• Title/Summary/Keyword: 친근성

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Psychic Distance and Country Image Influencing on Consumers' Competitive Brand Choice on Cross-Cultural Perspectives (교차문화적 관점에서 경쟁적 브랜드 선택에 영향을 미치는 심리적 거리 및 국가이미지)

  • Chun, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.53-61
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    • 2006
  • Culture, consumers' value and attitude play an important role for global marketing strategy on cross-cultural perspectives. The aim of this research was to investigate how consumer ethnocentrism and cultural affinity affect psychic distance, country image and competitive brand choice. data were collected through personal interview. A total of 234 responses are put to final analysis. The results are as follows: First, cultural affinity play an important role for psychic distance and country image. Second, consumer ethnocentrism has directly affected country image and psychic distance. Finally, country image has affected competitive brand choice, but psychic distance doesn't have affected.

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A Study on the Influence of SNS Advertisement Attributes on Purchase Intention and Brand Attitude - Focusing on the Moderating Effects of Persuasion Knowledge - (SNS 광고속성이 구매의도 및 브랜드 태도에 미치는 영향 - 설득지식의 조절효과를 중심으로 -)

  • Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.58-68
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    • 2019
  • Recently SNS product reviews are excessively increasing. However, many SNS reviews are under feeble regulation than how big and powerful that their awarenesses are. This problem leads to consumers' discontentment on product reviews on online. This study aims to analyze how SNS product reviews characteristics: informativeness, entertainment, reliability and familiarity attribute on consumers' purchase intent and brand attitude. However, at this time, consumers' high discontents (stored-knowledge) expect to have negative affect on product reviews thus I put this as a regulation effect. This study is consisted of 240 examinee who check SNS product reviews before buying products.

An Analysis on the Formative Requirements for Hybrid Characters and Influencing Relationship with Consumer Preference (하이브리드 캐릭터의 조형 요건과 소비자 선호도와의 영향관계 분석)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1389-1395
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    • 2018
  • Hybrid is explained based on the logic of combination such as cross, melding, permeation, fusion, convergence etc. Such combination shows that it is more creative and effective in case of heterogeneity as compared to homogeneity and the same kind, and hybrid character has its meaning as a mean to produce a new creative image. In the context, this study aims to analyze influencing relationship through a practical analysis on how formative requirements for hybrid characters affects consumer preference. For the foregoing, this study conducted multiple regression analysis having familiarity, originality, meaningfulness, diversity as independent variables for formative requirements for characters, and consumer preference as a dependent variable. Analysis results show that familiarity, originality, diversity have a positive effect on consumers, whereas, meaningfulness has no significant impact on the consumer preference.

Character Interface Design for Digital Appliance (캐릭터를 활용한 디지털 가전 제품의 인터페이스 디자인 연구)

  • Shim, Jea-Hee;Lee, Kun-Sik;Yang, Jeong-Hwa;Shin, Sung-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.20-25
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    • 2006
  • TFT Color LCD 가 보급화되면서 모바일 폰 뿐만 아니라 우리 생활에 친근하게 사용되고 있는 가전 제품 인터페이스 영역에도 점차 그 활용범위가 넓어지고 있는 추세이다. 또, 가전 제품의 역할이 단순히 식품을 보관하거나 집안의 온도를 시원하게 바꿔주는 기본 기능 중심에서, 가족간 커뮤니케이션을 돕는 역할 또는 다양한 정보를 전달해주는 엔터테인먼트 기능 중심으로 변화해 가고 있다. 최근 이러한 복잡한 기능을 편리하게 수행하면서도 동시에 가족 모두가 사용할 수 있는 친근한 인터페이스 디자인을 개발하는데 있어서 캐릭터라는 소재는 유용하게 활용 되고 있다. 가전 제품에서 캐릭터의 활용 부분은 첫 번째, 사용자에게 피드백 정보를 좀더 친근하게 전달하는 것이다. 제품의 상태나 어떤 동작에 대한 수행 결과를 텍스트 혹은 아이콘 위주의 전달 방법보다 좀더 친근하게 표현할 수 있다는 장점이 있다. 두 번째는 프로그래스 애니메이션 부분이다. 제품이 어떤 기능을 수행하고 있는지 캐릭터의 동작을 통해 명확하게, 그리고 재미있게 전달해주는 기능이다. 세 번째는 메시지 전달 측면이다. 가족간의 메모 전달이나 생일, 기념일 등에 대한 축하 메시지를 캐릭터가 메신저 역할을 함으로써 좀더 밝고 경쾌한 환경을 만들어준다. 마지막으로, 대기화면이나 화면보호기 부분이다. 제품을 사용하지 않는 상태에서 사용자가 원하는 이미지로 설정이 가능하도록 하여 개인화 부분을 충족시킬 수 있다. 이와 같이, 멀티미디어 기기나 모바일 폰과 같은 개인 중심형 제품이 아닌 가족 중심형 가전 제품의 인터페이스 디자인에는 친근한 이미지가 부가된 캐릭터의 활용이 사용성은 물론 감성적 측면에서도 좀더 사용자 중심의 인터페이스 디자인을 완성해 가는데 긍정적인 역할을 수행할 것이다.

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The Effect of the Character Attribute of Charged Mobile Messenger Emoticons on the Purchase Intention (모바일 메신저 유료 이모티콘의 캐릭터 속성요인이 구매의도에 미치는 영향)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.209-215
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    • 2017
  • Character of emoticon is considered suitable for expressivity in the digital era mixing and using contents of conversation with images in the course of having a talk with the other party in the mobile space. For the foregoing, this study carried out multiple regression analysis having factors of character attribute such as awareness, friendliness, self-expressivity and image differentiation as independent variables, and purchase intention of purchasers as a dependent variable. Analysis results show that awareness and image differentiation had a positive influence on the purchase intention, whereas friendliness and self-expressivity exerted no significant influence on the purchase intention.

Effect of snack intake on personality of middle school students (중학생의 간식 섭취 실태가 인성특성에 미치는 영향)

  • Jung, Lanhee;Yu, Nan Sook;Shin, Hyoshick
    • Journal of Korean Home Economics Education Association
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    • v.31 no.1
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    • pp.137-149
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    • 2019
  • This study described the status of snack intake and personality of middle school students, determined the differences in snack intake and personality according to gender and grade levels, and examined the effect of snack intake on personality. Data were collected from a self-reported survey from students of a middle school in Gwangju city and 717 questionnaires used for the analyses. The data were analyzed for frequency, percentage, mean, standard deviation, Cronbach's α, t-test, ANOVA, Duncan test, and multiple regression analysis using SPSS/PC 18.0 program. The results obtained were as follows. First, as for the snack intake frequency, '1~2 times per a day' had the largest number of responses(42.3%), followed by 'sometimes'(37.6%), '2~3 times per a day'(12.6%), 'never'(7.5%). As for the reason of snack intake, 'habitually'(27.3%) had the largest number of responses, followed by 'insufficient amount of meal'(21.0%), 'skipping meals'(13.6%), and 'stress relief'(8.2%). Mean score of agreeableness was the highest(3.64) among the personality components followed by Openness/intellect(3.42), Extraversion(3.36), Conscientiousness(3.15), and Emotional Stability(3.09) on the 5-point scale. Second, there were statistically significant differences in Emotional Stability depending on the gender. There were statistically significant differences in Extraversion, Agreeableness, and Openness/intellect by the grade level. Third, fruit intake frequency had statistically significant influence on Extraversion(β=.134). Intake frequency of bread(β=-.099), fruit(β=.142), ice cream(β=.092), and rice cake(β=.090) had statistically significant influence on Agreeableness. Intake frequency of bread(β=.105), drink(β=-.113), fruit(β=.113), and flour-based food(β=-.126) had statistically significant influence on Emotional Stability. Intake frequency of fruit(β=.106) and milk(β=.110) had statistically significant influence on Openness/intellect. Intake frequency of fruit had statistically positive influence on all the personality components. Intake frequency of rice cake had statistically positive influence on two personality components. Intake frequency of drinks had statistically negative influence on Emotional Stability. The outcomes indicate that snack intake affects the personality of adolescents.

Comparative Robustness and Efficiency of the Grid Menu (비교 연구를 통한 그리드 메뉴의 효율성 평가)

  • Cheng, Hong-In
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.191-198
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    • 2005
  • Menu is the most common interaction tool to select and execute a specific menu item from multiple menu options. With the very rapid increasing amount of information, various new menu designs have been developed. In this research, the pull-down menu, fisheye menu and grid menu were tested to compare the performance time, error rate, simplicity, usefulness, user friendliness, and overall user preference of each menu type. The grid menu was more efficient in selection speed than the pull-down and fisheye menus when the number of menu-items was 50 and 100. The time needed to choose a menu-item with a grid menu was less affected by the size of menu. The pull-down and the grid menus were considered to be more satisfactory, simple, user friendly, and useful than the fisheye menu. 42.3 percent of subjects indicated that the grid menu was their preferred selection tool among the menus. The grid menu is an efficient and robust alternative menu choice for small and middle size menu list. Further study is required to examine the possibility of grid menu on mobile devices.

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A Study on the Effect of Discussion-centered Reading Education on High School Students' Personality & Sociality (토론 중심의 독서교육이 인문계 고등학생의 인성과 사회성 발달에 미치는 영향에 관한 연구)

  • Kim, Gyuwon;Cho, Mi-Ah
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.2
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    • pp.207-228
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    • 2014
  • This study aims to present the effects of discussion-centered reading education on high school students' personality & sociality using omnidirectional reading-discussion programs. To this end, we adopt an experimental research design with pre/post-test on personality and sociality using the program with the first and second grades high school students located in Chungju City as participants. The results show that the discussion-centered reading education has significant effects on the personality and sociality of high-school students.

The studies on affinity between Miscanthus sinensis and other plants (Miscanthus sinensis와 타 식물과의 친근성에 관한 연구)

  • 이일구
    • Journal of Plant Biology
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    • v.13 no.4
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    • pp.1-11
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    • 1970
  • Althought allelopathy has been cleary established for Pinus densiflora by Lee-Monsi, the auther suspected that Miscanthus sinensis which grows vigrously in such Korean pine forests might also exhibit the phenomenon. A total of 33 species having an affinity in the Miscanthus group were recorded in the filed. Out of these, five species; Patrinia scabiosaefolia, Lespedeza crytobotrya. Oenothera odorata, Raphanus sativus var. acanthiformis, and Zoysia japonica were considered the "A" group. Five other species which have no affinity to Misanthus sinensis, Amaranthus patulus, Solanum nigrum, Capsella bursa-pastoris var. triangularis, Chemopodium album var. centrorubrum and Alopeculus amurensis were considered the "B" group. Extracts of Miscanthus sinensis were applied to determine relative germination and growth. It was found the growth in the "B" group was promoted by a cold water extract of Miscanthus stems and leaves, but inhibited remarkably by an extract obtained by passing cold water through Miscanthus root. As expected, growth in the "A" group was promoted by both experimental treatments.romoted by both experimental treatments.

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Design and Development of Online Board Came in C++ Environment (C++ 환경에서의 온라인 보드게임 설계 및 개발)

  • Park, Yong-Nam;Kim, Min-Gyu;Kim, Sung-Chul;Choi, Jae-Jin;Kang, Hyung-Woo;Koh, Seok-Joo
    • Annual Conference of KIPS
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    • 2014.11a
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    • pp.579-582
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    • 2014
  • 최근 어렵고 복잡한 게임보다는 쉽고 친근한 게임들이 많은 주목을 받고 있다. 기존의 복잡하고 화려한 게임보다는 출퇴근 시간에 여유 시간을 활용할 수 있도록 쉽고, 간편한 게임을 사용자들이 원하기 때문이다. 본 논문에서는 기존의 오프라인 보드게임을 C++ 환경에서 온라인 보드게임으로 개발하여 일반 사용자들이 쉽고 친근하게 즐길 수 있도록 하였다. 이러한 구현 개발을 통하여 오프라인 보드게임에서 경험할 수 없는 요소를 추가한 온라인 보드게임의 장점 및 활용성을 보여줄 수 있다.