the expanded factors of the academic classification in caves. It uses the cluster analysis, one of the multivariate analysis techniques, and applied the results for review. As a result, public caves can present multiple classification criteria according to the factors of the surrounding area's human environment. The result, classified by the region in public caves, is derived from this study.

A Study on the Effect of the Perceived Service Quality on Repurchase Intention and Loyalty by Lifestyle Segmentation (라이프스타일 유형에 따른 지각된 서비스품질이 재구매 의사와 로열티에 미치는 영향에 관한 연구)

  • 이명식;최천규
    • Asia Marketing Journal
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    • v.5 no.3
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    • pp.1-34
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    • 2003
  • 서비스마케팅문헌을 살펴보면 지각된 서비스품질 및 이에 대한 고객반응에 초점을 맞추어 이루어진 연구들이 많이 있다. 그러나 본 연구에서는 지각된 서비스품질이 실질적으로 서비스 구매자인 소비자의 재구매 행위와 어떤 인과관계가 있고 또한 로열티와는 어떤 인과성을 갖는지를 규명하는데 주력하였다. 아울러 이러한 인과성이 조절변수인 라이프스타일에 따라 어떤 차이가 발생하는지를 규명하고자 하였다. 지각된 서비스품질을 측정하는 있어서는 기존 SERVQUAL방식의 측정개념이 아닌 Johnson, Tsiros & Lancioni(1995)가 적용한 일반적 시스템 접근법(투입, 과정, 성과변수로 측정)을 활용하여 새롭게 접근하고자 노력하였다. 연구결과 지각된 서비스품질은 이를 구성하는 선행변수(투입요소와 과정 및 성과요소)와 긍정적인 정(+)의 인과관계를 나타내고 있으며, 특히 성과요소에 의해 서비스품질이 지각되는 경향이 매우 큰 것으로 분석되었다. 또한 지각된 서비스품질은 재구매 의사와 로열티에 긍정적인 영향을 미치고 있는 것으로 검증되었으며 이러한 모든 인과관계는 소비자들의 라이프스타일 유형에 따라 다르게 나타나고 있었다. 따라서 서비스산업에 있어 마케팅전략을 수립하는데 있어서도 유형적 제품과 마찬가지로 라이프스타일을 이용한 시장세분화 전략을 활용할 필요가 있다.

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The Analysis on Patterns of Questions in Elementary School Science Textbooks under the 2007 Revised Curriculum (2007년 개정교육과정에 따른 초등 과학교과서에 제시된 발문의 유형 분석)

  • Choi, Yoon-mi;Lee, Hyeong Cheol
    • Journal of Science Education
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    • v.36 no.1
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    • pp.120-129
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    • 2012
  • The purpose of this study is to provide informations for developing next elementary school science textbooks and educational implications for a spot of science class through analyzing patterns of questions in the elementary school science textbooks under the 2007 revised curriculum. To get a meaningful results, the 2,446 questions extracted by operation definition from 3~6 grade science text books were analyzed by modified analysis frame work based on Blosser's classified system. The findings of this study were as follows: First, among 2,446 questions, the propositional pattern element had the highest rate, 49.2%, the appreciable pattern element had the lowest rate, 1.4%, of all pattern elements. Second, from the results of comparing patterns of questions in each grade's science textbook, as the grade went higher, the rate of the applicable and the divergent pattern element tended to increase, and that of the other elements tended to decrease. Third, as the results of comparing patterns of questions of 4 each field in elementary science textbooks, the energy field questions were the largest in number, followed by the substance field. The rate of the propositional pattern element was the highest of all question elements in common in each field. In the reproductive and the propositional pattern element, the energy and the substance field had a little higher rate than the other fields. On the other hand, in the applicable and the divergent pattern element, the earth and the life field had a little higher rate than the other fields.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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An Evaluation Model of Corporate Culture Using Fuzzy System (퍼지시스템을 이용한 기업문화 평가모델)

  • Kim, Chun-Ho;Hwang, Seung-Gook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.2
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    • pp.267-272
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    • 2010
  • This paper suggests an evaluation method through corporate culture's evaluation model considering the relationship and affection between types and elements of corporate culture. 314 data obtained from the members of small and medium enterprises analyzed the relationship by the correlation analysis, and the degree affecting rate the corporate culture types by the regression analysis. Finally, fuzzy system was used to analyze the evaluation model of the corporate culture type. The evaluation model of the corporate culture types in this paper is mixed possibility and necessity sides and showed the usefulness through reviewing the model which has an identification problem of the fuzzy system estimated fuzzy relation matrix for corporate culture types using the model.

Living Behavioral Patterns of Single or Spouse Elderly Households and Ubiquitous Home Services for Each Household Type (노인단독가구 유형별 생활행태 특성 및 유비쿼터스 홈 서비스 요소 제안)

  • Kwon, Oh Jung
    • 한국노년학
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    • v.30 no.3
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    • pp.759-778
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    • 2010
  • The purposes of this study were to identify living behavioral patterns in of single or couple elderly households in residential environment, to find out ubiquitous home services for the elders, and finally to suggest the ubiquitous home services according to each household's type. For this study, literature review, field works for ubiquitous home services for the elders, and in-depth interview and observation by 74 elderly participants were conducted. The major findings of the study were as follows: single or spouse elderly households were classified into 8 types according to the combination of their household types, income level, and health status. Among 8 types, 2 types were excluded for final analysis due to small sample size. Living behavioral characteristics of 6 types were analyzed and the behavioral pattern of each type was drawn. Based on this behavioral pattern of each type, ubiquitous home services which meet the needs of each type were suggested. The implications and limitations of this study were also discussed and the suggestions for further studies were recommended.

Exploring the Creativity of the Scientific Gifted from Analyzing Descriptive Experiment-Design (서술적 실험 설계분석을 통한 과학 영재 창의성 탐색)

  • Kim, Se-Mi;Cho, Mi-Young;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.32 no.1
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    • pp.129-145
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    • 2012
  • This study investigated factors of creativity and interaction between factors that are revealed when gifted students designed scientific experiments. For this, we firstly developed items which required the written process of designing experiments to explore creativity factors. Then, we used these items as a part for letters of self-introduction to students who applied for 2011 correspondence education of general physics for the Korea Physics Olympiad. 513th letters of self-introduction which were analyzed to investigate factors of creativity in view of creativity definition after researchers' consultation, which specifically means a combination of divergent and convergent thinking. The results were as follows; (1) in the step of hypothesis building, we could not only find Originality and the Flexibility & Fluency, which were factors of divergent thinking, but also Coherency and Elaborateness, which were factors of convergent thinking. (2) in the step of the hypothesis testing, we could explore Originality, Flexibility & Fluency in divergent thinking and Coherency, Reliability, Clarity, Elaborateness in convergent thinking. (3) we also figured out three creativity types of gifted students from the viewpoint that creativity is a consequence of interaction between divergent thinking and convergent thinking; a) Type A showed divergent and convergent factors of creativity in the step of hypothesis building. However, type A did not include divergent factors of creativity on the process of the hypothesis testing. b) Type B had divergent and convergent factors of creativity on the process of the hypothesis testing, but it had not convergent factors of creativity on the step of hypothesis building. c) Finally, in Type C, only divergent factors of creativity appeared on the process of the hypothesis testing, but convergent factors of creativity could be found on the step of hypothesis building and hypothesis testing.

A Study on the Waterproof Method to the Leakage Type of Underground Structure by Cement Grouting (지하구조물의 누수유형에 따른 시멘트그라우팅 방수기법에 관한 연구)

  • 천병식;최춘식
    • Journal of the Korean Geotechnical Society
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    • v.17 no.5
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    • pp.181-196
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    • 2001
  • 지하구조물에 있어서 누수사고의 빈번한 발생 및 상습화 경향에도 불구하고 현재 국내에서 사용되고 있는 누수보수방법은 누수유형에 관계없이 일괄적으로 동일한 처리방식으로 보수하는 상황으로서 지하구조물 누수에 대하여 누수 유형별로 보수방법을 달리하는 적극적인 해결방안의 모색이 필요하다. 따라서, 본 연구에서는 지하구조물의 누수보수에 있어서 방수 그라우트재의 공학적 특성을 파악하고 현장상황에 적합한 방수그라우팅 기법을 수립하여 누수유형별로 적용한 사례를 중심으로 적용성을 고찰하였다. 방수그라우팅 적용사례를 분석한 결과 지하구조물의 누수방지를 위하여 누수상황 및 누수유형에 따라 주입재의 배합비를 적절히 변화시켜 주입재와 현장상황에 적합한 방수그라우팅 기법을 병행 적용하는 것이 확실한 방수효과를 얻을 수 있으며, 주입목표구간에 대해 단계적으로 수회로 나누어 순차적인 그라우팅과 가능한 한 저압, 소량, 장시간에 걸쳐 주입하는 것이 방수그라우팅 효과를 증대시킬 수 있는 것으로 판단된다. 또한, 현장 적용결과로부터 기존 방수이론의 영향요소에 추가하여 물시멘트비, 주입재의 입경, 주입시간 및 주입량, 혼화재 사용여부, 주입차수 등에 대한 다양한 영향요소의 검토가 필요한 것으로 판단된다.

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A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.538-547
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    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.

Effects of Interaction with Interface Agents on Psychological Experiences of Users: Based on Types of Conversation and Users' Personality (인터페이스 에이전트와의 상호작용이 사용자의 심리적 경험에 미치는 영향: 대화유형과 사용자의 성격특성을 중심으로)

  • Park, Joo-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.560-567
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    • 2007
  • 컴퓨터 에이전트가 우리의 일상에 미치는 영향력이 커지고 에이전트와의 상호작용이 대인 상호작용과 유사하게 변화할수록, 업무적 효율성보다 에이전트와의 상호작용에서 사용자가 겪게 되는 심리적 사회적 경험이 중요해진다. 사용자의 긍정적인 심리적 경험을 유도하기 위해 에이전트와 사용자의 상호작용에서 사회적 실재감(social presence)을 증진시키고자 하는 연구가 이루어져 왔다. 이러한 연구들에서는 에이전트의 언어적/비언어적 커뮤니케이션에 대인적 요소를 적용함으로써 사회적 실재감을 증진시키고자 하였다. 본 연구에서는 대인관계에서 매우 중요한 커뮤니케이션 요소인 상호적 자기노출(self-disclosure)이 사용자들의 사회적 실재감 인식과 에이전트 평가, 사용자 경험에 있어 어떠한 효과를 갖는지 살펴보고, 또한 개인의 성격변인인 애착유형(attachment styles)은 어떠한 영향을 미치는지 살펴보았다. 또한 사회적 실재감이 에이전트 평가와 사용자 경험에 대한 효과를 매개하는지 알아보았다. 실험 결과 에이전트와의 상호적 자기노출 교환은 사회적 실재감을 증진시키고 에이전트에 대한 호의적 평가와 긍정적인 사용자 경험을 유도하였으며, 향후 상호작용 의사를 증진시켰다. 또한 피험자의 애착유형에 따라 사회적 실재감, 에이전트 평가, 사용자 경험, 향후 상호작용 의사가 다르게 나타났다. 종속변인에 대한 자기노출 교환과 애착유형의 효과는 지각된 사회적 실재감에 의해 매개되는 것으로 나타났다. 본 연구의 결과는 에이전트 설계에 커뮤니케이션적 측면이 중요하게 고려되어야 함을 시사한다. 또한 에이전트가 사용자들에게 미치는 심리적 효과는 사용자의 성격 특성에 따라 다르게 나타날 수 있다는 것을 시사한다.

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