• 제목/요약/키워드: Consumer Educational Program

검색결과 85건 처리시간 0.023초

라이프스타일과 커피소비동기에 관한 연구 (A Study on the Lifestyle and Coffee Consumption Motivation)

  • 정자영;김광진
    • 벤처창업연구
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    • 제8권3호
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    • pp.53-65
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    • 2013
  • 우리나라 사람들의 커피에 대한 소비가 급격하게 증가해왔고 지금은 20대 이후의 모든 연령대에서 커피가 사람들의 일상적인 생활에서 가장 많이 마시는 생활의 필수 소비품의 하나로 자리 잡아 가고 있다. 커피소비가 증가함에 따라서 커피 산업계는 물론이거니와 학계에서도 커피소비에 대한 많은 연구가 진행되고 있다. 커피는 종류가 다양하고 커피를 소비하는 동기와 커피소비 태도도 연령이나 라이프스타일 등에 따라 다양한 형태를 보이고 있다는 연 결과가 있었다. 본 연구에서는 라이프스타일에 따른 커피 소비동기의 차이를 중심으로 연구하였다. 본 연구의 조사대상은 서울시와 경기도에 거주하는 20세 이상의 성인들을 대상으로 2013년 3월 1일부터 3월 31일까지 1개월간 설문조사를 실시하였다. 총 600부의 설문지를 배부하여 480부가 회수되었고, 이들 중 설문의 응답이 불성실한 10부를 제외한 470부를 최종분석에 사용하였다. 자료의 통계처리는 SPSS Win Ver 18.0 버전을 사용하여 타당성분석, 요인분석, 신뢰성분성, 군집분석, 일원분산분석(One-Way ANOVA), 다중회귀분석 등을 실시하였다. 본 연구에서는 라이프스타일을 요인분석한 결과 웰빙추, 맛추구, 분위기추구, 외식추구, 인스턴트추구, 경제성추구 등 6가지 유형으로 분류되었다. 커피소비동기를 요인분석한 결과 웰빙소비동기, 기분전환 소비동기, 사회적 소비동기, 습관적 소비동기, 정서적 소비동기 등 5가지 유형으로 소비동기가 분류되었다. 주요 연구가설은 다음과 같다. 첫째, 라이프 스타일은 커피소비동기에 영향을 미칠 것이다. 둘째, 라이프스타일 유형에 따라 커피 소비동기에 차이가 있을 것이다. 연구결과에서 라이프스타일은 커피소비동기에 부분적으로 영향을 미치는 것으로 나타났고, 라이프스타일 유형에 따른 커피 소비동기의 차이에서는 라이프스타일 유형에 따라 습관적 소비동기에 차이가 있을 것이라는 항목을 제외하고는 다른 4가지 세부 가설이 모두 라이프스타일 유형에 따라 커피소비동기에 차이가 있는 것으로 나타났다.

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전통시장 선진화를 위한 제도개선에 관한 연구 - 공설시장을 중심으로 - (Study on Policies and Strategies for Fostering Traditional Markets - Focused on Improving Efficacy of Public Markets Development-)

  • 김수암;황보윤
    • 벤처창업연구
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    • 제5권4호
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    • pp.69-94
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    • 2010
  • 전통시장은 2008.6월 현재 전국에 1,500개가 있으나, 1996년 유통시장 개방 이후 대형마트, SSM 등에 밀려 전통시장은 위축되어 왔다. 2002년 이후 정부와 지방자치단체는 막대한 예산을 들여 시설현대화 및 경영현대화를 지원하고 있으나 성과가 그리 크지 않다. 그 요인으로는 전통시장 지원제도와 지원방식, 낙후된 시설, 다양하지 못한 상품, 고령상인의 주먹구구식 경영과 부족한 서비스 등으로 볼 수 있다. 본 연구는 전통시장의 지원성과 제고를 위해 공설시장을 전국 전통시장의 활성화 모델로서, 그리고 지역별 거점시장으로서 활용하는 방안 연구에 그 목적을 두었다. 전통시장 중 388개 달하는 공설시장은 주로 지방자치단체가 소유한 것으로 일반시장과 달리 시설, 상품, 서비스 등을 상권에 맞게 최적화시킬 수 있다. 또한 공설시장에 전문 인력을 투입해 시장 활성화 모델 겸 인근 전통시장과 연합하여 공동마케팅, 공동구매 등을할 수 있는 거점시장으로 만들 경우 지원성과 제고에 크게 기여할 수 있다. 본 연구의 한계는 공설시장의 지원제도, 거점시장으로서 전환에 국한된 것이며, 상품구색, 서비스 등의 자세한 활성화 방안은 제시하지 못하고 있다.

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브랜드농산물에 대한 소비자인식 및 만족도 연구 (A Study on Consumers' Recognition and Satisfaction to the Brand Agricultural Products)

  • 김민균;김판진;정기영
    • 유통과학연구
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    • 제14권6호
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    • pp.45-52
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    • 2016
  • Purpose - This study was conducted to present a study on the perception and satisfaction with the brand agricultural products targeted at consumers who use a lot of local products. According to the data of 2011, the total number of the brand agricultural products of Korea is 5,291 with various kinds. Research design, data and methodology - The survey shows that the brand agricultural products are being used by some specific people. However, it can be a useful idea which can help the consumption of brand agricultural products to be expanded if we understand how consumers' recognitions are different between various groups. For an empirical Analysis, the response data of 110 adult patients residing in the metropolitan area were used and conducted with a factor analysis, frequency analysis in order to ensure the validity and conducted a regression analysis and correlation analysis using SPSS statistical program. Results - According to the analysis, it showed consumers with an interest in brand agricultural products are 40-50 age housewives and the middle class of about 5 million won in monthly income more than 3 million won with a college education. As for consumers' purchasing status, all the subjects said that they had experienced buying brand agricultural products and the level of satisfaction for them was very high. Relatively, consumers' satisfaction level with high income and education is high. And recognition of the brand agricultural products was found mainly goes through word of mouth. The age and income are very important factors in customers' repurchase for brand agricultural products. The result of the analysis for the influences on brand agricultural products of customer satisfaction suggests even if the recognitions for safety, quality, and value are vital factors, the recognition of quality doesn't influence on brand agricultural products statistically and significantly. It was analysed if there were any differences between recognitions by group to brand agricultural products, that is to say recognition of safety, quality and value and the result can be summarized as follows. There are all statistical significant differences depending on their age, educational background and income. In the case of 30 or 40 aged, as they got the education level of college and graduate school and earned relatively high income, most customers have positive recognition on the brand agricultural products. This implies the group which can buy and consume the brand agricultural more easily has much more positive recognition. Conclusion - The results of this study shows consumers' brand awareness and satisfaction with brand agricultural products are affected by their age and income level. The purpose of this study is to find the information that can help brand agricultural products markets to be expanded by understanding the factors which encourage consumers to behave repurchase as well as customers' various levels of recognition to the brand agricultural products. The survey says that brand agricultural products are being used by some specific people.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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청소년의 식품구매태도에 대한 환경 요인의 영향 (Impact of the Environmental Factors on Adolescents' Food Purchasing Attitudes)

  • 김현주;김유경
    • 한국가정과교육학회지
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    • 제32권2호
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    • pp.43-58
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    • 2020
  • 본 연구는 대구지역에 거주하는 중학생 476명을 대상으로 식품구매태도 및 식품구매태도에 영향을 미치는 환경 요인에 대하여 조사·분석하여 청소년들의 올바른 식품구매 능력을 향상시키는 방안을 마련하고 식생활교육 프로그램 개발에 기초자료를 제공하고자 실시하였다. 청소년들의 식품구매태도 및 식품구매태도에 영향을 미치는 환경 요인에 대한 연구 결과를 요약하면 다음과 같다. 첫째, 청소년들은 식품을 구입할 때 경제성(3.81±0.64), 맛(3.70±0.72), 안전성(3.52±0.78), 건강(2.93±0.92)의 순서로 중요하게 생각하는 것으로 나타났다. 둘째, 여학생(3.85±0.62)이 남학생(3.72±0.68)보다 경제성을 유의적으로 더 고려하는 것으로 나타났고(p<.05), 학년에 따라 기호(p<.01)와 안전성(p<.01)을 고려하는 정도에 차이가 있었으며, 용돈액수에 따라 경제성에 대한 태도에 유의적인 차이가 드러났다(p<.05). 셋째, 식품을 구매할 때 청소년들은 부모의 영향(3.44±0.62)을 가장 많이 받고 있었으며 친구의 영향(2.43±0.60)은 적은 것으로 나타났다. 성별에 따라 부모(p<.05)와 상표(p<.05), 학년에 따라 친구(p<.01)와 부모(p<.05)의 영향에 차이가 있었으며, 용돈 액수에 따라서 친구(p<.01)의 영향에 차이가 있는 것으로 나타났다. 넷째, 식품구매 태도와 부모(r=.424), 광고(r=0.194), 상표(r=0.184)는 상관관계가 있는 것으로 나타났다(p<.001). 각 환경요인들이 청소년의 식품구매태도에 미치는 영향에 대한 회귀분석을 실시한 결과, 부모(β=.390, p<.001)와 광고(β=.102, p<.05)는 긍정적, 친구(β=-.122, p<.05)는 부정적인 영향을 미치는 것으로 나타났고, 상표는 영향력이 없었다. 결론적으로 대구지역 청소년들은 식품을 구매할 때 가격과 맛을 우선적으로 고려하고 부모의 영향을 많이 받는 것으로 나타났다. 따라서 청소년들이 올바른 식품구매태도를 형성할 수 있도록 소비자 역할모델이 되는 부모님들의 적극적인 역할과 지도가 요구되며, 교육현장에서도 청소년들을 대상으로 바람직한 식품선택 및 구매를 위한 식생활교육 프로그램을 개발하여 적절한 교육서비스를 제공해야 할 것이다.