• Title/Summary/Keyword: 인식유형

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Analysis of Types and Meaning of 'Good Leisure' Perceived by Married Immigrant Women of Korea (결혼이주여성이 인지하는 '좋은 여가'의 유형과 의미 분석)

  • Kim, Young-Mee
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.323-330
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    • 2020
  • This study is to identify the types and meaning of 'Good Leisure' that married immigrant women perceived. 32 Q samples were extracted from the interviews and questions and 40 immigrant women were selected as P samples. The conclusion are as follows; First, the types of 'Good Leisure' were classified as 4 types. Second, the type 1, 'Psychological Stability Pursue Type' recognizes 'Good Leisure' when they feel comfort and relaxed through activities. The type 2, 'Emotional Stability and Self-development Type' recognized 'Good Leisure' when they are pleased, or engaged in self-development activities. The type 3, 'Practical Use Pursue and Information Acquisition Type', recognizes 'Good Leisure' when they learn things necessary for living with less cost, and type 4, 'Acculturation and Exchange Type' recognizes 'Good Leisure' when they learn Korean culture or interact with Korean people. Third, regardless of each type, married immigrant women perceived in having a good time with people as 'Good Leisure'.

Subjectivity Study on Consumer Perception of Processed Meat Food (육가공식품의 소비자 인식에 관한 주관성 연구)

  • Park, Sang-un;Kim, Ho-Seok
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.404-412
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    • 2021
  • This study was conducted by using the Q research method, one of the qualitative analysis methods, in order to approach consumers' perceptions of processed meat food in an essential and in-depth approach. To this end, Q-sort, which goes through the task of distributing responses by setting P samples by creating a question-and-answer table of positive and negative, was analyzed by using the PC QUANL program and analyzing the Q factor. As a result of the analysis, it was divided into three single types. Type 1 (N= 10) : Preferred types of processed meat food, Type 2 (N= 7) : Types of Pursuing Functionality of Processed Meat Food, Type 3 (N= 4) : The name of the factor was set as the non-preferred type of processed meat food. Each type has different characteristics, and the subjective perception of each factor detected through this analysis can be used as various basic research data in the future, and for the purpose of the study, the perceptions of consumers who use processed meat foods were classified and classified by type. It is to suggest future improvement directions by checking the characteristics of the variables.

A Study on Secondary School Students' Reasoning Types about Measurement (중.고등학생들의 측정에 대한 추론 유형 분석)

  • Lee, Eun-Mi;Kim, Beom-Ki
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.293-305
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    • 2012
  • The purpose of this study was to analyze the secondary school students' reasoning types in regards to measurement and to get implications for science education. The subjects were 197 middle school students and 200 high school students. The PMQ1 written instrument was used to explore students' ideas. Students' ideas about measurement were classified in two types of point and set reasoning. The reasoning types distribution were analyzed by grade and measurement step such as data collection, data processing, and data comparison. Reasoning types distribution by measurement step indicated that set reasoning type showed high figures in data processing, but point reasoning type appeared in data collection, and data comparison. Set reasoning type increased significantly by grade in data comparison. The majority of students recognized that the true value of the measurand can not be determined.

Relationship between teacher's game recognition types and the acceptance of student game use in school (학교 장면에서 교사의 게임 인식 유형과 학생 게임 이용 수용도의 관계)

  • Doh, Young Yim;Kim, Jee Yeon
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.71-82
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    • 2017
  • This study was conducted to understand the relationship between teacher's game recognition types and the acceptance of student game use in school. We surveyed 250 elementary/middle/high school teachers, school counselors and professional counselors. Four game recognition types have differences in gender, age, game experience, attitude toward game, response to game, and the evaluation of academic influence. When we compared the acceptance of student game use according to teacher's game recognition types, the differences in 'need for supervision', 'willingness to use', 'concern and monitoring' and 'acceptance as alternative activities' were identified. However, all types showed low scores of 'acceptance efficacy'. Finally, we discussed what kind of support would be effective to increase the acceptance of game use in school.

A Study on the Subjective Perception Types of Vulnerable Adolescents on the School Environment (취약계층 청소년의 학교환경에 대한 주관적 인식유형 연구)

  • Lee, Yu-Jin;Kim, Hyoung-Tae
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.431-446
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    • 2022
  • In this study, the characteristics of the experiences and perceptions of vulnerable adolescents on the school environment were explored and categorized, and of which the meanings were confirmed. For this purpose, Q methodology was used, and 94 Q samples were extracted by analyzing pre-interviews, literature analysis, and media search contents to form a Q population. Q classification was performed on the subjects. The schools belonging to the sample P are 7 high schools in Seoul and 4 high schools in Gyeonggi-do. As a result of analyzing the data collected in Q sorting using QUANL-PC program, a Q analysis program, it was classified into 4 types. Type 1 is 'a conformal and moeling type', and Type 2 is 'negative and defiant type', Type 3 is 'passive and helpless type' and Type 4 is 'progressive and struggling type'. Through this study, it is expected that this study will be able to understand the experiences and perceptions of the school environment of underprivileged adolescents, and to obtain the necessary clues for realistic support strategies for them.

Identifying subgroups of ageism among young adults, and its relationship to perceptions of generational conflict and elderly welfare policy (청년세대의 연령주의 유형화 및 연령주의 유형과 세대갈등·노인복지정책 인식의 관계)

  • Lee, Sunhee;Kim, Miri;Chung, Soondool
    • 한국노년학
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    • v.39 no.4
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    • pp.825-846
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    • 2019
  • This study aims to identify subgroups of ageism among young adults of age 20-39, and to examine its relationship to perceptions of generational conflict and elderly welfare policy. Latent Profile Analysis(LPA) was applied on the data 'Survey on Age Integration and Generational Integration', which was executed by institute for Age Integration Researchof Ewha Womans university, and descriptive statistics and cross-tabulation analysis were performed to examine the socio-demographic characteristics of each subgroup. Then, regression analysis was performed to observe the effect of the subgroups on the perceptions of generational conflict and elderly welfare policy. The results are as follows. The resulting subgroups of ageism among young adults were 'compound perception on aging and active age discrimination', 'medium-level aging anxiety and passive age discrimination', and 'low-level aging anxiety and beyond age discrimination'. Subgroups of ageism affected both perceptions of generational conflict and elderly welfare policy, whereas social support only affected perception of elderly welfare policy. Based on the results, political implications, such as activation of education on perception on aging, expansion of generational exchange for age integration, and renewal of social atmosphere for intergenerational coexistence, which will promote social integration

Printed Hangul Recognition with Adaptive Hierarchical Structures Depending on 6-Types (6-유형 별로 적응적 계층 구조를 갖는 인쇄 한글 인식)

  • Ham, Dae-Sung;Lee, Duk-Ryong;Choi, Kyung-Ung;Oh, Il-Seok
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.10-18
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    • 2010
  • Due to a large number of classes in Hangul character recognition, it is usual to use the six-type preclassification stage. After the preclassification, the first consonent, vowel, and last consonent can be classified separately. Though each of three components has a few of classes, classification errors occurs often due to shape similarity such as 'ㅔ' and 'ㅖ'. So this paper proposes a hierarchical recognition method which adopts multi-stage tree structures for each of 6-types. In addition, to reduce the interference among three components, the method uses the recognition results of first consonents and vowel as features of vowel classifier. The recognition accuracy for the test set of PHD08 database was 98.96%.

A Study on the Perception Types of Online Games and Their Characteristics (온라인 게임에 대한 인식 유형과 그 특성에 대한 연구)

  • Kim, Jee Yeon;Kim, Dowhan;Lee, Jangju;Mo, Sang-Hyun;Chang, Geunyoung
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.91-104
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    • 2013
  • This study aims to investigate on the perception types of online games and their characteristics. In Study 1, perceptions of online games were researched through Q methodology. From the results, the perceptions of online games are classified into four types: 'Online Game is an Obstacle of Study'; 'Online Game is Just a Game'; 'Online Game is a Stain in Life'; 'Online Game is Vaguely Bad'. Each perception type has different characteristics in terms of perception of harmfulness of games, determination of the core of game problems, and perception of a parent-child relationship. In Study 2, the distribution and characteristics of each perception type were researched through an online survey. The results show differences in an attitude to online game using features and regulations as well as in demographic parameters such as sex and age. This study holds its significance in identifying the differences between perception types of online game and providing a basic study for policy making of healthy game culture.

A Study on Culinary Arts Major Students's Type of Subjectivity Recognition through Restaurant Start-up Experience Program -Focused on Pop-up Restaurant- (외식창업교육 체험프로그램을 통한 조리전공 재학생의 주관적 인식유형 연구 -팝업레스토랑을 중심으로-)

  • Kim, Chan-Woo;Shin, Seoung-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.347-358
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    • 2019
  • This study used Q methodology for analogizing culinary arts major students' subjectivity through their participation of one of restaurant start-up experience program, called pop-up restaurant. The study tried to figure out particular structure of among students' responses and noticed five distinctive types. There were Increase learning effect type(Type 1, N=4), Collaboration of members importance type(Type2, N=8), Marketing PR need type(Type3, N=6), Restaurant business plan type(Type4, N=4), Industry work experience required type(Type5, N=3). The study also revealed that each type contained diverse characteristics figures in their own. The research finding could be used as fundamental source of future similar research but in other research methodology in the format of difference among students or diverse measuring point of time frame.

The subjective perception of Related group's Concerning the Identity of Community Children Center (지역아동센터의 정체성에 대한 관련 집단들의 주관적 인식유형)

  • Chang, Chie-Sun;Rhee, Young-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8400-8407
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    • 2015
  • The purpose of this study was to understand the subjective perception of Related group's Concerning the Identity of Community Children Center. Q methodology was applied of the study. 23 Q-statements were created based on selected 337 statements and were classified by 40 candidates who related Community Children Center. The obtained data were analyzed by means of PC Quanl program. The result showed that the identity of Community Children Center were classified in 4 types. The types included "Type I: the leading agency for children, families and communities", "Type II: Agency that operated by dedication and commitment" "Type III: Center that complements the family" "Type IV: Systematic operational support standardization is required. In conclusion, the results of the data revealed the importance of the various recognition-types of individuals related to the identity of the community children's center.