• 제목/요약/키워드: Action attributes

검색결과 71건 처리시간 0.022초

노년기 여성의 의복구매행동에 관한 연구 (A Study on the Clothing Purchasing Behavior of Elderly Women)

  • 박재옥;정찬진
    • 복식문화연구
    • /
    • 제3권2호
    • /
    • pp.323-346
    • /
    • 1995
  • The increasing number of senior citizens, combined with the power of purchasing due to discretionary income have vaulted the elderly into the position of an attractive future target market. Therefore, it would be crucial for marketers to understand elderly's purchasing behavior. The purpose of this study was to identify clothing purchasing behavior of elderly women. For this study, questionnaires were administered to 600 women over 55 years of age. However, the sample that was analyzed fer statistical analysis was involved 418 elderly women. Statistical analysis were majorly descriptives such as frequencies and percentages. The major results of this study were summarized as follows. 1. In relation to problem recognition in purchasing process, motives of purchasing apparel were identified as a happy event in home such as a wedding and a birthday, a change of seasons and a casual discovery of a suitable clothing in shopping, in orders. 2. In relation to information search, important information on apparel and fashionability were thought as display racks in a store, opinion from friends and family and fashionability from others or streets, in orders. 3. In relation to selecting a store in purchasing process, older consumers assessed that attractive price, design suited to my age, variety in one store and apparel product quality were important store attributes, in orders. In terms of a purchase place, older consumers purchased clothing mainly on department stores, wholesale stores such as Namdaemoon or Dongdaemoon market, mainly retail stores located close to home and discount stores of well known brand, in orders. 4. In relation to alternative evaluation in purchasing process, older consumeres considered that style or appearance suited to me, color, design, comfort and fitness were important selection criteria, in orders. 5. In relation to purchase choice, 61.7% of the respondents paid money by themselves and 68.9% paid on cash in purchasing apparel. 6. In relation to outcomes of purchase, older consumers solved their complaint against a unsatisfactory product mainly by returning the unsatisfactory clothing. Also, there were those who took no action against the unsatisfactory product and who altered the clothing for fitness by themselves.

  • PDF

음의 시각화와 그 표현의 경향 (Trend analysis and shapes of the visual expressions of the sounds)

  • 김민호;정성환;강민수
    • 디자인학연구
    • /
    • 제16권3호
    • /
    • pp.101-110
    • /
    • 2003
  • 인간은 자연현상으로 발생되는 소리와 인공적으로 발생되는 소리 속에 살고 있다. 인간의 생물학적 행동을 유발시키는 것 또한 소리이다. 감각기관 즉, 청각으로만 인식할 수 있는 소리의 또 다른 표현은 예술의 형식을 통해서 가능하다. 음악과 미술은 같은 감정을 표현하는 예술호서 표현방법만 다를 뿐 둘 모두 우뇌(右惱, dextrocerebral)를 사용하고 직관력이 필요하다는 공통점을 가지고 있다. 이런 관계로 지금까지 음과 시각예술을 접목하려는 시도가 계속되어 왔으며, 주관적인 해석의 예술적 작품에서 컴퓨터를 이용한 작품에 이르기까지 음의 시각화 실험은 계속 시도되어지고 있다. 본 연구는 음의 시각적 표현 중 디자인 저 표현의 본질과 특성을 규명하며, 기존의 학문적 특성과 연구 범주, 최근의 주요 동향에 대한 고찰을 바탕으로 향후 음의 시각표현의 방법론을 정리하고 재해석하여 이의 디자인에 대한 연구 방향을 제시함을 목적으로 한다. 본 연구를 토대로 향후 한국음악 특히 사물놀이가 가지고있는 음색적 특색 및 각 악기의 상징을 이용한 시각적 표현의 가능성을 모색하는 후속연구를 통해 음의 새로운 시각표현의 기능성을 모색코자 한다.

  • PDF

구매심리과정(AIDMA)모델을 적용한 식음공간의 실내디자인요소 분석 (Analysis of Interior Design Elements in Food and Beverage Applying the Psychological Process of Purchasing(AIDMA) Model)

  • 이미진;한정원
    • 한국실내디자인학회논문집
    • /
    • 제21권2호
    • /
    • pp.112-122
    • /
    • 2012
  • The purpose of this study is to provide fundamental data that can improve added value of commercial space strategically using the identification of relationship between the process of consumers' purchasing psychology (AIDMA : Attention, Interest, Desire, Memory, Action) and elements of interior design. For this purpose, case study and survey were carried out on food and beverage spaces, where they were doing business for more than two years, were selected from the ones appeared in the interior journal "A." Based on the study, basic details including a ground plan, design summary and representative image were identified through preliminary research, and a researcher visited the target spaces and carried out a research and analysis on interior design elements. Three spaces among targets of the case study were selected to identify the relation between design elements and AIDMA items which consumers feel, and the survey was conducted on the customers of the selected food and beverage spaces. Results of the case study on the 18 food and beverage spaces showed that features of the each of AIDMA items in material and color elements were most well expressed. As a result of survey conducted on visitors of each food and beverage space, features of each item were expressed in overall design elements. In particular, space elements and color elements in "Space 1," space elements and lighting elements in "Space 2" and space elements, furniture & objet elements in "Space 3" were most well expressed in each space. There were slight differences depending on individual characteristics such as design concept, location and business operation of target food and beverage spaces but attributes of AIDMA items were remarkably recognized in common in the space elements.

  • PDF

한국 개봉 미국 제외 외국 영화 흥행 결정 요인 (Determinants of Movie Success from Foreign Countries in Korea)

  • 왕빈신;전범수
    • 한국콘텐츠학회논문지
    • /
    • 제16권2호
    • /
    • pp.96-105
    • /
    • 2016
  • 본 연구는 2004년 1월 1일부터 2013년 12월 31일까지 국내 개봉된 미국 제외 외국 영화 총 500편을 대상으로 흥행에 성공한 영화들의 특성별로 흥행성과에 차이가 있는지, 흥행성과에 차이가 있다면 이를 결정하는 요인은 무엇인가를 살펴보았다. 주요 연구 결과들은 다음과 같다. 첫째, 국내 개봉 미국 제외 외국 영화들의 흥행성과는 국적을 포함해 장르와 배급사별로 차이가 있는 것으로 나타났다. 그러나 개봉시기와 영화 등급별로는 흥행성과에 차이가 나타나지 않았다. 둘째, 국내 개봉 미국 제외 외국 영화 흥행성과를 결정하는 요인을 국적별로 살펴본 결과, 우선 중국 영화는 영화 흥행에 영향을 미치는 요인이 없는 것으로 나타났다. 일본 영화는 애니메이션 장르와 배급사 요인 등 2개의 요인이 정적으로 드라마 장르는 부적으로 영향을 미치는 것으로 나타났다. 유럽 영화는 액션 장르와 배급사 요인은 정적으로 드라마 장르는 부적으로 영향을 미치는 것으로 나타났다. 이들을 제외한 기타의 국가들 경우 애니메이션 장르만이 흥행에 유의미한 영향을 미치는 것으로 나타났다.

역사박물관의 전시형태에 따른 관람자 행태 및 만족도 분석 - 대한민국역사박물관 상설전시관을 중심으로 - (History museum exhibit exhibits behavior analysis based on the analysis and satisfaction - With Permanent Exhibition Hall of The National Museum of Korean Contemporary History -)

  • 이소영;변대중
    • 한국실내디자인학회논문집
    • /
    • 제22권5호
    • /
    • pp.22-32
    • /
    • 2013
  • Today, the museum historical material and mental, physical culture and heritage to preserve the collection and exhibition organization rather than to recognize that culture acts as a community to respond to the subject of the attitude and the ability jeokgeukhwa also due to the trend of the times due to changes in lifestyle education and research, and public participation in culture by expanding the role of dissemination activities are becoming. Museum exhibit these changes as part of a combination of various technologies in the coexistence of digital and analog display direction proactive and aggressive behavior, such as visitors expect to have an evaluation of the public and communicate the expectations of the plan in the exhibition space, the larger the effect can feel. This effective display for visitors to watch the way for a systematic approach to provide direction to the urgent reality. Museum visitors experienced officials to improve the quality of research in a variety of ways spectators began to try and move the action was to put the attention on the characteristics. Visitors to visit the Museum of History and ages, categorized by the type of display any difference in the behavior of the visitor experience and attributes based on what is being investigated for the History Museum's exhibition of any exhibit to visitors that experience and is to an analysis.

Distribution and phytomedicinal aspects of Paris polyphylla Smith from the Eastern Himalayan Region: A review

  • Sharma, Angkita;Kalita, Pallabi;Tag, Hui
    • 셀메드
    • /
    • 제5권3호
    • /
    • pp.15.1-15.12
    • /
    • 2015
  • Comparative studies have established that the North-Eastern (NE) region of India which is a part of the Eastern Himalayan region is affluent in both traditional knowledge based phytomedicine and biodiversity. About 1953 ethno-medicinal plants are detailed from the NE region of India out of which 1400 species are employed both as food and ethnopharmacological resources. Nearly 70% of species diversity has been reported from the two Indian biodiversity hotspots-The Western Ghats and the Eastern Himalayas and these hotspots are protected by tribal communities and their ancient traditional knowledge system. Paris polyphylla Smith belongs to the family Melanthiaceae and is a traditional medicinal herb which is known to cure some major ailments such as different types of Cancer, Alzheimer's disease, abnormal uterine bleeding, leishmaniasis etc. The major phytoconstituents are dioscin, polyphyllin D, and balanitin 7. Phylogeny of Paris was inferred from nuclear ITS and plastid psbA-trnH and trnL-trnF DNA sequence data. Results indicated that Paris is monophyletic in all analyses. Rhizoma Paridis, which is the dried rhizome of Paris polyphylla is mainly used in Traditional Chinese Medicine and its mode of action is known for only a few cancer cell lines. The current review determines to sketch an extensive picture of the potency, diversity, distribution and efficacy of Paris polyphylla from the Eastern Himalayan region and the future validation of its phytotherapeutical and molecular attributes by recognizing the Intellectual Property Rights of the Traditional Knowledge holders.

가상현실 게임 경험에 대한 한국 대학생들의 관점연구 (Study of Korean College Students' Perspectives on Virtual Reality Game Experience)

  • 엄남현
    • 한국콘텐츠학회논문지
    • /
    • 제19권1호
    • /
    • pp.152-162
    • /
    • 2019
  • 한국에서는 아직 가상현실 게임에 대한 연구는 활발하지 않은 편이다. 따라서, 본 연구는 가상현실 게임에 대한 대학생들의 인식, 가상현실 게임의 동기 요인들 및 가상현실 게임의 주요 특성들을 살펴보고자 한다. 본 연구는 가상현실 게임을 최근 경험한 대학생들 10명의 심층인터뷰를 바탕으로 구성되었으며, 연구 결과, 가상현실 게임을 즐긴 참여자들은 높은 가상 현실감, 몰입도 및 통제성을 느낀 것으로 나타났다. 이러한 요인들은 모바일, PC, 비디오 게임에서는 쉽게 나타나지 않는 특징들로 가상현실 게임의 변별적 특징으로 규정될 수 있다. 게이머의 재방문 의사에 미치는 요인들로는 가상현실게임에서 4D 효과, 다양한 가상현실 콘텐츠, 게임에서의 자유, 독특한 경험, 실재감, 긴장감, 액션 기반 경험, 그리고 그룹 게임 가능성 등이 있다. 본 연구결과, 가상현실 게임에서 주요한 특징인 몰입, 참여, 및 가상 존재감이 가상현실 게임 태도에 긍정적인 영향을 미치는 주요한 역할을 하는 것으로 나타났다. 따라서, 가상현실 게임 콘텐츠를 제작함에 있어 게이머들의 몰입, 참여, 가상 존재감을 높일 수 있는 장치들을 사전에 고려함으로써 소비자들의 만족도 제고에 노력해야 한다.

기업 간 유대강도가 지식획득과 지식통합 및 혁신성과에 미치는 영향에 대한 연구: 산업단지 내 중소기업을 중심으로 (The Impact of Tie Strength on the Knowledge Acquisition, Knowledge Integration and Innovation Performance: Focusing on Small and Medium Sized Enterprises in the Industrial Clustering)

  • 심선영
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제28권2호
    • /
    • pp.53-72
    • /
    • 2019
  • Purpose The purpose of this study is to examine the impact of tie strength in the network of industrial clustering on the knowledge acquisition, integration and innovation performance of small and medium sized enterprises. We test the positive relationship of weak tie and knowledge acquisition, strong tie and knowledge integration, and the interaction effect of two tie strengths on both processes of knowledge acquisition and integration. By identifying these relationships, we can better understand how to manage the attributes of social networks in terms of tie strength in order to improve the performance of innovation for the small and medium sized enterprises. Design/methodology/approach We collect 200 survey data from 2 industrial cluster respectively: Pankyo and Guroo. In Pankyo, the proportion of IT industry is the highest (35%) while the proportion of manufacturing is highest (35%) in Guroo. Pooling the data from two industrial cluster, we check the reliability and validity of our research model and test the hypotheses. Findings First, we find the positive relationship of weak tie and knowledge acquisition from both industrial clustering. Weak tie is composed of heterogeneous organizations with various background and expertise. The communication and information sharing of organizations in the weak tie network helps the idea generation for organization's innovation, which is the knowledge acquisition process. Second, the relationship of strong tie and knowledge integration is insignificant. Typically the strong tie from long-lasting partnership is expected to be beneficial in the action stage of innovation, which is the knowledge integration process. However it is not identified in our industry cluster. Finally, the interaction effect of weak and strong tie is identified to be effective on both knowledge acquisition and integration processes.

중국 영유아의류 브랜드의 온라인 체험 마케팅과 브랜드 충성도가 구매의도에 미치는 영향 (The Effect of Online Experience Marketing and Brand Loyalty of Chinese Infant Clothing Brands on Purchase Intention)

  • 장헌;한아영
    • 패션비즈니스
    • /
    • 제27권3호
    • /
    • pp.1-18
    • /
    • 2023
  • The online shopping industry in China has experienced rapid growth, particularly in the infant goods sector, which is considered highly promising in terms of its growth potential. This growth can be attributed to the Chinese market's increasing economic power, the implementation of new policies concerning marriage and childbirth, changes in family structure, and evolving and diverse consumer demands for infant products. While the infant clothing industry has emerged as a significant player in the Chinese market, there is still a lack of sufficient academic research on the online shopping environment specific to China's infant clothing industry. The objective of this study was to explore the influence of online experiential marketing on brand loyalty and purchase intention among Chinese consumers of children's wear. The study findings indicated that the emotional experience, action experience, and relationship experience encountered by consumers during online interactions had a positive and significant impact on brand loyalty. Both perceptual experience and cognitive experience had a positive and significant influence on consumers' willingness to make a purchase. The study also revealed that brand loyalty had a positive and significant effect on consumers' purchase intention. The perception of online experiential marketing, brand loyalty, and purchase intention varied based on individual attributes, and gender was found to moderate the relationship between online experiential marketing and brand loyalty.

간호사의 임상판단 측정도구 개발 (Development of Nursing Clinical Judgment Scale)

  • 권시내;박효정
    • 대한간호학회지
    • /
    • 제53권6호
    • /
    • pp.652-665
    • /
    • 2023
  • Purpose: This study aimed to develop a nursing clinical judgment scale (NCJS) and verify its validity and reliability in assessing the clinical judgment of nurses. Methods: A preliminary instrument of the NCJS comprising 38 items was first developed from attributes and indicators derived from a literature review and an in-depth/focus interview with 12 clinical nurses. The preliminary tool was finalized after 7 experts conducted a content validity test based on a data from a preliminary survey of 30 hospital nurses in Korea. Data were collected from 443 ward, intensive care unit, emergency room nurses who voluntarily participated in the survey through offline and online for the verification of the construct validity and reliability of the scale. Results: The final scale comprised 23 items scored on a 5-point Likert scale. Six factors - integrated data analysis, evaluation and reflection on interventions, evidence on interventions, collaboration among health professionals, patient-centered nursing, and collaboration among nurse colleagues - accounted for 64.9% of the total variance. Confirmatory factor analysis supported the fit of the measurement model, comprising six factors (root mean square error of approximation = .07, standardized root mean square residual = .04, comparative fit index = .90). Cronbach's α for all the items was .92. Conclusion: The NCJS is a valid and reliable tool that fully reflects the characteristics of clinical practice, and it can be used effectively to evaluate the clinical judgment of Korean nurses. Future research should reflect the variables influencing clinical judgment and develop an action plan to improve it.