• Title/Summary/Keyword: Contextual Research

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Coping Self-Efficacy and Outcome Expectancy as Mediators of the Relation Between Perceived Contextual Support and Career Indecision Among Engineering Students: Focusing on Gender Differences (공과대학 학생들이 지각한 맥락적 지지와 진로미결정의 관계에서 대처효능감과 결과기대의 매개효과: 남녀 차이를 중심으로)

  • Kim, Min Sun;Seo, Young Seok
    • The Korean Journal of Woman Psychology
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    • v.14 no.1
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    • pp.1-22
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    • 2009
  • This study examined a model in which the relation between perceived contextual support and career indecision was expected to be mediated by coping self-efficacy and outcome expectancy for a sample of engineering students (N = 672). Structural equation analyses revealed that the link between contextual support and career indecision was fully mediated by coping self-efficacy and outcome expectancy. Statistically significant paths were found from contextual support to coping self-efficacy and outcome expectancy. Statistically significant paths were also found from self-efficacy and outcome expectancy to career indecision. In addition, there were significant gender differences in the mean scores of the variables and model fits. Implications for research and practice are discussed.

Factors affecting consumer hesitation in purchase decision process for fashion products (패션제품 구매과정에서 소비자 망설임에 영향을 주는 요인에 관한 연구)

  • Kim, So Hee;Park, In Ae;Park, Jee-Sun
    • The Research Journal of the Costume Culture
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    • v.24 no.3
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    • pp.385-398
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    • 2016
  • In a world where opportunities and chances are common, the phenomenon referred to as "generation maybe" describes people in their 20s and early 30s who are usually being indecisive. With the increase in breadth of information and choices, the number of people who are hesitant in deciding whether to purchase increases at a fast pace, as does the number of products and services targeting this group. In order to enhance our understanding of the phenomenon of consumer hesitation, this study explores contextual factors and consumer characteristics that affect consumer hesitation in the purchase decision-making process. Specifically, this study examines whether seven contextual factors, self-determination tendencies, and five decision-making styles influence consumer hesitation in the product decision making process. An online survey was administered to test our research questions. A total of 309 Korean consumers (female=48.9%) aged from 20 to 35 were surveyed. A regression analysis revealed that four contextual factors (product involvement, need for information on alternatives, relative price, and uncertain need), two sub-dimensions of self-determination (perceived competence and relatedness), and two decision-making styles (price seeking and advice seeking) have noticeable influences on consumer hesitation. We also found that the degree of consumer hesitation positively influences consumer post-purchase satisfaction. The study concludes with discussions and practical implications.

A Contextual Study of the Pluralization of Sexuality Represented in Mainstream Fashion and Anti-Fashion Since the Late $19^{th}$ Century (19세기 후반 이후 주류패션과 반패션에 표현된 성의 다원화에 관한 맥락적 연구)

  • Choi, Kyung-Hee
    • Journal of the Korean Society of Costume
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    • v.57 no.5 s.114
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    • pp.166-182
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    • 2007
  • The purpose of this study is to reinterpret sexuality represented in fashion since the latter half of the 19th century in a contextual view, on the basis of Foucauldian idea of post-structural sexuality. As for research methodology, literary research was undertaken from the conception of sexuality to a historical review of the culture and dress. Foucault maintains the view of plural sexuality, which floats by power relationship between dominant and oppositional discourses in a specific historical context. In contextual approach sexual ideology codified in fashion since the latter 19C shows the following aspects: First, the traditional sexual ideology in the latter 19C is a capitalist value, which gives a priority to bourgeois man's profits, and the Victorian discourses of sexuality constructs the dichotomized fashion of the period. Next, the former half of the $20^{th}$ C is regarded as the period of conformity rather than opposition with various alternatives appropriated to the mainstream, so the traditional sexual ideology in fashion of this period is still preserved. Finally, in post-capitalism period of the latter 20C a variety of anti-fashion visualized plural sexuality from the enormous oppositional discourses. Although it doesn't all mean deconstruction of sexuality in fashion by the anti-fashion re-appropriated without oppositional meanings, pluralization of sexuality implies dynamics of sexual discourses in the next historical period. As a result, fashion since the latter 19C has been changed as a means for expressing age and sexual desire out of gender and class. And mainstream fashion in even postmodern period keeps the modern value on the center of the hegemonic heterosexual masculinity though the increase of Androgynous Femininity in women's fashion may connote the meaning of femininity. The plural sexuality represented in fashion has a contextual flexibility, thus sexuality floats with a specific socio-cultural context and fashion represents a masquerade as an identity vehicle.

A Study on the Contextual special quality in Jean Nouvel's projects (장 누벨 작품 공간에 나타나는 맥락적 특성에 관한 연구)

  • Lee, Chan;Yun, Hyun-Sook
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.111-120
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    • 2007
  • This research proposes contextual space expression as a possibility of solution methods for local and historical issues, the matters that our contemporary architecture has to overcome. When modernistic architecture aimed for anonymous public interests denying the characteristics in historical and spacial contexts, postmodern architecture and regional architecture, etc have been striving to revive discontinued contextual meanings using various historical and environmental elements. While such attempts only borrowed architectural materials by superficially understanding the context, they could not comprehend ceaselessly changing contexts sufficiently. Choosing Jean Nouvel as one of the architects that can explain spatial plan to properly respond to such ever-changing, contemporary contexts, the researcher intended to understand his line of expressional characteristics of his architectural space and analyze his works as examples.

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User Experience Design of Interior Driving Sound for Electric Vehicle : Focusing on the Contextual Information and Quietness (전기자동차 실내 주행 사운드의 사용자 경험 디자인 : 맥락정보성과 정숙성을 중심으로)

  • Lee, Dahye;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.14-24
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    • 2016
  • Recently, the sound design of the electric vehicle has emerged as one of the new research objects. This study was conducted to explore and examine major values of interior driving sound of the electric vehicle from the perspective of user experience. An exploratory study based on the ground theory extracted contextual information and quietness as independent variables, and then we analyzed the main and interaction effects of those two variables on the usefulness, emotion, and satisfaction through a $2{\times}2$ factorial experimental design. The experimental study demonstrated that the effect on the user experience of electric vehicle can be conditioned by the combination of contextual information sound and quietness. Based on the results of this study, we suggested future research agendas for the optimization of user needs which reflect individual preference of interior driving sound values.

Speech Recognition by Integrating Audio, Visual and Contextual Features Based on Neural Networks (신경망 기반 음성, 영상 및 문맥 통합 음성인식)

  • 김명원;한문성;이순신;류정우
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.3
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    • pp.67-77
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    • 2004
  • The recent research has been focused on fusion of audio and visual features for reliable speech recognition in noisy environments. In this paper, we propose a neural network based model of robust speech recognition by integrating audio, visual, and contextual information. Bimodal Neural Network(BMNN) is a multi-layer perception of 4 layers, each of which performs a certain level of abstraction of input features. In BMNN the third layer combines audio md visual features of speech to compensate loss of audio information caused by noise. In order to improve the accuracy of speech recognition in noisy environments, we also propose a post-processing based on contextual information which are sequential patterns of words spoken by a user. Our experimental results show that our model outperforms any single mode models. Particularly, when we use the contextual information, we can obtain over 90% recognition accuracy even in noisy environments, which is a significant improvement compared with the state of art in speech recognition. Our research demonstrates that diverse sources of information need to be integrated to improve the accuracy of speech recognition particularly in noisy environments.

Context-Aware Active Services in Ubiquitous Computing Environments

  • Moon, Ae-Kyung;Kim, Hyoung-Sun;Kim, Hyun;Lee, Soo-Won
    • ETRI Journal
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    • v.29 no.2
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    • pp.169-178
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    • 2007
  • With the advent of ubiquitous computing environments, it has become increasingly important for applications to take full advantage of contextual information, such as the user's location, to offer greater services to the user without any explicit requests. In this paper, we propose context-aware active services based on context-aware middleware for URC systems (CAMUS). The CAMUS is a middleware that provides context-aware applications with a development and execution methodology. Accordingly, the applications based on CAMUS respond in a timely fashion to contextual information. This paper presents the system architecture of CAMUS and illustrates the content recommendation and control service agents with the properties, operations, and tasks for context-aware active services. To evaluate CAMUS, we apply the proposed active services to a TV application domain. We implement and experiment with a TV content recommendation service agent, a control service agent, and TV tasks based on CAMUS. The implemented content recommendation service agent divides the user's preferences into common and specific models to apply other recommendations and applications easily, including the TV content recommendations.

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Danger detection technology based on multimodal and multilog data for public safety services

  • Park, Hyunho;Kwon, Eunjung;Byon, Sungwon;Shin, Won-Jae;Jung, Eui-Suk;Lee, Yong-Tae
    • ETRI Journal
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    • v.44 no.2
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    • pp.300-312
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    • 2022
  • Recently, public safety services have attracted significant attention for their ability to protect people from crimes. Rapid detection of dangerous situations (that is, abnormal situations where someone may be harmed or killed) is required in public safety services to reduce the time required to respond to such situations. This study proposes a novel danger detection technology based on multimodal data, which includes data from multiple sensors (for example, accelerometer, gyroscope, heart rate, air pressure, and global positioning system sensors), and multilog data, which includes contextual logs of humans and places (for example, contextual logs of human activities and crime-ridden districts) over time. To recognize human activity (for example, walk, sit, and punch), the proposed technology uses multimodal data analysis with an attitude heading reference system and long short-term memory. The proposed technology also includes multilog data analysis for detecting whether recognized activities of humans are dangerous. The proposed danger detection technology will benefit public safety services by improving danger detection capabilities.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.