• Title/Summary/Keyword: Enjoy

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Effect of Moss (Hypnum jutlandicum) Extracts and Mixing Treatments with Preservatives on Vase Life of Rosa hybrida 'Enjoy' (이끼 추출물과 절화 보존제 혼용처리가 절화장미 'Enjoy'의 수명에 미치는 영향)

  • Park, Kyoung-Hee;Shin, So-Lim;Lee, Cheol-Hee
    • Korean Journal of Plant Resources
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    • v.24 no.4
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    • pp.445-455
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    • 2011
  • This study was performed to develop a natural preservative which had the most successful effect on prolonging the vase life of cut flowers Rosa hybrida 'Enjoy'. To determine the effect of sucrose on vase life of cut roses, R. hybrida 'Enjoy', 0, 1, 3 or 5% of sucrose was mixed with Hypnum jutlandicum extract. The result showed that in the case of adding sucrose to extracts from H. jutlandicum, vase life of cut flowers was shortened, along with the cut flowers losing chlorophyll, becoming decolorized and finally showing wilting phenomenon. However, using hydroxy quinoline sulfate (HQS) and extracts from H. jutlandicum together exhibited an improved effect of prolonging vase life, especially when adding 100 $mg{\cdot}L^{-1}$ HQS, which had the effect of prolonging the vase life of R. hybrida 'Enjoy' the most. Regarding pH of extracts, 2 $mg{\cdot}L^{-1}$ of extracts from H. jutlandicum show originally pH 3.8. This was compared with adjusted extract solutions as pH 3.0, 4.0 or 5.0. The results showed that the solution of pH 3.8 had the most successful effect on prolonging the vase life of R. hybrida 'Enjoy'. Given all the results, H. jutlandicum extract (2 $mg{\cdot}L^{-1}$) and HQS (100 $mg{\cdot}L^{-1}$) was the most effective in prolonging the vase life of cut R. hybrida 'Enjoy'. Moss is expected to be worth developing as a natural preservative since it is easy to get and causes no damage to the environment.

Consumers' evaluation and preference in retail store by their decision-making style (소비자 의사결정유형에 따른 소매점 평가 및 선호도 분석)

  • Huh, Kyung-Ok
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.4
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    • pp.27-45
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    • 2006
  • On this research, we classified Korean consumers into several comsumer groups based on the different decision-making process they endorse, and then investigated the difference among these consumer groups in frequency, expenditure, satisfaction in using different types of retail stores. For this research, we have surveyed consumers dwelling in Seoul and in near-Seoul areas in 2004. The following is the summary of the main results. First, 'enjoy shopping' group showed a high expenditure rate in department store shopping and internet shopping, whereas 'impulsive decision' group more frequently visited traditional market places, 'fashion pursuing' group and 'enjoy shopping' group visited department stores more frequently than traditional market places. Second, 'impulsive decision' group assessed that the traditional market place offers better price and quality. Also 'impulsive decision' group and 'enjoy shopping' group assessed positively on the AS provided by department stores, and assessed negatively on the AS provided by internet shopping malls. Finally, 'fashion pursuer' group preferred buying foods from traditional market places, while 'brand seeker' group and 'fashion pursuer' group preferred buying clothes from discount stores. While 'enjoy shopping' group showed a high preference in buying clothes in department stores, 'rational decision-making' group showed a low preference in buying clothes in department stores.

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A Comparative Study of Local Festival Motivation, Satisfaction, Loyalty: The Case of Local residents and Visitors (지역주민과 외지방문객의 축제 참여 동기와 만족, 충성도 비교 연구)

  • Jang, Yang-Lae;Kim, Hae-Young
    • Journal of the Korean association of regional geographers
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    • v.13 no.6
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    • pp.724-737
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    • 2007
  • The purpose of this study is to examine festival visit motivation, satisfaction, loyalty the differences between festival local residents and visitors. Data were collected with a structures questionnaire at the Jun Nam Yeosu-city of Geobuksun of festival during 10$\sim$15 apr. 2007, 430 sample were used for statistical analysis SPSS. Data analysis method were used to Crombach's $\alpha$, reliability, kaiser measurement sample adequacy, factor analysis, t-test, regression analysis. As the results of this research, first, festival visitor's motivation were composed of five factors: a new & escape, exciting & enjoy, socialization, family togetherness, local culture understand and satisfaction were composed of three factors: event program & service, convenience facilities, enjoy, shopping & food, transportation. And second, local residents were found satisfied with the interesting & enjoy. Otherwise, Visitors were satisfied with new & escape. And third, local residents of satisfaction factor were affected interesting & enjoy, Otherwise, visitors of satisfaction factor were affected interesting & enjoy, family togetherness. And fourth, local residents of event program & service factor were affected re-visit, Otherwise, visitors of satisfaction factor were affected event program, enjoy, transportation. The final local residents of event & service factor were affected recommend intension, Otherwise, visitors of event program & service, transportation were affected recommend intension. The result of this paper may help local festival planner and marketers for festival marketing strategy.

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Some Properties of Sequential Point Estimation of the Mean

  • Choi, Ki-Heon
    • Journal of the Korean Data and Information Science Society
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    • v.16 no.3
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    • pp.657-663
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    • 2005
  • Under the minimum risk point estimation formulation of Robbins(1959), we consider the sequential point estimation problem for normal population $N({\theta},\;{\theta})$ with unknown parameter ${\theta}$. In the case of completely unknown ${\theta}$, Stein's(1945) two-stage procedure is known to enjoy the consistency property, but it is not even first-order efficient. In the case when ${\theta}>{\theta}_L\;where\;{\theta}_L(>0)$ is known, the revised two-stage procedure is shown to enjoy all the usual second-order properties.

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A Study on the Converged Difficulty Rewards of Action Game (액션게임의 융합적 난이도보상에 관한 연구)

  • Li, Xin Yu;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.933-941
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    • 2021
  • When people enjoy something, they want to be repeated and focus on actions that are rewarded. The same applies to games. The purpose of this study is to ensure that the game continues to enjoy itself over and over again. Based on the artificial reward of the game, two reward methods of the game are studied. It finds Converged Difficulty Reward elements of action game through Confirmatory factor analysis in AMOS.

Importance of Quality of Life in Pain Management for Cancer Patients

  • Eun Sun Kim
    • Journal of Digestive Cancer Research
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    • v.2 no.1
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    • pp.8-10
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    • 2014
  • Patients with uncontrolled pain may become tired, depressed, angry, worried, lonely, and stressed. In contrast, proper management of cancer pain allows patients to be more active, sleep better, enjoy family and friends, improve their appetite, enjoy sexual intimacy, and prevent depression. Pain control is strongly influence to quality of life of cancer patients. This review discusses the importance of quality of life in pain management for cancer patients.

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A Study on Kitschy Characteristics and its Consumer s of Webtoon

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.980-987
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    • 2015
  • Most of cultural area which people enjoy and consume is kitsch culture, though the culture is barely acknowledged. In this multimedia era, people create, publish and enjoy contents of 'webtoon(web+cartoon)', which is relatively faster and more convenient to enjoy comparing to published cartoon. Contrarily to its physical growth, the webtoon shows difficulty in advancing with other genres, is full of irritative factors and contents, and has tough time to become more sophisticated one. This study derived characteristics of kitsch in webtoon, suggested the way of webtoon as an art by analyzing conditions and usage motivation of webtoon. The conditions of kitsch are uniformity of mass consumption, popular vein, catharsis, vicarious satisfaction, immediate feedback-requiring image flood, and reproduction of techniques. The usage motivations of webtoon are studied as pursuit of information, entertainment, relaxation, socialization, convenience, and effectiveness. Usage motivation factors in webtoon and kitsch culture are almost identical. Contrary to its past of being underestimated and vulgarly considered, kitsch is acknowledged as an 'kitsch art'. By studying the process of becoming an art, the study has its purpose to suggest the experimental and developing way to make webtoon be acknowledged as 'webtoon art'.

Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions (5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술)

  • Han, Jung-Soo
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.25-30
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    • 2016
  • Virtual reality items are increased take-all type of markets like Universal, such as the United States as a leader in the virtual reality technology. Multi-user have to get direct experiences with the whole body like visual, tactile, hearing, sense of movement, and it must be developed new forms of content platform to enjoy immerse deeply into the content. Visitors are not to enjoy the content passively but rather to enjoy the content actively. So it like that should develope content to maximize the immersion. It need the development of new forms of mixed 5D virtual reality Attraction content with all of factors like $360^{\circ}$ circle vision, stereoscopic images, interaction, simulator, and the environmental effect. We proposes how to make the color and brightness calibration technology for this purpose.

Adolescents' Shopping Orientation and Price Perception According to Their Experience on Internet Shopping Mall (인터넷쇼핑몰 이용에 따른 청소년의 쇼핑성향과 가격지각)

  • Lim, Soo-Yeon;Na, Young-Joo
    • Fashion & Textile Research Journal
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    • v.7 no.6
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    • pp.594-600
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    • 2005
  • This study investigated adolescents' shopping orientation and price perception according to socio statistics and their experience of internet shopping mall. We distributed the questionnaire to 411 high school students in near Seoul. In the order of high shopping orientation, they showed 'compare products', 'enjoy as leisure', 'shop loyalty', 'discount shopping', and 'brand shopping' orientation. In the order of high price perception, they showed 'economic', 'value', 'brand-quality', and 'price knowledge'. The higher in 'shop loyalty', 'enjoy as leisure' in the shopping orientation, the higher in the price concept of 'price knowledge'. Adolescents who have experience to shopping through internet shopping mall, have the higher enjoy as leisure, shop loyalty, compare products' in shopping orientation, and the higher 'economic, price knowledge' in price perception than those who have not. Socio-statistics parameters are found to affect adolescents' shopping orientation and price perception. Adolescents had average scores in 'shop loyalty', while they had high scores in 'compare products'. Thus, in order to have superior position in adolescent's market, detailed product specification and information are necessary to enhance their shop loyalty. Adolescents thought the price was economical, and they had less concept in 'price knowledge' due to their position. Unlike adults, adolescent's gender does not have effects on their 'economic concept. Male students also had high scores in 'economic concept' as much as female students did.