• Title/Summary/Keyword: Enjoyable values

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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' (국가 유산 '명승'의 조사 기록을 위한 가치 범주의 구상: '문화 경관으로서의 명승'의 관점에서)

  • Jeon, Jong-Han
    • Journal of the Korean Geographical Society
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    • v.49 no.4
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    • pp.563-584
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    • 2014
  • This study discusses the reasonable point of views and categories that meet legalistic requisitions and reflect academic conceptions concerns. To approach these thesis, the author thought that 'Myeongseung[名勝] as a cultural landscape' is a useful standpoint, and reviewed major focuses of recent discussions on the evaluation of world heritage theoretically. As a result, three kinds of categories for the value-description of Myeongseung are proposed. First category is 'connectional values' which refer to the connectional values between tangible and intangible values. Second category is 'sustainable values' which are about the sustainability of relationships between human and nature(environment). Third category is 'enjoyable values' that concern experiential facet of Myeongseung from the landscape welfare.

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

  • Lee, Mi-Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.5
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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.

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

  • Lee, Mi-Ah;Rhee, Eun-Young
    • Journal of the Korean Society of Costume
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    • v.60 no.5
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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.

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

  • Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.87-96
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    • 2015
  • Fun and happiness are the intrinsic values of the human beings. Game is one of the most efficient tools which satisfies those intrinsic values. Approaches and methods combining game and education to provide the enjoyable education environments have been increasing. As use of gamification in corporate and school education environments for human resources is increasing, significant voices of concern on the limitations and side effects of combining game and education are continuously increasing. The purpose of this paper is to energize the use of gamification in education environments by clarifying the limitations and side effects of gamification and seeking ways to overcome those factors. This paper summarizes an observational research on the limitations and side effects of gamification in education environments, and provides the interviewees' opinions on gamified classes.

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

  • Seo, Eun-Kyoung;Lee, Sun-Jae
    • Journal of the Korean Society of Costume
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    • v.58 no.3
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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.

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

  • Lee, Sang Moon
    • Journal of Korean Society of Rural Planning
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    • v.25 no.4
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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
    • International conference on construction engineering and project management
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    • 2022.06a
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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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The Effects of Consumption Value of Smartphone Users on Relational Factors and Repurchase Intention (스마트폰 이용고객의 소비가치가 관계적 요인과 재구매 의도에 미치는 영향)

  • Kim, Hyun-Kyung;Cho, Hyun-Jin
    • Journal of Distribution Science
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    • v.11 no.4
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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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    • v.5 no.2
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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.

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

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.