• Title/Summary/Keyword: 이용 동기

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The Effect of Participating Motives for Lifelong Education on the Releasing of Controlled Inferiority, the Gratification of Retained Desire, and Voluntary Resocialization (평생교육 참여 동기가 통제된 열등의식 해소, 유보된 욕망 충족, 자발적 재사회화에 미치는 영향)

  • Kim, Chulho
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.515-530
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    • 2014
  • The purpose of this research is to examine the empirical effect of participating motives for lifelong education on the releasing of controlled inferiority, the gratification of retained desire, and voluntary resocialization. The motives for lifelong education were divided into an external viewpoint focusing on consumers' behaviors and an internal viewpoint based on activity of the ego. External motives were divided into pragmatic, entertaining, and relational motives, while internal motives were divided into self-realization, self-existence, and self-participation motives. The results show that the pragmatic motive and the self-realization motive, the entertaining motive and the self-existence motive, and the relational motive and the self-participation motive are highly related to each other. It was found that the pragmatic motive and the self-realization motive affected the lifelong education participants' release of controlled inferiority relatively stronger, the entertaining motive and the self-existence motive affected participants' gratification of retained desire relatively stronger, the relational motive and the self-participation motive affected participants' voluntary resocialization relatively stronger.

An Study for Effects of Adolescents on SNS' Usage Motivation (청소년 SNS 이용동기에 미치는 영향 연구)

  • Lee, Sae-Bom;Moon, Jae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.197-198
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    • 2019
  • 본 연구는 청소년들의 SNS 이용동기와 이용실태를 알아보고자 하였다. 연구를 위해 부산에 살고 있는 고등학생들을 대상으로 조사를 실시하였으며, 사회적 동기, 유희적 동기, 기능적 동기, 심리적 동기, 정보공유, 탈출욕구, 교우실현, 전문적 혜택 등에 대한 설문문항을 토대로 설문조사를 진행하였다. 설문 결과, 대부분의 학생들이 페이스북을 사용하고 있었으며, 그 다음으로 인스타그램을 많이 이용하는 것으로 나타났다. 그리고 청소년들은 기능적 동기와 유희적 동기와 교유관계 유지를 위한 동기 때문에 SNS를 이용하고 있는 것으로 나타났다. 현재 청소년들이 SNS를 활발히 활용하고 있고 왜 이용하고 있는지에 대한 동기를 파악하여 청소년들의 심리상태를 점검해 볼 수 있다는 차원에서 연구의 의의가 있다고 볼 수 있다.

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A Study on Use Motivation of SNS and Communication Behavior (SNS의 이용동기와 커뮤니케이션 행동에 관한 연구)

  • Kim, Hyung-Suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.548-553
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    • 2012
  • The purpose of this study is to explore how use motivation of SNS influences communication activity and SNS media engagement. The major findings are as follows. First, three Factors are identified from the result of scale purification through exploratory factor analysis(EFA) on use motivation of SNS. Three factors of SNS use motivation are information/knowledge acquisition motivation (IKAM), communication/relationship maintaining motivation(CRMM), opinion/information presenting motivation(OIPM). It is found that a significant difference on CRMM between sex. Second, CRMM and OIPM are statistically significant to communication activity. Third, IKAM and CRMM are statistically significant to SNS media engagement.

A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use (보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.95-108
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    • 2021
  • This study explored the motivation for adolescents to watching games and analyzed the relationship between motivation, satisfaction, and intention to use. The study surveyed 274 middle and high school students, and the results of the analysis are as follows. First, five motivations for adolescents to watching games were extracted: 'Acquire Information', 'Social Relations/Multitasking', 'Gamer/Creator Preference', 'Escape/Habit', and 'Vicarious Satisfaction/Fun'. Second, 'Vicarious Satisfaction/Fun' motivation influenced the satisfaction and the intention to use of game. Lastly, Groups based on usage showed differences in motivation. The findings could be used as data to explore the factors of adolescents's game motivation and viewed the game markets.

The Effect of Motives for Using IPTV Advertising on Using Behavior of IPTV Advertising (IPTV 광고 이용동기가 IPTV 광고 이용행동에 미치는 영향에 관한 연구)

  • Choi, Min-Wook
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.321-330
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    • 2013
  • This study attempts to understand the motives for using IPTV advertising and to understand the impact of the motivations on using behavior of IPTV advertising. To understand the motives for using IPTV advertising, a survey was conducted after pre-test for questionnaire design. The Composition of motive factors were ascertained through factor analysis. The analysis produced 4 dimensions of motives for using IPTV advertising, including 'economic motivation', 'information', 'advertising', and 'passing time/habit'. Each motive impacted on each using behavior differently.

Development of the synchronized current sampling device for current difference relay using GPS (GPS를 이용한, 전류차동계전기의 전류 샘플링 동기장치 개발.)

  • Lee, Young-I.;Choi, Bong-Kyu;Lee, Gi-Won;Jung, Bum-Jin
    • Proceedings of the KIEE Conference
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    • 1997.07c
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    • pp.1048-1051
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    • 1997
  • 본 논문에서는 GPS 수신기를 이용하여 송전선 양단에 설치되어 있는 전류차동계전기들의 전류샘플링을 동기시키는 방법을 제안하고, 이를 이용한 전류샘플링 동기장치의 개발에 대해 설명 한다. 송전선 양단의 GPS 수신기들에서 만들어지는 서로 동기된 IPPS신호들을 이용해 샘플링 동기신호를 만들어 주고, 이를 이용해서 서로 동기된 전류샘플링이 적당한 계수값 지정과 함께 이루어지도록 A/D변환기와 메모리 그리고 프로그램형 논리 소자를 사용한다. 샘플링 동기신호를 만들어주기 위해서 GPS수신기와 10MHz발진기를 이용한 디지털 위상잠금회로(DPLL, Digital Phase- Locked Loop)를 구성 한다. 본 논문에서 제안하는 전류샘플링 동기방식은 통신을 이용한 기존의 방식에 비해 계전기의 계산부담을 덜어주고 보다 정확한 샘플링 동기를 얻을 수 있게 한다.

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Motivation of the Satellite DMB Use and Genre Consumption (위성 DMB 이용 동기와 장르 소비: 장르 선호도, 레퍼토리, 소비유사성을 중심으로)

  • Chon, Bum-Soo;Kim, Jung-Kee
    • Korean journal of communication and information
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    • v.36
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    • pp.374-398
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    • 2006
  • This paper attempts to identify motivations of the satellite DMB use and to examine the relationship between user motivations and structure of genre consumption. Firstly, this paper identified motivational dimensions for satellite DMB usage. The results of the factor analysis revealed three dimensions: information-seeking, entertainment-oriented and social communication. It accounts for 69.9% of the variances found within this data. Secondly, the results of the regression analyses suggested that both information seeking and entertainment-oriented motivations were closely related to genre preferences of satellite DMB contents. In addition, these two motivations predicted genre repertoires and similarity in genre consumption. In conclusion, motivations of the satellite DMB use were the best predictors for explaining the structure of genre consumption.

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A Study on Moral Recognition of Blog Activity with China Netizen (중국 네티즌의 블로그 활동 윤리의식에 관한 연구)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.9 no.2
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    • pp.101-110
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    • 2011
  • This study has a blog usage experience with china netizen. We found the impact that blog usage motive, usage type, blog involvement and political-society disposition influence on a moral recognition with a blog activity. Results were as follows: First, A blog usage motive appeared seven, self-expressive and informational search motives were revealed that we had an influence on moral recognition of blog activity. Second, they had the difference in a blog usage motive according to a blog involvement and blog involvement reveled that we had an influence on moral recognition of blog activity. Third, the society involvement disposition of china netizen had an influence on moral recognition of blog activity, it effects on significantly social motivation of blog usage. The implication of this study is a follows. We verified the blog usage motive, type, blog involvement and society involvement disposition are important elements which understand a blog activity. Finally, we confirmed that psychological and social motive related to moral recognition of blog activity.

Effect of Motivations and Satisfaction using Kakaotalk's Gift on the Frequency of Purchasing Kakaotalk's Gift (카카오톡선물의 이용동기와 이용만족이 구매빈도에 미치는 영향)

  • Cho, SeungHo;Cho, SangHoon
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.454-464
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    • 2015
  • In this study, we examined the motivations of using Kakaotalk's gift that is one of services provided by Kakaotalk, the most popular mobile-based messenger. We also investigated possible effects of these motivations on the satisfaction of the Kakaotalk's service and a potential association of these motivations with the frequency of purchasing gifts using the service. In order to answer the research questions, we conducted a survey that recruited 220 users ranging from teenagers to in forties. As the main results of analysis, we identified four different types of user's motivations for Kakaotalk's gift: beneficial motivation, convenient motivation, improvised buying motivation, and entertaining motivation. Both the beneficial motivation and the entertaining motivation were significantly associated with the gratification of using Kakaotalk's gift, which was in turn significantly associated with the frequency of purchasing gifts through the service.

Embedding Drive Synchronization using SC-CNN (SC-CNN을 이용한 카오스 임베딩 구동 동기화)

  • 배영철;김주완;김이곤
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.05a
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    • pp.121-124
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    • 2003
  • 본 논문에서는 SC-CNN의 특성을 이용한 임베딩 구동 카오스 동기화 방법을 소개한다. SC-CNN은 Chua 회로의 미분방정식에서의 세가지 상태변수중 전류성분과 같이 동기화와 신호 합성에 어려운 상태변수를 전압성분으로 분리하여 다룰 수 있는 방법을 제공하고있다. 여기서 지금까지 이용되 오던 결합 동기나 구동동기화의 방법에 새로운 임베딩 구동 동기 방식을 제안한다. 제안하는 Embedding Drive Synchronization(임베딩 구동동기)은 구동동기에서 미분상태변수를 완전히 대체하는 것이 아닌 한 성분만을 대체하여 구성되며 그 타당성을 검증하였다.

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