• Title/Summary/Keyword: Displeasure

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A Study on Subjective Nise Evaluation of Rdesidential Area on Aircraft Noise near Airport - Case Study on Taegu Airport - (공항 인근주민들의 항공기소음에 대한 피해의식 구조에 관한 연구 - 대구공항을 사례지역으로 -)

  • 김재석
    • Journal of KSNVE
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    • v.10 no.1
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    • pp.41-48
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    • 2000
  • Evaluation model for damage consciousness was established through the survey of 2,210 residents' consciousness on aircraft noise near Taegu Airport. There were none who replied that the level of the aircraft noise was as los as it was quiet. 77(3.5%) people replied the noise was normal, and 2,133(95.5%) people said it was noisy. As to the period of time when the aircraft noise occurred, 51%, 97%, 86%, 0.6% of the residents pointed out the morning time, the day time, the evening time, and the night time, respectively. Because of aircraft noise, 73%, 88%, 70%, 77%, 78%, and 33% of the residents felt it disturbing indoor conversation, telephoning, watching TV or listening to the ratio, reading or meditating, working, sleeping, and studying, respectively. It was examined that the bad effects of aircraft noise on the health were severe : 43% of the resident said they experienced embarrassment. 52% astonishment, 66% absence of mind, 61% heart-beating. 77% headaches, 78% earache, and 93% displeasure. For the survey of the residents' damage consciousness about aircraft noise, the level of aircraft noise was set as an objective variable, and gender, age, occupation. Education, the type of house, the structure of windows, the consciousness of settlement in the district, and the period of residence were set as explanatory variables. And the quantification theory I was applied to the analysis. The most influencing factor of the damage consciousness on aircraft noise was the education, the second occupation, the third age, the forth the consciousness of settlement, the fifth the period of residence, the sixth gender, the seventh the type of house, and the least influencing factor among them was the structure of windows. These findings will be a useful guideline when the government seeks to set up policies which will help solve the resident's noise problems near Taegu Airport.

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The Effects of Body Consciousness and Body Esteem on Interpersonal Competence among Dental Hygiene Students (일부 치위생과 학생들의 신체의식과 신체존중감이 대인관계유능성에 미치는 영향)

  • Lee, Ji-Young;Jeong, Mii-Kyoung
    • Journal of Korean Dental Hygiene Science
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    • v.3 no.2
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    • pp.67-77
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    • 2020
  • This study investigated the effects of body consciousness and body esteem on interpersonal competence. A structured questionnaire was distributed to 220 dental hygiene students during July 1-31, 2020. The findings show that the subjects scored means of 3.32±0.26, 3.33±0.53, and 3.49±0.45 out of 5 in body consciousness, body esteem, and interpersonal competence, respectively. There were negative correlations between body surveillance and body shame (r=-0.303, p<0.001), as well as between two subfactors of body consciousness. Body shame was positively correlated with subfactors of interpersonal competence such as relationship initiation (r=0.217, p<0.01), claim for displeasure (r=0.218, p<0.01), and conflict management (r=0.231, p<0.01). Under the category of body esteem, body function esteem had positive correlations with conflict management (r=0.293, p<0.01) and consideration for others (r=0.141, p<0.05). Body consciousness and body esteem had effects on interpersonal competence, with an explanatory power of 13.4%. Higher body consciousness (β=.16, p=0.016) and body esteem (β=.22, p=0.02) were associated with greater interpersonal competence. These findings demonstrate that college students' objectified body consciousness and body esteem have an impact on their interpersonal competence. This raises the need to develop and apply a program to help students have positive perceptions of their bodies and establish their own individuality and body images to enhance their interpersonal competence.

A Study on Changes in Future Sports According to the Introduction of Baseball Robot Umpire (야구 로봇 심판 도입에 따른 미래 스포츠 변화에 관한 연구)

  • Park, Hyoung-Kil;Jung, Young-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.93-103
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    • 2021
  • The purpose of this study is to explore changes in future sports by introducing baseball robot umpire. The study was conducted using qualitative research methods, and participants selected five baseball fans who were interested in baseball. The results of the study are as follows. First, baseball fans expressed displeasure with the frequent misjudgment in Korean Professional Baseball game, and doubted the fairness of the umpire's judgment. And repeated misjudgment of professional baseball has contributed to the decline in viewing and viewing of baseball. Second, baseball fans were positive about the introduction of robot umpire as a way to reduce bad calls in baseball games, and considered the accuracy, consistency, and recordability of robot umpire to complement their limitations. Third, the application of baseball robot umpire will serve as a basis for strengthening the fairness and efficiency of baseball games, which will positively change the image of sports. As a result, the introduction of robot umpire in baseball games could exert desirable influence on people and contribute to restoring the ethics of sports and strengthening fairness.

Consumer Sentiment and Behavioral Intentions Regarding Dark Patterns in Online Shopping: Qualitative Research Approach (온라인 쇼핑의 다크패턴에 대한 소비자 감정 및 행동 의도: 질적연구를 통합 접근)

  • Hae-Jin Kim;Jibok Chung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.137-142
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    • 2024
  • User interface (UI) functions are distorted and appear as a dark pattern that intentionally deceives or entices users. Consumers who are unaware of dark patterns are constrained in their choices, resulting in unnecessary economic damage. In this study, we aimed to investigate consumers' various shopping emotions and behavioral intentions after recognizing dark patterns in online shopping malls through qualitative research methods. As a result of the study, the rate of perception differed slightly depending on the type of dark pattern, and it was found that it induced consumer emotions such as distrust of the company, user deception, and displeasure. It has been found that the behavior after recognizing the dark pattern shows passive behaviors such as vowing to prevent recurrence and warning acquaintances rather than actively protesting to the company and demanding compensation for damages.

Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

The moderating effect of perceived authenticity in service recovery process (서비스 회복과정에서의 공정성과 진정성의 역할 : 진정성의 조절효과)

  • Suh, Mun-Shik;Min, You- Jin;Rho, Tae-Seok
    • Management & Information Systems Review
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    • v.33 no.1
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    • pp.17-43
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    • 2014
  • research tries to present the role of perceived justice and authenticity in service recovery process. Prior research on the service recovery have focused on relationship among perceived justice, recovery satisfaction and positive customer behavior. Especially perceived justice including distributive, procedural, and interactional justice has addressed as most important antecedents of recovery satisfaction. Although the pivotal role of perceived justice for successful service recovery has agreed by many researchers, relatively little attention has been paid to emotional aspect of customer. During the service recovery process, even if customer perceived recovery effort from service provider as justice one, they might feel displeasure or dissatisfaction. It means prior researches have underestimated the importance of emotional aspect while they focus on cognitive aspects. The one research focused on emotional aspects examined effect of authenticity in service context with other related factors. However, solely examined effect of authenticity is not enough to present proper implication effect between justice and authenticity so that it can be understood more clearly. In this study, we examined customer reactions to service failure and recovery process in restaurant service settings. Specifically, we focused on the moderating effect of authenticity on the paths between perceived justice and outcome variables such as forgiveness and recovery satisfaction.

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User's emotions expressed while using a product and user's satisfaction with the product (제품 사용 중 표출되는 사용자의 감성과 제품 만족도)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.65-74
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    • 2014
  • Due to recent interest in user experience and its significance, much research surrounding this theme is now being conducted. In this research, I investigated user experience during usage of a product and the satisfaction acquired by it, as well as the relationship between satisfaction of having used a product and whether the user would be more likely to purchase another product from the same company. The same experiment was conducted in South Korea and the United States of America in order to get more generalized experimental results. I found that amongst the six representative user emotions expressed while using a product, two of them correlated the most. First, 'Satisfaction in Usability' (the emotions aroused by satisfaction with usage or the practicality of the product); and second, 'Discomfort or Displeasure' (uncomfortable or unpleasant emotions expressed while using a product. The above two factors were found to be of the most influence concerning satisfaction of the product. Also 'Satisfaction in Usability' was found to be of the most influence in their preferability towards purchasing an item from the same company in the future. The significance of this finding is that aside from focussing on the attractiveness of the product's exteriors and design, one should be concerned on the ease of usage and effectiveness as well as usability of the product, all of which contribute to how efficiently a consumer will utilize the product. Furthermore, in agreement with previous research concerning the correlation between satisfaction of a product and positive perspective on consecutive purchases, the result of this study shows that the more satisfaction consumers feel after using a product, the more likely they are to purchase additional merchandises from the same company which manufactured the original product.

Study on the influence of BUDDEUMI in the Live Blood condition and the favorable turn up a subjective symptom of chronic irritable bowel syndrome patient (뜸과 부항의 겸용치료(부뜸이)가 만성대장증후군 환자의 생혈액 형태 및 자각증상 호전도에 미치는 영향)

  • Kim, Gyeong-Cheol
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.19 no.2
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    • pp.544-548
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    • 2005
  • I studied on the influence of BUDDEUMI(moxa and cupping a boil) in the live blood condition and the favorable turn up a subjective symptom of chronic irritable bowel syndrome patient. The results are as follows : After the perform of BUDDEUMI, in the Erythrocyte Aggregation, the efficiency is 87%(3persons decrease and 10 persons destroy/15 persons). In the Rouleau, the efficiency is 78%(2persons decrease and 5 persons destroy/9 persons). In the Target Cells, the efficiency is 90%(3persons decrease and 6 persons destroy/10 persons). In the Ovalocytes, the efficiency is 88%(3persons decrease and 4 persons destroy/8 persons). In the Poikilocytes, the efficiency is 76%(1persons decrease and 2 persons destroy/4 persons). After the perform of BUDDEUMI, in the Cholesterol Crystals, the efficiency is 82%(3persons decrease and 6 persons destroy/11 persons). In the Atherosclerotic Plaque, the efficiency is 80%(2persons decrease and 2 persons destroy/5 persons). In the Chylous, the efficiency is 86%(3persons decrease and 9 persons destroy/14 persons). On the favorable turn up a subjective symptom, the efficiency of symptom of appetite and digestion is 91%(5persons turn up exceedingly favorable, 9 persons turn up favorable, 7 persons turn up good, 2 persons turn up invalid / 23persons). In the efficiency of symptom of fatigue and feeble is 85%(3persons turn up exceedingly favorable, 6 persons turn up favorable, 8 persons turn up good, 3 persons turn up invalid / 20persons). And the efficiency of symptom of abdominal swelling and displeasure is 88%(2persons turn up exceedingly favorable, 10 persons turn up favorable, 8 persons turn up good, 3 persons turn up invalid / 24persons). In the efficiency of symptom of abdominal pain is 88%(4persons turn up exceedingly favorable, 10 persons turn up favorable, 8 persons turn up good, 3 persons turn up invalid / 25persons). The efficiency of symptom of constipation and diarrhoea is 90%(5persons turn up exceedingly favorable, 9 persons turn up favorable, 6 persons turn up good, 2 persons turn up invalid / 22persons).

The Effects of Badminton Club Members' Self-identity and Ego-resilience on Interpersonal Relationship (배드민턴 동호인의 자아정체감 및 자아탄력성이 대인관계에 미치는 영향)

  • Lim, Cheol-Ho;Park, Jong-Jin
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.319-327
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    • 2020
  • This purpose of this study was to provide information to contribute to the expansion and development of badminton clubs by identifying the effects of self-identity and self-resilience of badminton club members on interpersonal relationships. Thus, in order to achieve the objectives of this study, 259 badminton club members were verified throught correlation analysis and stepwise multiple regression analysis, which resulted in the following result: First, Among the sub-factors of self-identity, ego-resilience and interpersonal relationships, all of them were statistically relevant, except for a few factors in handling anger management, first-time relationships, self-exposure, and dealing with interpersonal conflicts. Second, Among the sub-factors of interpersonal relationships, the factors affecting the first relationship were interpersonal efficiency, future certainty, intimacy, anger management and subjecthood. The factors affecting the claiming displeasure with others were subjecthood and intimacy. The factors affecting the self-exposure were interpersonal efficiency and subjecthood. The factors affecting the emotional support and advice were subjecthood and optimistic attitude. The factors affecting the dealing with interpersonal conflicts were anger management and confidence. Therefore, the factors of self-identity and self-resilience of badminton club members suggest that they serve as important factors to facilitate interpersonal relationship.

A Study on the Effectiveness of Emotional Communication According to Types of Emoticon - Focusing on the Differences in Gender and Major of the Receiver - (이모티콘 유형에 따른 감정소통의 효과성 연구 - 수신자의 성별 및 전공계열별 차이를 중심으로 -)

  • Kang, Jung Ae;Kim, Hyun Ji;Lee, Sang Soo
    • Design Convergence Study
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    • v.15 no.4
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    • pp.45-58
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    • 2016
  • The purpose of this study is to investigate the most effective emoticon type in on-line communication context through analysis decoding(by their interpretation, empathy, reaction) of receiver about emotional message included the various emoticon types. Message types were all 5 - only text message and messages included texticon, graphicon, anicon, and photocon that reflected the transitional process of emoticon. Survey questionnaire that included various emotional situations was developed and utilized to undergraduate students to analyze the differences in their gender and majors. Results are as follow. First, the graphicon, anicon and photocon messages had higher effectiveness than others in the pleasure while the text only message had the highest effectiveness of them in the displeasure. Second, female students responded that the graphicon, anicon and photocon messages were more effective while male students responded that text only message was. Third, between Arts/Physical and Science/Engineering majors had significant differences in some message types, and especially Science/Engineering majors showed higher average than other majors in all of the emoticon types. These results can provide the information to design messages by the emotional situation of sender and gender and major of receiver.