• Title/Summary/Keyword: 행동유형 분류

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The Influence of Enneagram Personality Styles on Information Seeking Behaviors of Undergraduate Students of Humanities and Social Sciences Studies (에니어그램 성격 유형이 인문사회과학 대학생들의 정보추구행태에 미치는 영향 연구)

  • Kim, Hyun-Hee;Jang, Yoo-Ri
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.3
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    • pp.237-264
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    • 2014
  • This study aims to investigate the influence of personality styles on information seeking behaviors of undergraduate students. To this end, first, Korean Enneagram Personality Training Indicator (KEPTI) tool was used to measure Enneagram personality styles. Next, to measure information seeking activities, 200 of undergraduate students were recruited, and a questionnaire with 13 questions was designed. The questions included information usage motivation, how to collect and search scholarly information, challenges faced in the search process, level of satisfaction, and the use of SNS (Social Network Service). This research concluded that personality traits affected information seeking behavior and Enneagram types of each center of energy consistently did not show similar information seeking behavior.

A Study on the Effective Ways of Charity Campaigns - focused on a Classification of Charity Case Studies (기부캠페인 활성화 방안에 대한 연구 -유형별 사례분석을 중심으로)

  • Park, Jinhee
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.227-234
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    • 2017
  • People believe donations are done by others who have the leisure time and money to do so. In addition, people distrust charity organizations because they aren't sure if the money is used properly which makes them hesitant to donate. In order to gain general public's trust and involvement, people need to start campaigning about trusting and donating to organizations. Looking into many different successful charity case studies, we can find how these different cases are attracting people and building their trust. Therefore, I propose the proper and effective ways to campaign for charity organizations through analyzing different case studies. The result shows that a campaign is most effective when arising amusement and curiosity in the general public. Also trust gets built in the minds of the public once the charity organizations became more transparent.

The Character Types and Analysis for 3D Animations : Based on Pixar's Animation (3D 애니메이션의 캐릭터 유형 및 성격 분석 : 픽사의 애니메이션을 중심으로)

  • Oh, Si-Ryong;Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.9
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    • pp.161-183
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    • 2005
  • In the main current 3D animations which are put on the screens, the characters in the animations have a directly effect on the audiences by being closely connected with their descriptive constructions. In this research i am going to recognize the importance of characters and trace the points of sameness in the characters that appear in the 3D animations by analysing them. For this, 1 divided the characters that made lots of box-office profits all over the world and were made at Pixar which focused on characters and stories into 7 types according to written by Vladimir Propp and grasped the characters with MBTI system. 1 found out the points of sameness between the characters with this system. That will be able to be made use of referring the streams of stories and fixing the characters at the planning and producing stages. If we should make a study of figures, expressions, motions of the characters in connection with this research, it could help us to create the characters which are suitable for animations not only formative elements but also acting.

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Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

A study on differences in body comparison, body satisfaction, and appearance management behaviors according to socialcultural attitudes toward appearance among adolescents in Gwangju and Jeonnam province- by sex and age (광주·전남지역 청소년의 외모에 대한 사회문화적 태도에 따른 신체비교, 신체만족과 외모관리행동 연구 - 성별과 연령을 중심으로 -)

  • Wee, EunHah
    • Journal of Korean Home Economics Education Association
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    • v.27 no.1
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    • pp.13-29
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    • 2015
  • This study examined whether any differences were found in body comparison, body satisfaction, and appearance management behaviors according to socialcultural attitudes toward appearance among male and female adolescents in Gwangju and Jeolla province. It was conducted by a self-report survey of 598 male and female students in eigth and eleventh grades in Gwangju and Jeonnam province, South Korea. The collected survey data were analyzed by Cronbach's ${\alpha}$, Factor analysis, ${\chi}^2$ test, K-means cluster analysis, t-test, one-way ANOVA, Duncan's grouping using SPSS/PC WIN 19.0 statical program. The results were as the following: Adolescents perceived and internalized more highly than the common level the socialcultural value toward appearance, especially for female, and by age, juniors in high school than in middle school. Socialcultural attitudes toward appearance could be classified into four categories: 'Accepted type', 'internal type', 'aware type', and 'unaccepted type'. Students who were classified as 'accepted type', and 'internal type' showed lower level of body satisfaction and compared their bodies more often with others. They also actively received appearance management behaviors. Therefore, they showed positive attitude toward cosmetic surgery and functional garments. They also worked hard to reduce their weights just to show off to others. In conclusion, it is necessary for education programs to protect self-esteem of adolescents from the socialcultural distortion to appearance.

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Scientific Study of Subjectivity on Recognition Types and Preferences of Animation Audiences (애니메이션 수용자의 인식유형과 취향에 관한 주관성연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.31-56
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    • 2012
  • This is a scientific study of subjectivity on recognition types and preferences of animation audience. Therefore, Q-methodology was used as a methodology of this study. As a result, it was possible to find the various characteristics according to the preferences of audience on animation genres. The features of each type were classified into 3 types. First was an artistic and literary value-oriented type that explored storytelling and descriptive value. Second was a pictorial and aesthetic value-oriented type that explored visual beauty such as characters and Mise en scene. Third was a visual and entertainment value-oriented type that explored entertainment factors and attractions. Thus, according to the classification of preference types, it was inferred that digital image generation audience with an active preference that can create and consume images have developed a tendency that independently consumed their preferences based on thoroughly personal or subjective preferences rather than classified and accepted their preferred culture as their symbolic expressions of hierarchical position. In this aspect, Q-methodological consideration that is useful to analyze the subjectivity of audience could be a significant work. Nevertheless, this study alone could not reveal various generative contexts of specific preferences. It seems to have more significant results by applying various qualitative or quantitative methodologies together with this study and analyzing recognition types and preferences of audience.

Consumer Characteristics Related with Choice of Eco-Friendly Functional Food (생태 친화적 기능성식품 선택과 관련된 소비자 특성 분석)

  • Park, Myeong-Eun;Nam, Jung-Mi;You, So-Ye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.456-471
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    • 2019
  • Consumers' growing interest in the environment has recently led them to recognize the importance of their dietary life and sustainable consumption. Thus, there is an increasing necessity to identify consumers' response on the relationship between the consumption of functional food and their interest in helping environment. This research was conducted to analyze consumers' behaviors as related to Spirulina, an eco-friendly functional food brand, by subdividing markets according to consumers' food lifestyle. The results showed that consumers were categorized into 3 types (high involvement in diet, pursuit of safety in diet, and pursuit of convenience in diet), and there was a significant difference in the consumption behaviors of the functional food according to the 3 types. Their positive attitude towards functional food and interest in the environment led to changes of their actual purchasing behavior by increased purchase of Spirulina. Also, consumers who displayed high environmental involvement showed a more favorable attitude towards functional food. Therefore, to expand the market of eco-friendly functional food, it is necessary to subdivide the market and target the consumers who are highly involved with protecting the environment, and to execute marketing strategies for eco-friendly products, in order to increase the consumers' awareness about eco-friendly functional food.

The Effect of Information Search Knowledge and Shopping Value on On-line External Information Search Behavior (온라인 외부정보탐색 이용행동에 대한 정보탐색 지식과 쇼핑추구가치의 효과)

  • Hwang, Yun-Yong;Lee, Chang-Won;Choi, Nak-Hwan
    • Journal of Global Scholars of Marketing Science
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    • v.14
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    • pp.17-37
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    • 2004
  • This research is speak that is tendencious in comprehension of external consumer information search behavior using on-line external information source to consumers who use on-line that is used as corporations' main strategic means. That is, classify consumer groups which was atomized according to type inflict consumer's information search knowledge level and shopping value study which use on-line, and decision factors of information search that these groups can influence a difference or each group which use information sources grasped what it is. Result that investigate information search knowledge level difference about study finding on-line information source utilization used mainly portal site, comparison site, auction site. And, utilization shopping pursuit value group used information source by portal site, auction site, niche shopping mall site and hedonic shopping pursuit value group used information source by portal site, auction site, shopping mall site. It confirmed that all variables(i.e. consumer-based variable and web site-based variable) are influencing variously in on-line external information search types. Finally, we proposed different way to erect strategic model about consumers that use on-line with study finding that see.

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Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

The user's waterside spatial consciousness in a waterfront project place of Japan (일본의 워터프런트 개발지에 있어서의 이용자의 수변 공간 의식에 관한 연구)

  • Kon, Masayuki;Lee, Myung-Kwon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2009.10a
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    • pp.136-137
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    • 2009
  • Japanese waterfront project consisted actively from an early stage in 1980's, and the project which activated an area in a destination in a various part of Japan was implemented. For a study to however conscious whether the user in water front be of the waterside space in such waterfront project paper its number is very small. A questionnaire survey was put into effect targeted for 17 points of Japanese typical waterfront project paper completed in about 1990 by this research. With the foundation of this, a member item mean, it was possible to classify development paper of 17 results factor analysis is by 4 kind type of the aquarium type, the natural type, the middle type and the artificial type. And it was possible to classify the motive item conscious of the waterside space by 7 kinds, a view, smell, hearing, sense of touch, the taste, existence of facilities and activity behavior. When seeing the motive item in the center, sight was highest by 57% and about 8%, sense of touch, hearing and olfactory three senses had the lowest taste by 1%. "With aquarium" existence of facilities including etc was about 12 %, and activity behavior including Hitoshi who" can clear a quay" was about 6 %, and it appeared.

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