• Title/Summary/Keyword: Fun factors

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A Study of Visitor Behavior in Informal Learning Setting: A Natural History Museum

  • Kim, Chan-Jong;Lee, Chang-Zin;Shin, Myeong-Kyeong
    • Journal of the Korean earth science society
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    • v.25 no.3
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    • pp.142-151
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    • 2004
  • This study was designed to determine whether visitor behavior at science museums differs across various exhibit styles and between Family and Non Family groups. Eight exhibits in the natural history sections of the national science museum located in Daejeon were identified to have distinctive characteristics and styles. At each selected exhibit, visitor behavior was observed for an hour. An average of eighty people stopped by each exhibit. Descriptive analyses of visitors behaviors showed that: 1) families spent more time than non-family visitors; 2) families paid more attention to exhibits, for instance, they talked and commented about the exhibits; 3) exhibit characteristics related to holding power and attention span; 4) families more frequently visited exhibits related to school curriculum rather than ones that looked attractive, fun or novel. Visitors did not play with sensory simulation types of exhibits as much as expected. This implicates that exhibit style does not guarantee long visitors holding time and attracting power. Non-significant results are explained in terms of environmental and exhibit-related factors. Several potential factors including visitor factors, setting factors, and exhibit factors are discussed and explored with topics proposed for future study.

Experimental Study on Living Room Lighting Environment for Residential Activities

  • Kim, Hyun-Ji;Woo, Seong-Jun;Kim, Hoon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.27 no.1
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    • pp.10-16
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    • 2013
  • This study performed a subjective evaluation of the Semantic Differential (SD) method for living room activities to evaluate the living room lighting environment and investigated the relationship between these through luminance distribution in the space. As a result, three factors-"lightness", "emotion" and "calmness"-have been grouped together. According to the analysis of experimental variables, difference has been observed depending on color temperature, the dimming of the ceiling & cove lights and the use of down lights and a bracket. 'Conversation with Family', 'Having Fun with Family', 'Entertaining Guests' and 'Reading a Book or Newspaper' requires "lightness". In terms of "emotion"-centered activities, 'Watching TV' is the highest, but all three factors are related. In terms of "calmness"-centered activities, 'Relaxing' is the highest.

Motivation of Emoticon Usage in Online Messenger Service: Focusing on Regulatory Focus (온라인 메신저 서비스에서의 이모티콘 사용 동기: 조절초점 성향을 중심으로)

  • Seo, Bong-Goon;Park, Do-Hyung
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.101-118
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    • 2020
  • The usage of emoticons used in the online environment continues to increase, and also the market for emoticons is growing rapidly. Emoticons go beyond simply conveying the meaning of a message and play various roles such as smooth communication, pursuit of fun, and intimacy. In this study, we first identify the factors that motivate users to use emoticons in an online messenger service, and then determine whether the derived factors have a significant effect on emoticon usage. Furthermore, based on Regulatory Focus Theory, we will distinguish between the group of promotion focus and the group of prevention focus to see how the influence of motives on emoticon usage differs.

Study on Laughter-arousing Factors of Character Designs of Kakaotalk Emoticons (카카오톡 이모티콘 캐릭터 디자인에서 웃음 유발 요인에 관한 연구)

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.253-259
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    • 2015
  • The spread of smartphones enabled the two-way communication through the Internet, and character emoticons added fun and comfort to communication among users. To figure out laughter-arousing factors, a survey about emoticon designs of Kakaotalk Itemstore was conducted, targeting university students in their twenties. An interaction of 'user-preferred emoticons' and 'laughter-arousing emoticons' was analyzed. 90% of 'user-preferred emoticons' were 'humorous emoticons', and 84% of respondents answered that there is a relationship between 'user-preferred emoticons' and 'laughter-arousing emoticons'. Consequently, a high interaction between the 'rank of emoticons' and 'laughter-arousing emoticons' was derived. Also, factors of laughter-arousing emoticons were analyzed by studying the ranks of emoticon from 1st to 8th of Kakaotalk Itemstore. Two-divisional figures reminding pure kids, maximization of emotional expression by omission or exaggeration of mouth, and smoothness by concave curves aroused laughter. Intuitively understandable gestures were employed in terms of action. Furthermore, two-divisional figures' acting with comparably small body, hands and foot to their head, and people-mimicking motions of animals with cuteness and familiarity enabled arousal of laughter. In facial expressions, humorous articulation of sad, busy or mad expression enabled positive communion among users.

A State-of-the-Art Report on the Current Human Error Studies: What and How to Cope with (인적 오류 연구의 동향과 과제: 어떻게 하고 있으며, 무엇이 필요한가?)

  • Lee, Yong-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.1-8
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    • 2011
  • While human error has been one of the main technical issues from the early era of human factors engineering, it still remains hot and somewhat vague due to the various types of the concepts and words on human errors in practice. There may be some technical limitations hindering human error prevention activities. This paper introduces the human error activities described in the papers if this issue of ESK Journal according to a few criteria proposed for more effective technical review. And two basic technical issues are discussed on the concepts, perspectives, and classifications about human errors. Each activity shows its own artifacts associated with the safety purpose and the nature of the industry. This paper also provides a set of new technical bases proposed for a more effective management of human errors by considering the dependability, representativeness, and structuredness of human errors. Additionally, this paper includes some new challenges over the current prevention-oriented activities; positive utilizations of human errors to training/education, advertisements, fun and entertainments, and nudges.

Online Crowdsourcing Platform Continuous Participation During COVID-19: A Low-income Group Perspective in Malaysia

  • NA'IN, Nuramalina;HUSIN, Mohd Heikal;BAHARUDIN, Ahmad Suhaimi
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.10
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    • pp.317-326
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    • 2021
  • The crowdsourcing system relies heavily on the number of crowd participation on the platform to ensure the platform's success. However, exploring factors that motivate the crowds to sustain on the platform remains unclear, and very little literature was found on this matter. Lately, the COVID-19 pandemic has affected the world, including Malaysia. Due to the pandemic, many people have lost their jobs, and hence, most of them have shifted to digital work. Hence, to understand the motivation for continuous participation on the online crowdsourcing platform among low-income crowd workers (B40) in Malaysia, this paper explores the intrinsic and extrinsic motivations for continuous participation. A qualitative method interview was performed where 14 active participants of Upwork.com, under the GLOW program, took part during the data collection process. This paper used the thematic analysis method to extract the data collected from this study. The finding of this study identified eight intrinsic motivation factors: (1) personal development, (2) pastime, (3) fun, (4) passion, (5) task identity, (6) time-workplace flexibility, (7) altruistic, and (8) peers' success and four extrinsic factors: (1) monetary, (2) job security, (3) personal commitment, and (4) environment.

Health Behavior after A Multiprofessional Intervention and Training for Ongoing Volunteer-Based Community Health Programme Intervention in the North-East of Thailand: What Changed and What not?

  • Saranrittichai, Kesinee;Senarak, Wiporn;Promthet, Supannee;Wiangnon, Surapon;Vatanasapt, Patravoot;Kamsa-ard, Supot;Wongphuthorn, Prasert;Moore, Malcolm Anthony
    • Asian Pacific Journal of Cancer Prevention
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    • v.13 no.9
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    • pp.4801-4805
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    • 2012
  • This qualitative research within the project entitled "Multiprofessional Intervention and training for Ongoing Volunteer-based Community Health Programs in the Northeast of Thailand (MITV-NET)" was aimed at explaining changes of health behavior of community people in the Northeast after the intervention. The participants comprised 15 community volunteers and 27 villagers. Data were collected by indepth interview, focus group discussion, participation and non-participation observation, and note taking. Analyses were conducted in parallel with data collection, through content and comparative analysis. It was found that the health behavior fell into 2 categories: easy-to-change. The former involved fun activities joined by community people that improved their health or made them recover from illnesses after a short period without becoming addicted. These activities could be done by themselves, for example, exercising and cooking. The difficult-to-change health behavior is habitual, for example, chewing betel nuts or eating uncooked food. The following factors were found affecting behavioral changes: 1) underlying disease; 2) enjoyment in doing activities; 3) habitual behaviour; 4) improved health in a short period; 5) ability of community leaders and volunteers; and 6) community health-supporting resources. It is suggested that improving people's health requires cooperation of community people through fun activities and some initial external support. People who persist in bad habits should be encouraged to stop by showing them health deteriorating effects.

A Study on the Code of Pop. Art in Modern Style of Clothing -Since the Early of the 2000's- (현대복식에 나타난 팝아트 요소의 코드화 -2000년대 초기를 중심으로-)

  • 위재선;나수임
    • The Research Journal of the Costume Culture
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    • v.12 no.3
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    • pp.441-454
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    • 2004
  • This article aimed at semiotically analyzing and encoding the characteristics of Pop. Artistic style of a dress in the 2000's, and understanding social and cultural meaning to characteristics revealed at modern style of a dress. As research methods, Pop. Art factors were adjusted to non-individuality, openness, eroticism, parody through precedent research comparing and considering Pop. art, and 61 photos were selected, and they were analyzed into signifier and signified. It's analysis results are as follows. Non-individualistic image revealed modern style of a dress was intensively indicated at the pattern aspect of Pop. Art style of a dress, and any remarkable characteristics were not shown at the form aspect. Non-individuality was actively and progressively expressed due to the effect of the 2000's trends to pursue of frank desire, artistic and sensual life. For open image revealed at modern style of a dress, the characteristics were intensively highlighted at the details and accessories of style of a dress, and at the details and accessories of style of a dress, and at textile and pattern aspect, and notable signifier did not turn up. Pop. Artistic eroticism in the 2000's could be seen to unconditionally expose, or commercialize sex, but fashionably and gorgeously re-interpret it, which was found that the expression to women was changed in a free and emotionally-oriented way by the influence of feminism, expansion of feministic thought and optimism on New-millenium. At parody, simple and humorous parody rather than deep intended or heavy mattered one was seen, which means the effect of the 21st culture pursuing pleasure, fun and humor appeared as an positive parody phenomenon. It is found that the Pop. Art style of a dress in the 2000s shows up as a feministic, bright, cheerful Pop. Art in that it creates exaggerated harmony mixed with decorativeness ad functionalism, and pursue for frank desire and reflects optimistic trend of New Millenium seeking for fun and humor.

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Development of the Educational Program for Korean Traditional Food Culture for the Elementary Students (초등학교 고학년을 대상으로 한 한국 전통음식문화 교육 프로그램 개발)

  • Yang, Il-Seon;Jeong, Hye-Gyeong;Jang, Mun-Jeong;Cha, Jin-A;Lee, So-Jeong;Jeong, Ra-Na;Park, So-Hyeon;Cha, Seong-Mi
    • Journal of the Korean Dietetic Association
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    • v.12 no.2
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    • pp.127-145
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    • 2006
  • The purpose of this study is to develop an educational program for Korean traditional food culture, which is consisted of diverse activity factors and educational contents of the elementary students, and to transfer Korean traditional food culture to the next generation effectively. We have developed the program on the basis of FIB(Fun Integrated Behavior) approach derived from the activity-based education theory. This program is consisted of 32 subjects related with Korean traditional food culture, which is planned to perform in special activity classes for 2 semesters. An instruction guidebook for teachers and a workbook for students have been also developed. The traditional food culture educational program which is developed in this study could be used as a practical educational tool in 'dietary life and culture class' or 'special activity class' which is recently being introduced as the nutrition education curriculum in the elementary school. Furthermore, we expect this program to be able to contribute to transferring Korean traditional food culture to the next generation and reinforcing the elementary schoolers' diet behavior through inspiring them with a realization of the superiority of Korean traditional food culture.

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Determinants of SNS Use Time Depending on SNS Motive in Youth Workers (청년층 직장인의 SNS 이용동기에 따른 사용시간의 결정요인에 대한 연구)

  • Ok, Chiho;Park, Yong Wan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.147-158
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    • 2017
  • The purpose of this study is to investigate the determinants of the SNS usage time depending on SNS motive of the youth workers. Although previous studies revealed that there are many motivations for SNS usage, it is not known which factors determine usage time of each SNS motive. In this study, we constructed the unbalanced panel data of the Korean Education & Employment Panel data. Among three different SNS motives such as information exchange, social networking, and fun pursuit, gender, physical health, extraversion, and conscientiousness affected the usage of SNS when the motivation was information exchange. When it was personal connection, the size of organization, education, physical health, subjective happiness, job satisfaction, neuroticism, and agreeableness did. When it was fun & interest, foreign company, status of children, subjective happiness, and job satisfaction did. Based on the findings, we discussed theoretical and practical implications.