• Title/Summary/Keyword: 인간 행태연구

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Appeared on the Metaverse Platform Typing the Interface Properties of the Extended Space (메타버스형 플랫폼에 나타난 확장공간의 인터페이스 특성 유형분석)

  • Jang, Jinha;Lim, Kyungran
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.94-105
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    • 2022
  • This study looks at the recently increasing metaverse platform from the perspective of users. Therefore, to understand the metaverse concept as an extended space, we looked at the spatial theory and looked at the paradigm from the perspective of lifestyle and technological change. The case was viewed as 'big tech', and it was shown to be developing in various forms. simulation, Immersense, It is reclassified into Tranconnect and Explorience interfaces to suggest directions for use in various fields.

Preferred haptic factors for the steering wheel cover and beverage bottle (자동차 핸들커버와 음료수병의 선호촉감 요소에 관한 연구)

  • Kim, Hyun-Jung;Chung, Sung-Whan;Yang, Jong-Yeol
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.173-180
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    • 2008
  • In this research, experiments were performed to focus on haptical factors among the emotional way of expression in design, and, find out what factors of preference influenced by haptic elements as surface material, grip senses and shape that considering clues when consumer has purchase intention. The questionnaire survey of beverage bottles in experiment extract to haptic elements were estimated in various surface of bottles and consumer preference through practical touch by managed objects themselves. The experimental groups for this survey, one is using sight and sense of touch both, the other groups are use sense of touch only without sense of sight. Therefore, to find out effective factors for design and functional matter as the kind of treating surface and properties derived from comparing two experimental groups have recognition in level of priority for each element related with haptical design sources. Finally, considering practical use schema with emotional approach based on haptical property to adopting design process.

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An Empirical Study on the management Strategies of Korean Firms corresponding with the Political Environment in local Brazil : Focusing on the Analysis of Structural Equation Modeling (한국 기업의 브라질 현지 정치적 환경에 대응하는 경영전략에 관한 연구)

  • Kim, Chul
    • International Area Studies Review
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    • v.14 no.3
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    • pp.131-154
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    • 2010
  • This study tries to analyze what the most significant factors are in Brazil, where the Korean investing firms have to overcome and adapt to various difficulties, especially in terms of political environment. This main purpose of this research is to test empirically some relations of between the managing strategy of Korean firms and the environment factors of politics in Brazil while this is conducted in two stages. First, the research model is designed by reviewing relevant theories, previous studies, and the current investment conditions in local Brazil. Second, the survey of Korean firms engaged in investment activities in there is done by collecting questionnaires from them. with this survey, the strategic method of multiple regression is used to testing some hypotheses. At the result of Analysis, It is proved there haven been negative affecting political factors of law/regulation system and administrative operation service, and Korean firms have implementing the responding management strategies with reasonable adaptation to risks and human network reinforcement.

Consumer Experience and Adoption Intention of Internet of Things Services: The Impact of Network Externalities (소비자의 사물인터넷 서비스 경험과 수용의도 : 네트워크 외부성을 중심으로)

  • Zhang, Minxin;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.177-186
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    • 2019
  • The purpose of this study is to enhance the understanding of consumer experience and behavior of Internet of Things (IoT) services and to provide practical implications through investigating the impact of benefits-cost factors and network externalities on consumers' adoption intention of IoT services. An online survey was conducted on general consumers in their 20s to 60s who were aware of the IoT services and 328 data were collected. Using SPSS 24.0, frequency analysis, correlation analysis, factor analysis, and hierarchical regression analysis were conducted. As a result, the level of consumers' IoT service experience in various contexts was examined, and entertainment, informativeness, loss of humanity, compatibility, and complementarity were found to have a significant effect on consumers' adoption intention of IoT services. This study suggests that strengthening network externality effects by increasing compatibility and complementarity is important in promoting consumers' adoption of IoT services. In future studies, it is necessary to adopt specific Internet of Things services to verify the validity of the models developed in this study.

A Study on the Estimation of Character Value in Media Works: Based on Network Centralities and Web-Search Data (미디어 작품 캐릭터 가치 측정 연구: 네트워크 중심성 척도와 검색 데이터를 활용하여)

  • Cho, Seonghyun;Lee, Minhyung;Choi, HanByeol Stella;Lee, Heeseok
    • Knowledge Management Research
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    • v.22 no.4
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    • pp.1-26
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    • 2021
  • Measuring the intangible asset has been vigorously studied for its importance. Especially, the value of character in media industry is difficult to quantitatively evaluate in spite of the industry's rapid growth. Recently, the Social Network Analysis (i.e., SNA) has been actively applied to understand human usage patterns in a media field. By using SNA methodology, this study attempts to investigate how the character network characteristics of media works are linked to human search behaviors. Our analysis reveals the positive correlation and causality between character network centralities and character search data. This result implies that the character network can be used as a clue for the valuation of character assets.

Perception and Satisfaction among Zoological Park Visitors (동물원 방문객의 인식 및 만족도 영향요인 연구)

  • Lee, Hyung-Sook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.3
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    • pp.51-59
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    • 2012
  • Zoological parks are considered to be a recreational place for family outings and most importantly the starting place of contact with animals in the modem society. Due to environmental threats and the loss of wildlife habitats, the zoos have significant roles to play in education, research and conservation in addition to the traditional role-entertainment, but research on zoos and their visitors is very limited in Korea. The present study surveyed that the zoo visitors' perceptions of the role of zoos, satisfaction, and behaviors in 6 public zoos, during which 730 zoo visitors were interviewed. The results indicated that the zoos represent an opportunity for family-based trips, enjoyment with family or friends and education that are the primary motives for visiting the zoos. The findings demonstrate that respondents considered the four main roles of zoos namely conservation, education, entertainment, and research to be important and recognize its value for conservation and environmental education. The determinants of satisfaction of zoo visitors were ease of visibility, welfare of captive animals, and the availability of information. Most respondents believed that naturalistic exhibits and animal welfare were very important. In order to reinforce the roles of the zoo in modem society, multidisciplinary efforts are needed to improve the animal welfare, replicate native habitats, and develop various education programs.

Study on Facial Expression Factors as Emotional Interaction Design Factors (감성적 인터랙션 디자인 요소로서의 표정 요소에 관한 연구)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.61-70
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    • 2014
  • Verbal communication has limits in the interaction between robot and man, and therefore nonverbal communication is required for realizing smoother and more efficient communication and even the emotional expression of the robot. This study derived 7 pieces of nonverbal information based on shopping behavior using the robot designed to support shopping, selected facial expression as the element of the nonverbal information derived, and coded face components through 2D analysis. Also, this study analyzed the significance of the expression of nonverbal information using 3D animation that combines the codes of face components. The analysis showed that the proposed expression method for nonverbal information manifested high level of significance, suggesting the potential of this study as the base line data for the research on nonverbal information. However, the case of 'embarrassment' showed limits in applying the coded face components to shape and requires more systematic studies.

Critical Review on the Arguments for Building Three-dimensional Cyberspace to Realize Ubiquitous (유비쿼터스 실현을 위한 사이버공간상의 3차원 그래픽 공간 구축론에 대한 비판적 고찰)

  • Choi Chang-Gyu
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.81-88
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    • 2006
  • Ubiquitous has been a new issue in information technology field. Some people in GIS(Geographic Information Systems) and urban and regional planning have maintained that not only building three dimensional graphic environment in cyberspace is the key for ubiquitous, but also planners should plan and control the new space. They may believe that ubiquitous would be a mixture or/and combination of real-space and cyberspace. For strengthening their arguments, they should show the character of the space can be related to the three dimensional space and planning the space is possible. This study tried to critically analyze their assertion. After reviewing various articles and studies in multidisciplinary view, this challenging analysis shows those arguments need more sophisticated studies and can limit the character of cyberspace which has made the space prosperous.

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The Effects of Drinking Motivation on female college student Perceptions and Behaviors of Drinking. (여대생의 음주 동기가 음주에 관한 인식과 행동에 미치는 영향)

  • Son, Eun-Gyo;Jung, Hwa-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.161-169
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    • 2018
  • The purpose of this study was to investigate the effect of alcohol drinking motivation on the drinking behaviors of female college students. It is necessary to examine the drinking behavior of female college students not only for their academic performance and health status but also for future reproduction concerns. The subjects of this study included 296 college students in their 20s. Research data was analyzed using SPSS 24.0 and AMOS 22 statistical programs. Results of this study found academic and human relationships had the greatest effect on the stress level of female college students. In addition, the perception of drinking was more influential on the drinking problem, and female college students who perceived anxiety through the drinking problem tried to change the behavior of drinking. Also, the perception of drinking by the influence of alcohol was more significant than that of drinking by college students who perceived anxiety through drinking problem. Second, if drinking is beneficial in the internal or external motivation of the individual, it maintains drinking behaviors and changes the behavior of drinking when experiencing the problem of drinking. Through these results, we aim to contribute to the reduction of the negative risk of alcohol by understanding the drinking preference of female college students and examining the drinking culture according to drinking motives.

Examination of a Voice Interaction Model for Smart TV through Conversation Patterns (대화 패턴 연구를 통한 스마트TV 음성 상호작용 모델의 탐구)

  • Choi, Jinhae
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.96-104
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    • 2017
  • As new smart devices are evolved into the intelligent agent who can reflect user intention and use context, user experience design for easy and convenient usability becomes a core competitive edge. Under the assumption that human centered natural interaction is necessary for the optimal smart TV experience, this study explores the types of voice interaction which are peculiar to TV watching context. In order to build a model for the users to naturally interact with Smart TV, conversation patterns were collected by requesting key features of Smart TV to intelligent agent. Collected sentences were applied to CfA model and classified by responses to activate features. The classified conversation patterns were divided into feature activation and information search. This study has identified that CfC1 occurred when voice interaction between Smart TV and users was vague and CfC2 occurred when the requests were complex or conditional. In conclusion, Simple Request Type is the most efficient model and voice interaction is more appropriate to use to clarify users' vague requests.