• Title/Summary/Keyword: 이용자심리연구

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Underlying Values of Real-time Traffic Information on Variable Message Sign Using Contingent Valuation Method(CVM) (조건부가치추정법을 이용한 VMS교통정보의 기본가치 추정연구)

  • Lee, Gyeong-A;Kim, Jun-Gi;O, Seong-Ho;Lee, Yeong-In
    • Journal of Korean Society of Transportation
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    • v.29 no.3
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    • pp.61-72
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    • 2011
  • In the benefits of ITS, there are intangible gains from real-time traffic information as well as classical gains such as travel time saving. These intangible gains are difficult to be estimated by existing transportation investment appraisal commonly used in SOC investment. The major reason is not because of the absence of methodology but because of the absence of generalized values of particular benefits from real time traffic information. This research explores the value of real-time traffic information on VMS that is the most representative of ITS services, by using CVM with Double Bounded Dichotomous Choice Question. Willingness-To-Pay (WTP) functions of drivers are built with survival functions using various types of probability distribution functions such as Exponential, Log-logistic, and Weibull functions. The results reveal that Log-logistic distribution is the most appropriate distribution model to estimate WTP, and the estimated coefficients are stable through LR (Likelihood Ratio) test. For the further study, it is recommended to perform statistical tests of temporal and spatial transferability that is not examined in this research due to the lack of data.

A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields (국내·외 환경분야 게이미피케이션 사례분석을 통한 공익 콘텐츠 개발 방향 연구)

  • Kim, Joo Woo;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.161-182
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    • 2014
  • As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests' value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.

Interpretive Approaches to the Characteristics of Neighborhood Environment Using Qualitative GIS of the Elderly's Outdoor Activities - Focused on the Musugol, a Low-Income Elderly Concentrated Area in Seoul - (노인층 옥외활동의 질적 GIS를 활용한 근린환경 특성의 해석 - 서울시 저소득 노인밀집지역 무수골을 대상으로 -)

  • Yun, Ye-Hwa;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.3
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    • pp.1-18
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    • 2022
  • Prior studies have shown positive effects of outdoor activities on the elderly's physical, mental and social health. 'Active aging' and 'age-friendly' neighborhood can be created by modifying the experiences and perceptions of the outdoor environment. This study aims to investigate the outdoor activities of the elderly living in a low-income elderly concentrated area and their perception of the neighborhood environment. We also explored the context of interactions between the facilitators and inhibitors of outdoor activities on the basis of temporal, spatial, and social conditions. We used a mixed method approach by collecting two different types of qualitative GIS data : observation maps of the main places and individual cognitive maps with in-depth interviews. The observational map analysis indicated that the preferred places and activity patterns differ by age, gender, and size of the group. The cognitive map and interviews demonstrated that the elderly's activity goals and perception of the landscape differ by places such as forests, parks, streams, open-spaces, vegetable gardens, and alleys. The elderly's desire for outdoor activities can be better fulfilled when their front doors and alleys are well-connected to an open-sight pleasant space. Familiarity is an important factor for the elderly, therefore it is important to remove the psychological and physical barriers by increasing the legibility and accessibility of places. In addition, social interactions and conflicts can have a significant influence on the elderly's occupation of space in the neighborhood environment.

A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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A Study on the Visual Preference of Users according to the Location of Benches at Urban Community Parks (도시공원에서 벤치의 배치장소에 따른 이용자의 시각적 선호도에 관한 연구)

  • 유상완;문석기;권상준
    • Archives of design research
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    • v.13 no.2
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    • pp.95-102
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    • 2000
  • The purpose of this study is to find out what is the preference of users according to the location of benches at urban community parks. This location of benches is seperated into 4 patterns according to arranging pattern of water space, a walk, pergola and shelter, greenspace. To investigate the visual preference is examined by analyzing visual volume of 4 patterns. Results are as follows; 1. Factor analysis by the total data showed that 5 factors explain 60.40 percent of total variance of the location of bench visual character. They were classified by the sensitive factor, visual factor, physical-individual factor, distinct factor, density factor. Among 5 factors, the sensitive factor which represented psychological reaction was appreciated to be highest. 2. Most of 20 items showed the following scores of mean values in sementic differential experiment : Spot 1->Spot 4-> 2-> 3. The mean values between arrangement place locational differences showed significantly, that could explain to be a violent contrast between the natural factors(weater space, green space, etc) and the artificial factors (around of pergola, shelter, etc)

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The Characteristics of Malicious Comments: Comparisons of the Internet News Comments in Korean and English (악성 댓글의 특성: 한국어와 영어의 인터넷 뉴스 댓글 비교)

  • Kim, Young-il;Kim, Youngjun;Kim, Youngjin;Kim, Kyungil
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.548-558
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    • 2019
  • Along generalization of internet news comments, malicious comments have been spread and made many social problems. Because writings reflect human mental state or trait, analyzing malicious comments, human mental states could be inferred when they write internet news comments. In this study, we analyzed malicious comments of English and Korean speaker using LIWC and KLIWC. As a result, in both English and Korean, malicious comments are commonly more used in sentence, word phrase, morpheme, word phrase per sentence, morpheme per sentence, positive emotion words, and cognitive process words than normal comments, and less used in the third person singular, adjective, anger words, and emotional process words than normal comments. This means people are state that they can not control their feeling such as anger and can not think well when they write news comments. Therefore, when internet comments were written, service provider should consider the way that commenters monitor own writings by themselves and that they prevent the other users from getting close to comments included many negative-emotion words. In other sides, it is discovered that English and Korean malicious comments was discriminated by authenticity. In order to be more objective, gathering data from various point of time is needed.

A Deep Learning-based Depression Trend Analysis of Korean on Social Media (딥러닝 기반 소셜미디어 한글 텍스트 우울 경향 분석)

  • Park, Seojeong;Lee, Soobin;Kim, Woo Jung;Song, Min
    • Journal of the Korean Society for information Management
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    • v.39 no.1
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    • pp.91-117
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    • 2022
  • The number of depressed patients in Korea and around the world is rapidly increasing every year. However, most of the mentally ill patients are not aware that they are suffering from the disease, so adequate treatment is not being performed. If depressive symptoms are neglected, it can lead to suicide, anxiety, and other psychological problems. Therefore, early detection and treatment of depression are very important in improving mental health. To improve this problem, this study presented a deep learning-based depression tendency model using Korean social media text. After collecting data from Naver KonwledgeiN, Naver Blog, Hidoc, and Twitter, DSM-5 major depressive disorder diagnosis criteria were used to classify and annotate classes according to the number of depressive symptoms. Afterwards, TF-IDF analysis and simultaneous word analysis were performed to examine the characteristics of each class of the corpus constructed. In addition, word embedding, dictionary-based sentiment analysis, and LDA topic modeling were performed to generate a depression tendency classification model using various text features. Through this, the embedded text, sentiment score, and topic number for each document were calculated and used as text features. As a result, it was confirmed that the highest accuracy rate of 83.28% was achieved when the depression tendency was classified based on the KorBERT algorithm by combining both the emotional score and the topic of the document with the embedded text. This study establishes a classification model for Korean depression trends with improved performance using various text features, and detects potential depressive patients early among Korean online community users, enabling rapid treatment and prevention, thereby enabling the mental health of Korean society. It is significant in that it can help in promotion.

Dietary Habits and Climacteric Symptoms according to the Level of Food Supplement Use of Middle-aged Women (중년 여성의 식이보충제 섭취 수준에 따른 식습관 및 갱년기 증상에 관한 연구)

  • Kim, Mi Jeong;Lee, Kyung-Hea
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.42 no.7
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    • pp.1054-1064
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    • 2013
  • The purpose of this study was to examine the question of whether there is any difference in dietary habits, climacteric symptoms, and general health characteristics of middle-aged women according to food supplements (FS) use. A total of 745 midlife females participated in a face-to-face interview conducted by qualified interviewers, which guaranteed a higher quality of data collection. Three levels of FS use were defined: None, Single, and Multi for 0, 1, and 2 or more types of FS use, respectively. None, Single, and Multi accounted for 33.56%, 33.29%, and 33.15% of total subjects, respectively. FS users (Single and Multi) exerted more interest in FS and were more likely to believe that FS is helpful for health promotion and amelioration of climacteric symptoms than None (P<0.0001). Self-perceived health status of Multi was lower than that of None, but not different from Single (P<0.05). Factor analysis extracted three factors for dietary habits: regularity, variety and moderation, and four factors for climacteric symptoms: emotional, physical, psycho-somatic, and hot flash. The factor scores for dietary variety as well as emotional, psycho-somatic, and hot flash symptoms were higher for FS user than for None (P<0.01). Single reported more frequent family meals compared to None. Findings of the present study elucidated potential links between the level of FS use, dietary habits, and climacteric symptoms of middle-aged women, suggesting a possible scenario: the greater the climacteric symptoms a woman perceives, the more likely the woman will adopt FS use, the greater the efforts toward dietary improvement, such as dietary variety. Based on that, in this study, more peri-menopausal women belonged to Single and Multi; further investigation on the association between FS use, dietary quality, and climacteric symptoms in conjunction with menopausal status may be needed.

Prioritization Analysis for Contents Sensibility Evaluation of the Future Mobility (차세대 이동공간 대상의 콘텐츠 감성 평가를 위한 우선순위 도출)

  • Lee, Jung Min;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.3-16
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    • 2018
  • The emergence of the fourth industrial revolution is rapidly changing the conventional society and the industry, eroding the boundaries among the technology, culture, and finance. In the mobility industry, as the engineering-based industry converges with the information technology, the mobile space is changing from mobility or safety-centric space into space where the passengers can consume infotainment or contents services. The contents evaluation of the future mobility is conducted in terms of usability or technology acceptance aspect, but according to the trend analysis, the mobility industries, such as vehicle OEMs, it is necessary to evaluate the emotional or sensibility factors for the development of their future mobile space design. Herein, this research study evaluates which sensibility factor should be evaluated in priority to develop the contents interaction in the future mobile space. Thus, using Patrick Jordan's Four Pleasure Model, the priority evaluation has been conducted among 116 Korean drivers. As a result of the statistical analysis and AHP (Analytic Hierarchy Process), it has been found that first, it is necessary to evaluate psychological, ideological, social and physical sensibility in the respective order, and second, it is necessary to evaluate based on the contents user type.

The Effects of Political Entertainment Viewing on Political Talk Mediating Roles of Audience Involvement and Political Information Efficacy (정치엔터테인먼트 시청이 정치대화에 미치는 영향 관여도와 정치정보효능감의 매개 효과)

  • Kwon, Oju;Min, Young
    • Korean journal of communication and information
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    • v.73
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    • pp.7-34
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    • 2015
  • This study attends to the effects of political entertainment as a newly emerging television genre on citizens' political talk. Particularly, this study suggests audience involvement and political information efficacy as key psychological factors that mediate the relationship between political entertainment and political discussion. More specifically, audience involvement was deemed as a conclusive concept that consists of such sub-dimensions as audience identification and parasocial interaction with program characters and transportation into the messages. Among 317 participants in an online survey, a total of 273 subjects, who had at least some viewing experience with political entertainment TV programs, were included in the final analysis. According to the findings, softer programs that piggyback political information on top of their entertainment content were more likely to increase viewers' identification and transportation. The viewer experience of identification further heightened the level of political information efficacy, which in turn positively contributed to one's willingness to participate in political talk and to hear the other side. It also appeared that political information efficacy significantly mediated the relationship between political entertainment viewing and political talk.

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