• 제목/요약/키워드: Enjoyable values

검색결과 15건 처리시간 0.029초

국가 유산 '명승'의 조사 기록을 위한 가치 범주의 구상: '문화 경관으로서의 명승'의 관점에서 (A Study on the Categorization of Values in Recording of the National Heritage 'Myeongseung[名勝]' : from the Viewpoint of 'Myeongseung as a Cultural Landscape')

  • 전종한
    • 대한지리학회지
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    • 제49권4호
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    • pp.563-584
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    • 2014
  • 이 연구는 국가 지정 유산인 명승의 조사 기록에 있어서 각 명승이 지닌 가치들을 어떤 관점에서, 몇 가지 범주로 나누어 기록하는 것이 법률적, 학술적으로 합당한가를 논의한 것이다. 이 주제에 접근함에 있어 연구자는 '문화 경관으로서의 명승'이라는 관점이 유용하다고 보았고, 이를 위한 이론적 고찰과 함께 문화 경관의 가치 평가를 둘러싼 최근의 주요 쟁점들이 무엇인지 살펴보았다. 이를 바탕으로 명승의 가치 평가를 위한 세가지 관점을 도출하고, 다시 이들에 상응하여 가치 범주를 세 가지로 구상하여 제안할 수 있었다. 첫 번째 가치 범주는 '유 무형의 연계 가치'로서, 경관의 진정성이라는 관점에서 부상하는 '유형적 가치와 무형적 가치의 연계성'을 말한다. 두 번째는 '지속가능성의 가치'로서, 지역 생태계의 관점에서 주목되는 '인간(지역민)-자연의 관계의 지속가능성'을 의미한다. 세 번째는 '향유의 가치'로서 경관 복지라는 현재적 관점에서 거론할 수 있는 '체험적 가치'를 뜻한다.

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미혼여성과 기혼여성의 소비가치 및 의복추구혜택의 비교연구 -20~30대 직장여성을 중심으로- (Comparative Study between Married and Unmarried Women on Consumption Values and Clothing Benefits -Focusing on Working Women in their 20's and 30's-)

  • 이미아
    • 한국의류학회지
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    • 제34권5호
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    • pp.808-818
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    • 2010
  • This study compares the consumption values and clothing benefits between married and unmarried women. The data were collected from a questionnaire with 548 working women in their 20's and 30's. Data were analyzed by factor analysis, reliability analysis, t-test, and one way ANOVA. The factor analysis on consumption values resulted in five dimensional structures: pro-environmental, conspicuous, enjoyable, aesthetic, and economic values. Five dimensions of clothing benefits were identified by factor analysis: individuality, social recognition, well-known brands, practicality, and low price pursuit. The respondents were classified into four groups by marital status and age, as well as two groups only by marital status. There were significant differences among the groups in demographic characteristics, consumption values, and clothing benefits. The results provide insight into marketing strategies of apparel makers or retailers targeting single women.

미혼여성의 독립적 성향에 따른 소비가치와 의복추구혜택에 관한 연구 (The effect of Independent Tendency of Single Women on Consumption Values and Clothing Benefits)

  • 이미아;이은영
    • 복식
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    • 제60권5호
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    • pp.139-156
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    • 2010
  • The purpose of this study is to identify the independent tendency of single women, certainly worthy of study in considering their size, their growth, and their purchasing power, and to examine their effects on consumption values and clothing benefits. The data were collected from self-administrated questionnaire with 537 single women in their 20�s and 30�s on May in 2005. Data were analyzed by factor analysis, reliability analysis, K-means cluster, one way ANOVA and chi-square. Factor analysis on independent tendency resulted in three dimensional structures: marriage-independent tendency, physical independence, social independence. Five dimensions of consumption values were identified by factor analysis: conspicuous, pro-environmental. economic, enjoyable, aesthetic values. Five dimensions of clothing benefits were identified by factor analysis: individuality, well-known brand, practicality, price, social recognition pursuit. The respondents were classified to three groups by three factors of independent tendency: high independent group, social-physical independent group, low independent group. There were significant differences among these groups in demographic characteristics, consumption values and clothing benefits.

인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구 (An Observational Research on the Limitations and Side Effects of Gamification in Educating Human Resources)

  • 김상균
    • 한국게임학회 논문지
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    • 제15권3호
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    • pp.87-96
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    • 2015
  • 재미와 행복은 인간이 추구하는 본질적 가치이다. 게임은 그러한 본질적 가치를 만족시키는 매우 편리한 수단 중 하나이다. 그 수단을 교육에 접목하여, 재미있는 교육을 추구하는 시도들이 활성화되고 있다. 기업과 학교의 인력교육 현장에서 게임의 활용도가 증가하면서, 게임을 접목한 교육방식의 한계와 역효과에 대한 우려의 목소리도 생기고 있다. 역효과와 한계점을 명확히 이해하고, 이에 대한 극복방안을 모색하여 교육 게이미피케이션을 활성화하는 것이 본 논문의 목적이다. 본 논문에서는 인력교육 현장에서 게이미피케이션을 통해 교육에 게임을 접목할 경우에 발생하는 역효과와 한계점을 관찰연구를 통해 정리하고, 이에 대한 피교육자의 의견을 인터뷰 형식으로 추가하였다.

여성패션 체험마케팅이 장기적 관계지향성에 미치는 효과 연구 -중.노년층 여성을 중심으로- (A Study of Effects on Long-Term Relationship Orientation of Women's Experiential Fashion Marketing -Focused on Middle.Old Aged Women-)

  • 서은경;이선재
    • 복식
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    • 제58권3호
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    • pp.34-48
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    • 2008
  • Modern fashion market is being developed by emotional values rather than rational idea of customers. Experiential marketing is an effective marketing strategy for fashion marketplace because customers tend to consider fashion shopping as an enjoyable experience. Among the fashion markets, the fashion stores for middle.old aged women that have various points of contacts could be appropriate place where emotional and relational marketing strategies would be applied to. The effects of the procedure "emotional and relational experience$\rightarrow$commitments$\rightarrow$long-term relationship orientation" that fashion customers are experiencing, by forming a path model, two types of experiential effects from emotion and relation were examined. It was found that fashion emotional and relational experiences were important factors because these factors affected a long-term relationship orientation. The findings of the study provide marketing strategy that enables to promote a consistent relationship between fashion stores and customers. Furthermore, this study will contribute to the criteria for segmentation of middle and old aged women's fashion market who have own desire for fashion emotional and relational experience.

농촌다움의 담론 전개와 개념 체계 정립 (The Evolvement of Discourse and the Establishment of Conceptional System on Rurality and Ruralness)

  • 이상문
    • 농촌계획
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    • 제25권4호
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    • pp.129-149
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    • 2019
  • This study is to give a three-dimensional view of the concept of rurality and ruralness in terms of time-span, perceived object and awareness level. In the precedent studies ruralness or rurality has been approached as the category of usefulness resources called amenity. This overlooked the perceived representation, institutional reference and rurality of ideological values. Rurality appears as a cumulative representation of being rural from the past to the present, but ruralness exists as a desirable form or value for the future. Through this study, it has been analyzed that ruralness consists of six realms such as environment, community, self-reliance, aesthetics, enjoyable amenity and settlement, and of three or four sub-realms by each amounting to 20 in total. According to the vocabulary listing by the survey to 30 experts, rurality for the past-present is mainly imagined as of natural environment, agriculture, landscape, and community history, while ruralness for the future is frequently described as of communities, settlement and self-reliance by number of references. Through the vocabulary extraction, 17 words in the level of mid-conception are induced including ecology, comfort, history, agriculture, landscape, place, culture, convenience, etc. In conclusion the concept of ruralness along with rurality could be organized into three different layers of perception consisting of representation, norms and usefulness.

3D Online Marshmallow Simulation Game for Target Value Design

  • Kim, Suryeon;Mainardi, Pete;Jeong, H. David;Rybkowski, Zofia;Seo, Jinsil Hwaryoung
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.661-668
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    • 2022
  • Various lean design and construction methods such as target value design, pull planning, value stream mapping have successfully transformed the commercial building construction industry into achieving improved productivity, higher design and construction quality, and meeting the target values of construction projects. Considering the significant advantages of lean, the accelerated dissemination and adoption of lean methods and tools for construction is highly desirable. Currently, the lean design and construction body of knowledge is imparted primarily through publications and conferences. However, one of the most effective ways to impart this soft knowledge is through getting students and trainees involved in hands-on participatory games, which can quickly help them truly understand the concept and apply it to real-world problems. The COVID-19 Pandemic has raised an urgent need of developing virtual games that can be played simultaneously from various locations over the Internet, but these virtual games should be as effective as in-person games. This research develops an online 3D simulation game for Target Value Design that is as effective as in-person games or possibly better in terms of knowledge capture and retention and enjoyable environment and experience. The virtual game is tested on volunteers using feedback from pre-and post- simulation surveys to evaluate its efficacy.

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스마트폰 이용고객의 소비가치가 관계적 요인과 재구매 의도에 미치는 영향 (The Effects of Consumption Value of Smartphone Users on Relational Factors and Repurchase Intention)

  • 김현경;조현진
    • 유통과학연구
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    • 제11권4호
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    • pp.73-80
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    • 2013
  • Purpose - As the smart-phone market adds new technologies and introduces new marketing trends, competition among companies is getting fierce. Now, smart-phone companies need to pay attention not only to attaining new customers but also to retaining customers, which means managing relationships to prevent customer defection. Therefore, how to satisfy customer needs and maintain long-term relations are both important to make consistent progress in the rapidly changing smart-phone market. To illustrate this point, the study focuses on analyzing the effects of consumption value on relational factors and buying intentions among smart-phone users. First, consumption value was divided into functional, economic, and emotional values. After that, the effects of these values on satisfaction and brand trust were confirmed. Additionally, effects of satisfaction and brand trust on repurchase intention were analyzed. Research design, data, and methodology - The data was collected in a self-administered survey among 270 undergraduate students, using smart-phones between June 4th-12th, 2012. A total of 257 questionnaires were collected and used for the data analysis. A path analysis based on Lisrel 8.54 was used for the hypothesis test. Consumption value was divided into functional, economic, and emotional values. Subsequently, the effects of these values on satisfaction and trust in the brand were confirmed. Additionally, the effects of satisfaction and trust in the brand on repurchase intention were analyzed. Results - First, functional value, economic value, and emotional value - especially emotional value - were revealed to have positive effects on satisfaction. Second, emotional value was shown to have positive effects on brand trust, while functional and economic values did not. Third, satisfaction had positive effects on brand trust. In considering the relative influence on brand trust, satisfaction was the most crucial factor. It is clear that in the evaluation of the direct experience, using the product or the service plays an important role in building brand trust. Fourth, satisfaction and brand trust positively influenced repurchase intention. This indicates that both factors must be achieved to induce the repurchase Intention among customers. Conclusions - One can see that the enjoyable emotions consumers feel while using smart-phones is the most important factor in increasing levels of satisfaction. Moreover, this indicates that consumers pursue economic desires along with convenient functions in order to reduce opportunity costs. Additionally, consumers are affected by psychological and emotional messages in building trust, rather than practical and rational ones. Thus, in order to appeal to young clients as an attractive brand in the smart-phone market, approaching customers with an emotional value is recommended. In addition, in order for the brand to gain trust, the overall experience the consumer feels while using smart phones should be maximized. After all, one must fulfill the consumers' desire for a new experience and show a willingness to faithfully accomplish the responsibility of the brand to strengthen relationships with customers in the smart-phone market.

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Surrealistic Characteristics Expressed in Fashion Ads

  • Ko Hyun-Zin
    • International Journal of Costume and Fashion
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    • 제5권2호
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    • pp.68-77
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    • 2005
  • In contemporary advertising market, one of main trends is to speak surrealistic visual language which provides 'enjoyable spectacles'. Specially, in the beginning of 21st century, there discovered more and more exhibitions and discourses about surrealism reinterpreted from the viewpoint of postmodernism. Surrealism as a creative style of expression based upon free association, has been a great inspiration for fashion ads for commercial communication as well as fashion design since its origin. However, there has been ignored the idea of analyzing surrealistic image expressed in fashion ads in spite of their flood. Accordingly, the purpose of this study is to grasp its cultural meaning through analyzing aesthetic characteristics of surrealistic image expressed in fashion ads. It will provide a better understanding of surrealistic image in fashion ads reflecting popular taste and preference directly as popular visual culture, focusing on post modern context. A case study of surrealistic fashion ads limits to TV or print commercials and digital ads as image ads stimulating visual expressions. The Results can be summarized as follows. Surrealism is an avant garde style which deconstructs the established meaning system as well as the existing formalistic order and then put them together in the frame of 'dream' and 'unconsciousness'. Defamiliarization questioning the whole edifice of representation can be adapted to. By means of paradox and metaphor, unfamiliar new visual world can be represented. The plastic characteristics of surrealistic image in fashion ads are founded as surrealistic styling of time and space, distortion of object by methods of automatism, depaysement, parody and trompe-l'oeil which bring about the deconstruction of gestalt. Aesthetic values of surrealistic fashion ads appear as dualistic representation, allegoric symbolism, fantastic romanticism. Ultimately they lead to marvelous. mysterious, humorous visual effects. Foster reinterpreted these effects of surrealism from Freud's 'Uncanny Concept'. 'Uncanny' means the phenomenon recurring to familiar being defamiliarized by repression. Surrealistic fashion ads strengthen this shocking effect more and more dramatically in company with our post modern needs for fantastic adventure and thrilling spectacle. It can be thought that surrealistic fashion ads reflects uncanny as an alternative which can relieve us of our stress and anxiety and which realize our potential desire in contemporary post industrial stage.

모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로- (Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation-)

  • 안시형;이상원
    • 한국HCI학회논문지
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    • 제14권2호
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    • pp.83-91
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    • 2019
  • 최근에 서비스되는 모바일 게임들은 대부분 일일 퀘스트 시스템을 갖고 있다. 일일 퀘스트는 매일마다 반복적으로 수행할 수 있는 과제와 적절한 보상을 제공하여, 플레이어에게 게임의 플레이 방향을 알려주면서 접속을 유도할 수 있는 훌륭한 장치이다. 그러나 비슷한 과제의 반복적인 수행은 자칫하면 지루해질 수 있어 플레이어들의 동기부여를 고려한 일일 퀘스트에 대한 연구는 게임 경험 향상에 중요한 주제이다. 본 연구는 일일 퀘스트에 대한 학술적 논의가 매우 부족함에 대한 인식을 기반으로, 현재 서비스 중인 모바일 게임의 일일 퀘스트 유형을 정리하고, 플레이어의 성향에 따라 어떤 일일 퀘스트 유형을 선호하는지, 어떤 유형에서 동기를 더욱 향상시킬 수 있는 지를 분석하였다. 그 결과로 다음 세 가지를 도출해 내었다. 첫째, 일일 퀘스트를 클리어할 때마다 단계적으로 추가 보상을 제공하여 플레이어들의 동기를 향상시킬 수 있다. 둘째, 플레이 성향에 따라 선호하는 일일 퀘스트의 유형이 다를 수 있으며, 자율성을 중요하게 생각하는 플레이어들은 자신이 직접 퀘스트를 선택할 수 있는 기회를 통해 동기를 향상시킬 수 있다. 마지막으로, 숙련으로부터 더욱 동기 부여를 받는 성향의 플레이어들은 퀘스트를 모두 완료했다는 피드백으로 동기를 향상시킬 수 있다.