• Title/Summary/Keyword: 자기표현욕구

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Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

Mode-Design, auf erotischer Expressions Ebene (에로티시즘표현의 의상디자인에 관하여)

  • Yang, Ri-Na
    • The Journal of Natural Sciences
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    • v.6 no.1
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    • pp.89-102
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    • 1993
  • Das ursprngliche menshiche Verlangen nach Erotik hatte trotz der Unterdruckung und des Verbots seit der Anfang der Zeit bis heute stets das menschliche Interesse auf sich gezogen. Diese Erotik drckte nicht nur die knstlerische Handlung aus, sondern sie hat auch eine enge Beziehung zur kubischen Darstellung von Mode. Sie beschreibt die innere menschliche Welt und ist der Motor der individuellen Mode. Die Erotik entsteht wesentlich aus der Tiefe der menschlichen Psyche, ist sowohl erzeugende und starke schpferische Krfte als auch der Antrieb zur Annhrung der unsterblichen Welt. Darberhinaus ist sie auch der Wunsch jedes Individums, sich selbst zu entdecken. Diese Erotik beruht sich in unserem Unterbewutsein und Sie bricht nur dann aus, wenn der Mensch von der rtselhaften Leidenschaft beherrscht wird. Dardurch werden gewisse Krfte frei und sie motivieren den Menschen durch verschieden knstlerische Darstellung diese Erotik auszudrcken. Dieser ganz natrliche Ausdruck menschlicher Begierde wurde durch Kleidung nach Auen signalisiert. Damit drckte der Mensch seine Individualitt aus, und versuchte sich den anderen gegenber so reizvoll wie mglich zu zeigen und wirkte sehr anziehend. Schlilich hat er sich als Sex-Appeal zur Schau gestellt. Solches menschliche Sehnsucht nach Erotik wurde seit dem Altertum bis heute durch verschiedene erotische Kieidungen zum Ausdruck gerbracht.

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The Effects of Needs for Affiliation and Needs for Self-Presentation on Digital Item Purchase Intention: The Moderating Roles of Gender and Purchase Experience (친교욕구와 자기표현욕구가 디지털 아이템 구매의도에 미치는 영향: 성별과 구매경험의 조절효과를 중심으로)

  • Shin, Seon-Jin;Jang, Heeh-Young;Koh, Joon
    • The Journal of Information Systems
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    • v.17 no.3
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    • pp.79-109
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    • 2008
  • Cyworld was successful where others have foiled because of its unique and profitable business model that relies on the purchase of digital items and its ability to mimic and recreate aspects of face-to-face interpersonal relationships among the members of the online community. The purpose of this study is to understand how the needs for self-presentation and needs for affiliation influence digital item purchase intention, and to analyze the moderating roles of gender and purchase experience in those relationships. Based on the theoretical framework including self-presentation theory and theory of affiliation, we developed the research model and proposed ten hypotheses. A survey was conducted with 225 members of Cyworld. The research model and the related hypotheses were tested using Amos. As the result of the analysis, eight hypotheses out of ten hypotheses were supported. In particular, digital item purchase intention in virtual world was found to be affected by both members' needs for self-presentation and needs for affiliation. We also found that the needs for self-presentation is significantly influenced by innovativeness of members, self-efficacy, and group norm. Also, needs for affiliation is significantly affected by self-efficacy, group norm and perceived value. Furthermore, the results indicate that 1) moderating effects of gender on those relationship is supported; and 2) moderating effects of purchase experience is partially identified. This study provides several implications for academic community and practitioners to understand why the community members pay real money for their digital items as well as how the sales of digital items can be increased in online communities. Some study limitations and future research directions are also discussed.

A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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수준별 협동학습이 문제해결 능력 신장에 미치는 영향

  • Jeon, Yeong-Ju;Jeong, Wan-Su
    • Communications of Mathematical Education
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    • v.13 no.1
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    • pp.275-286
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    • 2002
  • 교사 중심 수업과 획일적인 평균 교육으로 인해, 창의적인 사고와 탐구활동이 학습과정에서 소홀히 취급되면서, 문제를 인식하고 해결할 수 있는 기회를 학생들에게 제공하지 못하였다. 또한 이러한 교수 ${\cdot}$ 학습의 불균형은 학생들에게 진정한 수학의 가치를 경험할 수 없게 만들고 있다. 본고는 이러한 교실수업을 개선하기 위해 (1) 수준별 교수 ${\cdot}$ 학습 자료를 개발하고, (2) 수준별 협동학습에 적용하여 (3) 문제해결 능력에 미치는 영향을 고찰해 보고자 한다. 수준별 협동학습은 학생들의 능력에 따른 맞춤수업과 그들의 자기표현 욕구 및 공동체에 대한 소속감을 증진시킴으로써, 학습 부진의 누적을 예방하고 협동하는 사회 교육실현에 도움을 줄 것으로 기대된다.

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The effects of storytelling techniques in the sex education on sound sexual value of Middle school students - Focused on the contents of the unit of 'Understanding of Adolescents' in Technology.Home Economics Textbook in Middle School - (스토리텔링 기법을 적용한 성교육이 중학생의 건강한 성가치관 형성에 미치는 효과 - 기술.가정 교과 '청소년의 이해' 단원을 중심으로 -)

  • Kang, So-Jeong;Cho, Byung-Eun
    • Journal of Korean Home Economics Education Association
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    • v.25 no.1
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    • pp.15-36
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    • 2013
  • This study aimed to identify the effects of using storytelling techniques in sex education, in which students are encouraged to talk about their experiences with sex and love and helps them form their own sex values and decision-making skills related to sex. A five-period teaching-learning plan covering issues including safe, considerate and responsible sex was developed using the storytelling technique for 134 first-year students in 4 classes. 134 questionnaires were administrated through pre-and post-test and 38 worksheets applying a variety of storytelling activities were analyzed using content analysis. Students were found to have gained a more positive outlook on relationships and a considerate attitude towards others in sex. There was also a significant increase in items considering safe sex, including perceptions on contraception methods and selection of safe contraception methods. The students' sense of sexual responsibility was also enhanced. Results of content analysis found students to have shifted to sex focusing on love and responsibility, and to have grown a stronger sense of responsibility in their relationships. Furthermore, the respondents expressed interest in selecting proper contraception methods and held strongly negative perceptions about abortion.

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A Study on the Effects of UGC Platform Users' Experience Value, Social Capital, and Cultural Capital on Customer Participation and Relationship Commitment: Focusing on the Moderating Effect of the Need for Self-Expression (UGC플랫폼 사용자의 경험가치, 사회적자본, 문화적자본이 고객참여와 관계몰입에 미치는 영향에 관한 연구: 자기표현욕구의 조절효과를 중심으로)

  • Hee-Yeon Kim;Sung-Joon Yoon
    • Asia-Pacific Journal of Business
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    • v.14 no.1
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    • pp.195-214
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    • 2023
  • Purpose - This study aims to investigate the factors (experience value, social capital, cultural capital) affecting users' engagement in UGC platform, and to examine their effect on relationship commitment. The study further attempted to confirm the moderating effect of the need for self-expression. Design/methodology/approach - Data was collected from 230 UGC users through a survey, and the study performed a structural equation model analysis to validate the conceptual model which contains five research hypotheses. Findings - The study found that only service value, one of experiential values, has a significant positive (+) effect on customer engagement and that social capital and cultural capital also have a significant positive (+) effect on customer engagement In addition, customer engagement in the UGC platform was found to have a significant positive (+) effect on the relationship commitment. However, the need for self-expression did not moderate the relationship between customer engagement and relationship commitment. Research implications or Originality - Marketing strategies that can strengthen UGC users' engagement factors can lead up to follow-up research, which finds ways to improve not only users' engagement but also sustained relationship with the UGC platforms.

A Study on the Effect of Group Art Therapy for Psychological Adaptation of Children within Multicultural Families (다문화가정 아동의 심리적 적응을 위한 집단미술치료의 효과에 관한 연구)

  • Kim, Hyoun-Ok
    • Industry Promotion Research
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    • v.5 no.1
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    • pp.63-72
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    • 2020
  • This study is to consider that group art therapy is necessary for the psychological adaptation that children of multicultural families need in the growth process, and discusses the effects of group art therapy. The research results are as follows. First, children from multicultural families were able to express themselves gradually through art work experiences and interactions with researchers, and experienced the objectification, acceptance and resolution of their emotions, thoughts and inner desires through artistic expression. Second, children from multicultural families were newly aware of themselves in an unstructured group art therapy environment that promoted active self-expression, spontaneity, and emotional expression, and gradually experienced an active attitude, that is, recovery of spontaneity. Third, children of multicultural families were able to develop positive self-concept in the process of group art therapy experience. In conclusion, by applying the group art therapy program, children who are experiencing difficulties in the psychological adaptation of children of multicultural families through the unique unique aspects of art therapy can provide a place where they can talk with each other in ways that language alone could not. have.

Content Creation and Flow: Why They Clik or Create UCCs (콘텐츠 창조와 플로우:동영상 UCC 이용 동기)

  • Chun, Bang-Jee
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.222-235
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    • 2008
  • This study looks at motivations of video UCC users as a member of creative class. A qualitative research method was used for analyzing data collected by interviews. Killing time users, active clickers and creators are distinguished as different types of UCC users and their differing motivations are explored. The findings of the study are as follows: First, information sharing, self presentation, communication needs, ease of use for self presentation, usefulness are expressed as motivating factors for both active clickers and creators, Pleasure motivates every type of users. However, content creators experience a specific type of pleasure which is the pleasure of creativity or flow, which this study highlights as a key driving factor for content creators. The study adds to the findings of UCC user research which applies the TAM and the PAD model by revealing what pleasure and flow specifically mean for different types of UCC users.

A Study on Factors Affecting Usage Intention of Metaverse Services in the Work Environment (업무환경에서의 메타버스 사용의도에 대한 영향요인 연구)

  • Wonsang Cho;Hyunchul Ahn
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.251-273
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    • 2022
  • Metaverse is one of the most frequently used words recently, with digitalization accelerated by the COVID-19 pandemic that started in 2019 and the development of information and communication technology. It is expected to bring a new revolution in our life as a whole in user experience. In particular, as telecommuting was adopted in the business area, interest in virtual office services such as digital video conferencing and remote offices, which are similar to the metaverse, has also increased. In this study, a study on the intention to use the metaverse service used in the work environment was applied to the Unified Theory of Acceptance and Use of Technology 2(UTAUT2). External variables for metaverse characteristics, such as self-presentation, telepresence, and technostress, were analyzed and discussed. In this study, PC-based Gather.town and VR-based Facebook Horizon, currently the most well-known and considered usable in work environments, were introduced to potential users and conducted a survey. This study has academic implications in that the research has examined the factors that affect the technology acceptance intention of users who want to apply the metaverse as a work environment based on the UTAUT2 model, unlike previous studies that have been mainly researched on the general metaverse. In practice, it may be helpful to suggest factors that should be considered when firms adopt the metaverse for business purposes.