• Title/Summary/Keyword: 이용 요인

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Determinants of Long-Term Care Service Use by Elderly (노인장기요양서비스 이용형태 결정요인 연구)

  • Lee, Yun-kyung
    • 한국노년학
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    • v.29 no.3
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    • pp.917-933
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    • 2009
  • This study examined the factors affecting forms of long-term care service use by elderly and the forms of use are classified facility care service, home care service, and unused. It is used data from the 2nd pilot program for the Long Term Care Insurance scheme and it is analysed 5,497 cases. Multi-nominal regression is used. According to the results, women use formal service more than man do, and wowen use facility care than home care. Those who eligible for National Basic Livelihood Security System(NBLSS) are shown to have higher use of formal care(especially facility care) than the middle income class, and the low income class than the middle income class has lower use of formal care. In addition, higher the family care is available, lower the taking part in the service. The big cities and mid sized cities than rural are used the formal service and moreover mid sized cities are used facility care than home care. Furthermore, the level of care need is determinants of service use and function of ADL, IADL, and abnormal behavior is also determinants of formal service(especially facility care). But nursing need and rehabilitation need are not determinants of formal service use. Based on the results, the recommendations are developed and implemented for the improvement the elderly long-term care insurance.

The Effects of game play, Personal psychological factors and game violence type on Adolescents' morality (게임 이용시간과 개인 내적 요인 그리고 게임의 폭력성 유무가 청소년의 도덕성에 미치는 영향)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Euijun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.55-64
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    • 2015
  • This study started for the verification of the worry in the relationship within violent game use and youth moral. The survey was conducted and analyze some personal factor: self control, self esteem, aggression and game time. Self control and self esteem show positive relationship with moral, but aggression shows negative relationship. The other side, game use time doesn't show any relationship with moral whether the game is aggressive or not. It is significant for the game has no relations about a laxity of moral fiber of youth and the aggression of the game doesn't show any negative influence on moral.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.

A Study on Social and Environmental Factors Affecting Traffic Behavior and Public Transportation according to COVID-19 (COVID-19에 따른 통행행태 분석 및 대중교통 이용특성에 영향을 주는 사회·환경 요인 연구)

  • Byoung-Jo Yoon;Hyo-Sik Hwang;Sung-Jin Kim
    • Journal of the Society of Disaster Information
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    • v.20 no.1
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    • pp.222-231
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    • 2024
  • Purpose: The purpose of this study is to study how to activate the use of public transportation by identifying the main factors that reduce the use of public transportation due to external influences such as COVID-19 infectious diseases. Method: This study analyzed the connection between the traffic behavior and the characteristics of public transportation use in the metropolitan area changed by COVID-19 with COVID-19 indicators, and analyzed social and environmental factors affecting traffic. Results: It was analyzed that the traffic behavior in the metropolitan area moves from commercial areas to tourist resort areas, the number of COVID-19 deaths affects the use of public transportation, and the lower the deviation between population density, agricultural and forestry areas, and gender ratios due to social and environmental factors, the more significant differences are shown. Conclusion: In the future, it will be able to be activated as a basic analysis model for revitalizing the city's transportation system, regional bases, and various social and economic indicators, such as quarantine of public transportation and social distancing, and can be used as basic data for establishing public transport policy directions according to major influencing factors.

The Effects of Personality Traits and Motivations on Utilization of Graphical Emoticon in Mobile Messenger: Focusing on KakaoTalk (성격 특성과 이용 동기가 모바일 메신저 그래픽 이모티콘 활용에 미치는 영향: 카카오톡 사례를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.129-140
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    • 2015
  • The objective of this study is mainly to examine factors affecting utilization of graphical emoticons in the environment of mobile messenger. For this purpose, this research identified several determinants including demographic variables that have influences on utilization of graphical emoticons by an overview of prior research on Big 5 model and Uses and Gratification (U & G). An online survey was employed to collect data, and hierarchical regression analysis was used for data analysis. The results showed that females and younger respondents have higher utilization of graphical emoticons than males and the older. The findings also showed that extraversion as personal traits has influences on the utilization. And they indicated that people increase their utilization of graphical emoticons when they want to communicate with others efficiently and succinctly, and to follow the trend. The practical and theoretical implications of the findings in this study are also discussed.

Teacher's acceptance of digital games and related factors (학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.123-134
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    • 2017
  • The purpose of this study is to investigate how teachers' acceptance of digital games is constructed in the school context and what factors influence teachers' acceptance. To do this, we conducted a survey on teachers, school counselors, and professional counselors in August 2016. A total of 250 data were analyzed. As a result, it was confirmed that the teachers' acceptance of digital game is composed of 5 factors - need for supervision, willingness to use, concern & monitoring, acceptance as alternative activities, acceptance efficacy. As a result of multi-variate multiple regression analysis, it was found that the teacher's age, the 2 factors of digital media literacy, the teacher's attitude toward student's digital game usage, and teacher's evaluation of the impact of digital games on school achievement have different effects on the 5 factors of teachers' acceptance. This study is meaningful to identify how teachers' acceptance of digital games is constructed and to explore the main factors affecting teachers' acceptance of digital games.

Social Media Uses: ethical factors and the effects for teenagers (소셜 미디어 이용: 청소년 대상 윤리적 요인과 그 영향)

  • Lee, Hyun-Suk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.477-487
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    • 2017
  • This study is for empirical analyzing the ethical contents in using social media, such as what kind of ethical responsibility do the teenage users have, how do they recognize the ethical concept in producing or sharing the information and how these ethical factors affect their behavior of social media uses. After survey with the structured questionnaire, statistical analyses with available 227 cases are processed. As a result, there are 4 ethical factors in using social media which as included 'privacy', 'copyright', 'fullness', 'accuracy', 'truth-telling', 'fairness', 'relief of harmful effect', 'credibility', 'objectivity', 'impartiality', included 'moderation', 'respect', 'autonomy', 'control', 'care of mischief', included 'interactivity', 'multiplicity', 'anonymity', 'divergence', 'social community', included 'transparency', 'openness'. All these ethical factors are positive correlated to the level of social media users' opinion expression, opinion support, information leading, information searching. Especially, is the most effective factor to social media users' behavior.

A Study on the Factor of Satisfaction or Dissatisfaction of e-Learning Using Kano Model and Timko's Customer Satisfaction coefficients (Kano 모델과 Timko의 고객만족계수를 이용한 이러닝 만족 및 불만족 요인에 관한 연구)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.325-333
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    • 2019
  • This study was conducted to investigate the factors affecting satisfaction and dissatisfaction of e-learning learner students using Kano model and Timko's customer satisfaction coefficient. The results of the analysis showed that firstly, the students are highly satisfied when it is convenient to learn visually and audibly, when the students can ask questions at any time, and when the professor was interested in the students. Second, the rational criteria and accurate evaluation of grades and assignments were confirmed as factors that should be satisfied. Third, unlike the results of the basic study that the students use e-learning due to the convenience of learning time and learning space and the ease of learning process, it is no longer an attractive factor to use e-learning. The results of this study suggest that it is possible to present effective directions for the development of e-learning education and strategic application of each factor classified by the two-dimensional recognition method.

A Comparison of Manufacturing Firms and Service Firms Using a Marketing Performance Evaluation Model (마케팅성과모델을 이용한 제조기업과 서비스기업의 비교)

  • 윤성준;최계봉
    • Asia Marketing Journal
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    • v.4 no.4
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    • pp.28-50
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    • 2002
  • 본 연구는 마케팅성과에 대한 Kotler의 접근법을 원용하여 한국의 대표적인 제조기업과 서비스 기업들의 마케팅 성과에 영향을 주는 요인들을 발견하고 경영 시사점을 제시하기 위한 모델을 개발하였다. 제조 분야에서 10개 기업, 서비스 분야에서 9개 기업을 각각 선정하여 전체 19개 기업의 마케팅 성과의 수준을 평가해 보았다. 확인요인분석 결과 제조기업의 마케팅 성과요인으로는 마케팅 인력, 마케팅 조직, 마케팅 전략이 추출되었고 서비스기업의 요인으로는 마케팅 인력, 마케팅 정보, 고객지향성, 마케팅 전략이 추출되었다. 5개의 마케팅성과요인과 제품력, 유통력, 판촉력, 가격력으로 구성된 마케팅역량, 그리고 고객만족 간의 관계를 규명할 목적으로 구조방정식모형을 구축하고 관계들에 관한 가설들을 검증하였다. 요인분석결과 제조기업은 마케팅인력, 마케팅 조직, 마케팅 전략의 세 요인이 유의한 요인으로 나타났으나, 서비스 기업에서는 마케팅 인력, 마케팅 정보, 고객지향성, 마케팅 전략의 4요인이 유의하게 나타났다. 각 요인의 평균치 분석결과, 서비스기업이 제조기업에 비해 마케팅성과 영향요인, 마케팅역량과 고객만족에서 모두 우세하게 나타났다.

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Research on the division of location types of domestic golf courses (국내 골프장의 입지적 유형분류에 관한 연구)

  • Kim, Min-Jung;Geong, Keun-Han
    • Asian Journal of Turfgrass Science
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    • v.23 no.1
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    • pp.151-162
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    • 2009
  • When viewing that since the 1990s local governments have tried to build golf courses as a plan to revitalize the attraction of home and abroad tourists and to increase their tax incomes and that big companies are interested in leisure business including golf courses as a future promising business in the 21st century, golf courses seem to continuously increase in the future. On the contrary, noticing that golf courses are not only the main culprit behind the damage of natural environment and environmental pollution but also a target of real estate speculation and that golf makes a sense of incongruity between the classes of a society as a luxury sports, environment activists and local residents raise criticism to golf. Golf in our country shows a special sports phenomenon of which the pros and cons appear continuously. So, it is judged that policy for golf development direction should be set up based on verified scientific data. Thus, the research aims at deriving the location types of golf courses by looking at laws from the period of formation of the initial domestic golf courses to the recent period, grasping their distribution status according to time series and regions, conducting a questionnaire survey regarding location factors for golfers and the workers of golf courses, and dividing golf courses into several types. It is expected that the research will be a fundamental material when a golf course is built later on, contributing to the research of golf courses.