• Title/Summary/Keyword: Fun factors

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Gender differences in dessert satisfaction and purchase behaviors among university students in Gwangju: a preliminary study (광주지역 일부 남녀 대학생의 디저트 섭취 실태, 구매 인식과 식태도 비교 분석 : 예비연구)

  • Hyun-Jeong Na;Hyun-Young Jung;Joomin Lee
    • Korean Journal of Community Nutrition
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    • v.28 no.4
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    • pp.293-301
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    • 2023
  • Objectives: This study aimed to examine the effect of eating habits and dietary attitudes on dessert consumption among university students in Gwangju Province, South Korea. Methods: A survey was conducted from May to June 2022. Out of 300 distributed questionnaires, 261 valid responses were included in the analysis. The survey assessed dessert selection, satisfaction, consumer attitudes and behaviors, as well as factors influencing satisfaction. Results: Both genders reported purchasing desserts 2 to 3 times per week, primarily after lunch, due to the convenience of dessert accessibility. Males favored ice cream, bakery items, and fruits, while females preferred bakery items, ice cream, and fruits in that sequence. 'Having fun' was identified as the most common motivation for dessert consumption post-meal. Notable gender disparities emerged regarding perceptions of dessert consumption, including its role in stress relief, potential for nutritional imbalance, positive effects, and preferences for seasonal menus. Significant gender-based differences also manifested in intentions to purchase dessert, responsiveness to price changes, and inclination to recommend desserts to others. Conclusions: This study offers foundational data on university students' dessert purchasing behaviors, perceptions, and satisfaction levels, intending to inform strategies promoting healthier dietary habits.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

A Study on the Visitor's Satisfaction Decisive Factors of the Local Festival : In Case of Simchung Festival in Goksung County (지역축제 방문객의 만족도 결정요인에 관한 연구 -곡성심청축제를 중심으로-)

  • Lee, Jeong-Rock;Ahn, Zong-Hyun
    • Journal of the Korean association of regional geographers
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    • v.10 no.3
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    • pp.642-653
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    • 2004
  • The purpose of this study is to measure the factor of determination on satisfaction level of the Goksung Simchung Festival. Goksung Simchung Festival has been held since 2000, and Goksung Simchung Festival 2004, which is the fifth, is holding soon. Simchung Festival has unique aspect that it is organised various experience programs and items which stress the importance of "environment" in Seomjin river and Simchung's "Hyo (filial piety)". A study is analysed through research that is consisted of satisfaction factors' items of 17 local festival visitor to study factors of determination of local festival visitor's satisfaction level. This research data is analysed statistical techniques, which are multivariate regression analysis, factor analysis, and reliability analysis, and extracted 4 factors, which are souvenir and food, content of the festival, convenient facilities, and publicity work. In conclusion, the festival is likely to attract more tourists and make them satisfied if better content of the festival is provided. Therefore, most of the tourists need to becoming cleared lo be satisfied due to its values of culture recognition through various contents of the festival. fun factors, and experience programs, So the manager and the director should have continual attention to satisfaction factors of local festival.

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A Development of a Forecasting System of Textile Design based on Consumer Emotion(I) - Suggestion of an Efficient Textile Design Method - (소비자 감성에 기반한 텍스타일디자인 예측시스템 개발(I) - 효율적인 텍스타일디자인 방법 제안 -)

  • Cho, Hyun-Seung;Lee, Joo-Hyeon
    • Fashion & Textile Research Journal
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    • v.7 no.2
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    • pp.187-195
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    • 2005
  • The purposes of this study were to investigate the effects of the elements of textile design on consumer emotion and to develop the emotion model which is suitable for the textile design. The descriptive system of textile design was developed based on the previous studies. Emotion measurement scale was developed to analyze the consumer emotion for the textile design. 20 representative types of textile design were collected as stimuli set for this study, consumer emotion on each design type was examined and was analyzed through the survey. For the data analysis, principal component analysis was employed. As a result, 8 emotional factors such as 'Modern', 'Fun', 'Natural', 'Elegance', 'Classic', 'Ethnic', 'Wild' and 'Sporty' were derived from the results of the survey. Emotion measurement scale which consisted of 8 factors was developed to analyze the effects of the elements of textile design on consumer emotion and 80 representative types of textile design were collected. In addition, the emotion which consumers feel for the textile design types was investigated and each textile design was described according to the descriptive system of textile design. Statistical methods of pearson correlation and multiple regression were employed to analyze the relationship between the elements of textile design and consumer emotion. The results of this study revealed that 15 design elements which affected consumer emotion were the size of motives, the shape of motives, the degree of tone contrast among motives etc. This study findings can provide specific design methods for the effectiveness of consumer emotion.

An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.38-48
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    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

The Structural Relationship between Participation Behavior, Exercise Behavior, Sport Image and Exercise Continuation of Badminton Club Members (배드민턴 동호인의 참여행동, 운동행동, 종목이미지 및 운동지속의 구조적 관계)

  • Lee, Su-Ah;Park, Bum-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.235-246
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    • 2018
  • The purpose of this study was to verify the structural relationship between the participation behavior, excercise behavior, sport Image and exercise Continuation of the badminton club members, The results were as follows: First, the variables that affected the sport image for the item were fun among sub-factors of participation behavior, self-esteem and stress relief among sub-factors of exercise behaviors. Second, the sport image was affecting the exercise continuation. Finally, participation and Exercise behaviors indirectly affected the exercise continuation that through sport image. The results of this study proved that sport image plays an important role as a mediator in the relationship between participation behavior, exercise behavior, and exercise continuation, and it is meaningful to provide basic data on the role of the sport image.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.

Strategies for the Improvement of Customer Satisfaction on Foodservice through Identifying the Foodservice Quality Factors in Senior Care Facilities (노인복지시설의 급식서비스 품질 요소 규명 및 급식서비스 만족도 향상 전략)

  • Chang, Hye-Ja
    • Korean Journal of Community Nutrition
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    • v.13 no.1
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    • pp.69-79
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    • 2008
  • This study was designed to develop the strategy plans for the customer satisfaction on foodservice in the senior care facilities. For this, we examined the level of the customer satisfaction and foodservice quality. Additionally, the association between service quality, customer satisfaction, and social, psychological, physical factors of the aged were tested. Data from convenience samples from 3 senior care facilities were collected by using a questionnaire. Exploratory factor analyses were completed on 20 attributes for the food and service quality and 7 items for the social and psychological states of the aged, respectively. Cronbach's a was estimated for reliability, and Pearson correlation and multiple regression analysis were used for statistical analyses. The level of the satisfaction on foodservice was 4.01 of 5.0. The satisfaction on foodservice did not show the significant differences by gender, education level, BMI, and socio-psychological satisfaction. But the foodservice quality and the satisfaction showed significant difference by income and physical problem, and the goal of life of the eldely, respectively. Multiple regression analyses revealed that the determinants of the customer satisfaction on foodservice were the core quality of product, confidence, professionalism of employees and secondary quality of products. Especially, the kindness of employee is the most important attribute of the foodservice. Based on these results, we can set the strategy plans as follow: (1) the introduction of the foodservice evaluation system (2) the deployment of the event activities for offering fun to the customer (3) the continuous training of employees for ensuring the professional and kind service system, and (4) the introduction of selective menu system and take-out service of menu.

Construct the emotional information system in product design -Focused on the cooking kit with fun- (제품디자인에 있어서 감성정보 모델구축에 관한 연구 - 푸드용품을 중심으로-)

  • Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.69-80
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    • 2008
  • The scheme to approach emotional design developed in various way of research without defining criterion of emotional way. A aim of this research to derive a new way of approaching system and construct the process in emotional design. In first experiments, analyze meaning of important factors in cooking kits to construct the model of emotional approaching system by the analysis of quantification theory type 3. This shows that four emotional factors as shape, atmosphere, functional matter, information are deeply related with emotional thinking and design. Consequently, the way of emotional approaching in cooking kit have several conditions essentially as following these; 1.Is it have functional advantages to cook? 2. Is it good looking in shape? 3. Is it possible to make some of mood on cooking? 4. How much information of cook we get in? These conditions were classified in detail to establish emotional design system.

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