• Title/Summary/Keyword: Consumption Intention

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Relationship between the Intake of Children's Favorite Foods and Policy based on Special Act on Safety Control of Children's Dietary Life (아동의 기호식품섭취와 어린이기호식품정책과의 관련성 분석)

  • Woo, Taejung;Yoo, Jihye;Lee, Kyung-Hea
    • Korean Journal of Community Nutrition
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    • v.24 no.2
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    • pp.106-116
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    • 2019
  • Objectives: This study examined the status of children's favorite foods intake and the relationship with the policy environment based on the Special Act on Safety Control of Children's Dietary Life for suggesting a supportive policy strategy. Methods: The subjects were 4th grade students (n=1,638) in elementary school from 45 schools collected from seven areas (Seoul, Daegu, Daejeon, Gyeonggi, Chungnam, Jeonbuk, and Gyeongnam). The children participated in a self-administered questionnaire survey in class under the supervision of the teacher. The questionnaire consisted of items, such as social demographic characteristics, frequency of intake of the children's favorite foods, and policy cognition. A t-test and ANOVA were applied to explore the relationship between the frequency of children's favorite foods intake and policy cognition. The survey was implemented from August 2016 to September 2016. Results: For the boys, the frequency of 'high-calorie low nutrient foods intake' (HCLN) was significantly higher than that of the girls (p<0.01). For the children who received information on their favorite foods from the internet, the frequency of HCLN was higher than the other sources (p<0.01). The time of TV viewing and computer usage, and smartphone usage was associated with a higher frequency of HCLN, and a lower healthy favorite food intake (all p<0.001). The intake frequency of healthy favorite foods indicated a positive correlation with the policy cognition, including policy perception, usefulness, necessity and buying intention, and educational experience. Conclusions: This study showed a correlation with the frequency of children's favorite foods intake and policy. In particular, the frequency of children's healthy favorite foods intake indicated a meaningful relationship with the policy than the frequency of HCLN. This study also found that the consumption of children's healthy favorite foods was positively correlated with the educational experience. To develop a supportive policy for a good dietary environment for children, there is a need to focus on how to collaborate with multiple levels of influences, such as the national level, school level, and family.

A Survey on the Perception of Companion Plants for Eco-Friendly Urban Agriculture among Urban Residents

  • Hong, In-Kyoung;Yun, Hyung Kwon;Jung, Young-Bin;Lee, Sang-Mi
    • Journal of People, Plants, and Environment
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    • v.24 no.1
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    • pp.17-27
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    • 2021
  • Background and objective: This study was conducted as part of research to promote garden diversity and seek sustainable garden management plans, as well as to determine the trends in understanding and use of companion plants as an eco-friendly farming method and provide the results as the basic data for sustainable urban agriculture. Methods: To determine the trends in garden activities, eco-friendly pest control, and use of companion plants, a survey was conducted on 230 urban residents participating in the Urban Agriculture Expert course. 223 copies of the questionnaire were collected excluding missing values, and IBM SPSS statistics Ver. 25 Program was used for frequency analysis, descriptive statistics, and regression analysis. Results: Most of the respondents were female (71.3%), homemakers (26.5%), were in their 50s (29.1%), and had 2 members in the family (27.8%). 164 respondents (73.5%) had experience in gardening, most of them once a week (31.7%) and for self-consumption (55.5%). Both men and women raised crops for safe food production (32.3%), and they most preferred the city garden type (39.9%). For the preparation of nourishment for eco-friendly garden management, most respondents (60.1%) purchased fertilizers from the market. For the reason why eco-friendly pest control is necessary, all respondents except 4 of them (98.2%) responded that it is necessary 'because it affects my health as I eat it (73.5%)', indicating that they still had a high level of interest in health. Only 43.9% of the respondents said that they had heard of companion plants, 89.2% responded that companion plants were effective in eco-friendly management, and 87.4% showed the will to participate in gardening using companion plants in the future. Finally, the regression analysis confirmed that the awareness of companion plants and satisfaction with gardening activities are key variables that increase the intention to participate in gardening activities in the future. Conclusion: Since plants require special care depending on the period and various diseases and insect pests occur, there must be continuous research on companion plants as an eco-friendly farming method. Moreover, by actively using companion plants in urban gardens with the utility value in not only eco-friendly pest control but also in helping plant growth, urban agriculture is expected to be continuously activated and promoted by increasing satisfaction in gardening activities with aesthetic landscaping and pest control.

A Study on A Deep Learning Algorithm to Predict Printed Spot Colors (딥러닝 알고리즘을 이용한 인쇄된 별색 잉크의 색상 예측 연구)

  • Jun, Su Hyeon;Park, Jae Sang;Tae, Hyun Chul
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.45 no.2
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    • pp.48-55
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    • 2022
  • The color image of the brand comes first and is an important visual element that leads consumers to the consumption of the product. To express more effectively what the brand wants to convey through design, the printing market is striving to print accurate colors that match the intention. In 'offset printing' mainly used in printing, colors are often printed in CMYK (Cyan, Magenta, Yellow, Key) colors. However, it is possible to print more accurate colors by making ink of the desired color instead of dotting CMYK colors. The resulting ink is called 'spot color' ink. Spot color ink is manufactured by repeating the process of mixing the existing inks. In this repetition of trial and error, the manufacturing cost of ink increases, resulting in economic loss, and environmental pollution is caused by wasted inks. In this study, a deep learning algorithm to predict printed spot colors was designed to solve this problem. The algorithm uses a single DNN (Deep Neural Network) model to predict printed spot colors based on the information of the paper and the proportions of inks to mix. More than 8,000 spot color ink data were used for learning, and all color was quantified by dividing the visible light wavelength range into 31 sections and the reflectance for each section. The proposed algorithm predicted more than 80% of spot color inks as very similar colors. The average value of the calculated difference between the actual color and the predicted color through 'Delta E' provided by CIE is 5.29. It is known that when Delta E is less than 10, it is difficult to distinguish the difference in printed color with the naked eye. The algorithm of this study has a more accurate prediction ability than previous studies, and it can be added flexibly even when new inks are added. This can be usefully used in real industrial sites, and it will reduce the attempts of the operator by checking the color of ink in a virtual environment. This will reduce the manufacturing cost of spot color inks and lead to improved working conditions for workers. In addition, it is expected to contribute to solving the environmental pollution problem by reducing unnecessarily wasted ink.

Current Status and Dietitians' Perception of Rice Bread in the Noncommercial Foodservice Menu (단체급식 식단의 쌀빵 이용 현황 및 영양사의 인식 분석)

  • Cha, Sung-Mi;Lee, Min-A;Lee, Hae-Young;Lee, So-Jung;Yang, Il-Sun
    • Journal of the Korean Society of Food Culture
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    • v.23 no.3
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    • pp.356-365
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    • 2008
  • The purpose of this study was to survey the current status of bread menus at school, business and industry (B & I), and military foodservice operations and to analyze dietitians' perceptions of applying rice bread in foodservice menus. A questionnaire, which was developed by content analysis, situation analysis, and in-depth interview, was distributed to 183 schools, 31 B & I operations, and 26 air force dietitians. In the school and B & I foodservices, wheat bread was used much more than rice bread and serving frequencies of morning rolls and sliced bread were higher. The military foodservices, however, served much more rice bread as burger buns than the other groups. For the school and B&I operations, consumer preference for wheat bread was perceived as high. In contrast, soldiers preferred rice bread to wheat bread in the military foodservices. The recognized advantages of using rice bread were different among the three groups. The military dietitians perceived the main advantage of using rice bread as an increase of rice consumption, while the school and B & I dietitians viewed it as promoting a healthy image. In all groups, the primary difficulties for using rice bread were the higher cost of rice bread as compared to wheat bread and a lack of facilities (e.g. oven). The military dietitians had the highest levels of positive and active interest as well as intention and opinions toward using rice bread. On the other hand, the school and B & I dietitians had very positive perceptions of rice bread but did not actually apply it in their foodservice menus. Overall, the results of this study suggest that the development of diverse menus using rice bread along with government support of its use, including facilities with ovens as well as rice bread subsidies, should be carried out for on-going expansion of the rice bread supply.

A Study on the MOT of Household Telecommunication Services: The Effects of MOT Experience and Service Quality on Product Evaluations across Different Phases of the Product Life Cycle (국내 가구기반 통신서비스의 고객접점에 관한 연구: PLC단계별 접점경험과 서비스품질의 상대적 영향)

  • Son, Minhee;Han, Kyesook;Lim, Hyoyeol
    • Asia Marketing Journal
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    • v.11 no.3
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    • pp.91-124
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    • 2009
  • With the intensity of competition and the standardization of technical attributes in telecommunications service market increasing, differentiated activity and customer experience in service encounter is regarded as an important means for creating customer value, however, there is a dearth of good literature examining what MOT activity is composed of according to consumption chain, and how service quality of MOT has influenced customer performance. Especially there exist various services across different phase of Product life cycle(PLC) in household telecommunication service market, customer requirement for MOT might depend on whether its phase is introduction-growth stage or maturity-decline stage, the empirical study is completely lacking. This study classified household telecommunication services into two types by PLC, VOIP and IPTV as Introduction-growth stage services, Internet and PSTN as maturity-decline stage service, and investigated whether there exists a gap between service types in how consumer have experienced MOT, what they consider as important and the relative importance of quality dimension how service quality of MOT has influence on consumer performance. The empirical result from 858 participants shows that there is a difference in consumer experience and requirements across different phases of the PLC, tangibles and assurance are regarded as the most important service quality factors which have a positive influence on customer performance (consumer satisfaction, repurchase intention and word of mouth) at the introduction-growth stage, whereas, reliability, empathy and interactivity are at the maturity-decline stage. Finally, managerial implication is made, limitation is clarified and a direction for further studies is suggested.

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Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

Study on perception and eating attitude towards vegetables among elementary school children and their parents in Gangwon area (강원지역 초등학생과 학부모의 채소류 섭취에 대한 인식 및 섭취태도 연구)

  • Kim, Mi Kyeong;Oh, Hae Sook;Lee, Myung Hee
    • Journal of Korean Home Economics Education Association
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    • v.27 no.3
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    • pp.19-34
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    • 2015
  • Current study aimed to evaluate elementary school children's perception and eating attitude towards vegetables and analyze environmental factors influencing it. Survey was conducted among elementary school students and their parents in Gangwon district, 410 subjects each(Total 742, 391 students, 351 parents). The results are as follows. Both the children(64.3%) and the parents(84.9%) showed high concern over health. 46.6% of children and 52.4% of parents admitted unbalanced eating behavior, and commonly avoided foods were mostly vegetables such as mushroom, carrot, garlic, sweet pepper-green, welsh onion, kimchi, pumpkin, or beans. Unbalanced eating habit was significantly related to health consideration in choosing what to eat(p<0.01) and interest in health(p<0.05). 70.9% of children with unbalanced eating habit showed intention for correction, and those with high interest in health had stronger intention (p<0.01). Regarding children's perception of 20 kinds of vegetables frequently used in school lunch, swiss chard leaf beet, amaranthus magistratus, and curled mallow were rarely heard of or hardly eaten before. Korean chinese cabbage, radish(62.7%), cucumber(62.1%), perilla leaves(60.4%), lettuce(58.1%), and spinach(54.5%) were among the most frequently eaten. Survey result on children's preference for the vegetables shows lettuce, cucumber, Korean chinese cabbage, perilla leaves, spinach, and radish were highly preferred and stem of garlic, crown daisy, sweet pepper-green, pepper, and curled mallow were the least preferred. There was a significant positive correlation(p<0.01, p<0.001) between children's and their parent's preference for each vegetables, implying that children's preference towards vegetables is greatly influenced by their parent's choice. Children showed negative attitude towards vegetables with strong flavor and tended to avoid vegetables that they remember as not tasty. This suggest that strong flavor and negative prior experience is what determines children's attitude in vegetable consumption. Many children said they try to eat vegetables even if they haven't had it before, and this tendency was significantly correlated with the degree of interest in health(p<0.05) and the degree of consideration of health in choosing what to eat(p<0.001).

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The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.

Effects of Additive materials on the Quality Characteristics of Dasik (다식의 제조시 첨가하는 부재료와 품질특성)

  • 정외숙;박금순
    • Korean journal of food and cookery science
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    • v.18 no.2
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    • pp.225-231
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    • 2002
  • This study was carried out to investigate the possibility of improving the texture and flavor of Dasik by adding various types of sugar (syrup, honey) and flavor ingredients (omija, chija, coffee, green tea extract) to rice powder. Dasik samples were prepared, and the sensory quality and physical characteristics of those were compared. The moisture content of Dasik added with syrup was higher than that of honey. Coffee Dasik with syrup was the highest (23.6) in moisture content. In sensory quality, the omija and coffee Dasik showed the highest score in flavor quality (p<.001). Omija Dasik with honey and coffee Dasik with syrup showed the highest scores in overall acceptability (6.4, 6.2). Green tea Dasik with syrup showed the highest value in the lightness (L) of color. Omija Dasik with syrup showed the highest value in the redness (a) of color Chija Dasik was the highest in the yellowness(b) of color. In physical characteristics, the hardness was negatively correlated with the moistness, tenderness, and texture acceptability in sensory quality(p〈0.001). The cohesiveness was positively correlated with the overall acceptability in sensory quality (p〈0.01). In the relation of texture characteristics and sensory quality, the higher the moisture content, the lower the hardness and springiness were, but the higher the brittleness and the cohesiveness were(p〈.001). Overall, omija and coffee Dasik appeared to have desirable flavor, taste and overall acceptability.

The Effect of Active Senior's Career Orientation and Educational Entrepreneurship Satisfaction on Entrepreneurship Intention and Entrepreneurship Preparation Behavior (액티브 시니어의 경력지향성과 창업교육 만족이 창업의지와 창업준비행동에 미치는 영향)

  • Park, Joungbum;Yang, Youngseok;Kim, Myungseuk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.1
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    • pp.285-301
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    • 2020
  • Looking at the problem of aging in the nation from a demographic perspective, it is not a problem of the overall population, but of the structure of the population. It is the baby boomer and post-baby boomers, the largest population in the country. Baby boomers were born between 1955 and 1963, and currently have a population of 7001,333, which is 13.6 percent (as of 2015). The Post-Baby Boomer generation was born between 1964 and 1974, with a total population of 9,567,171, accounting for 18.8 percent of the total population. In particular, baby boomers and post-baby boomers (32.4% of the total population) have begun to retire or will retire soon. The average life expectancy continues to increase due to the development of medical technology, and the falling birth rate of newborns and the declining population of the production population are darkening the domestic economy. In a policy proposal aimed at easing the nation's falling economic growth rate, women's participation rate is as high as Sweden and men's efforts to increase it as high as Japan's, while the elderly rate is desirable to maintain Korea's high level. This is because the expansion of the elderly generation's participation in economic activities could ease a sharp drop in economic growth and reduce the burden of supporting the elderly population. The study, based on this social problem awareness and problem solving plan, looks at the relationship between career orientation and satisfaction in start-up education based on the diverse career base of active seniors, and also suggests the importance of customized start-up education on the diversity of active seniors by clarifying the relationship between them, and suggests the desirable direction of senior start-up policy design, funding, and start-up education. Based on the theoretical background, the concept of five factors was defined: active senior, career-oriented, satisfaction level of start-up education, willingness to start a business, and the concept definition of an active senior, which is particularly key to the baby boomers in their 50s and 60s, is generally regarded as a source of consumption or welfare benefits, but in this study, the concept of active start-up is reflected in the domestic start-up market by young people in their 40s, 50s and 60s. As a result of a hypothesis test. Hypothesis 1 and Hypothesis 5: Career orientation has been verified to affect the willingness to start a business and the behavior of preparation for a start-up. Hypothesis 3: The willingness to start a business has been verified as having an effect between startup preparation actions. Hypothesis 4: The satisfaction level of start-up education has been verified to affect start-up preparation behavior. However, hypothesis 2: The satisfaction level of education for start-ups does not affect the willingness to start a business. Such results can be inferred that satisfaction in start-up education does not have a direct effect on the will to start a business and increases the will to start a business through the influence of personal career orientation.