• Title/Summary/Keyword: Generation MZ

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A Study on Application of Archival Information Services Based on Metaverse (메타버스 기반 기록정보서비스 적용 방안 연구)

  • Kim, Hyunjin;Yim, Jinhee
    • The Korean Journal of Archival Studies
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    • no.74
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    • pp.119-153
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    • 2022
  • Metaverse combines the real and virtual worlds to create a world where all experiences and activities in the real world are possible even in the virtual world without time and space constraints. Currently, metaverse technology is expanding and converging into the realms of society, economy, and culture. In particular, the MZ generation, the main user base, is engaged in various cultural activities such as games, contents, culture, exhibitions, and performances in the metaverse world. Archives, one of the cultural institutions, should provide a new type of service by fusion of Archival information services with metaverse technology so that the MZ generation can know the value and meaning of archives. This will arouse the interest of the MZ generation, which will naturally increase the awareness of the archives, increase visits and use, and will serve as an opportunity to expand the user base. Therefore, in this study, the concept, type, and characteristics of each service were examined, and the representative metaverse platform for each service was selected and a platform utilization plan suitable for Archival information services such as exhibition, experience, and publicity was proposed. In addition, by using 'Spatial', a blockchain-based social metaverse platform, to directly produce exhibition contents, we want to check the considerations suggested, the production process, and the advantages of the metaverse exhibition.

A study on the buying behavior of meal kits according to the lifestyle of the MZ generation (MZ세대 라이프스타일에 따른 밀키트 구매 행태 연구)

  • Ahn, Doe-Kyoung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.367-373
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    • 2022
  • The purpose of this study is to derive the factors for purchasing a meal kit in their 20s and 30s and analyze the purchasing behavior from which factors they want to buy a meal kit in each lifestyle type. The first methodology of this study is inducing 7 factors derived from previous research on purchasing a meal kit. The second is the in-depth interview on 3 male and 3 female participants with clear purchasing criteria. As a result of the study, meal kit buyers in their 20s-30s evaluated the importance of purchasing factors in the order of quality, convenience, and taste on average in the survey. In in-depth interviews, more than half answered that they could be satisfied with the experience of using the meal kit at least freshness met. In conclusion, MZ generation meal kit consumers have a high rate of pursuing rational consumption. This study is valuable in understanding the priorities of the MZ generation's meal kit purchasing attributes and examining lifestyle type's purchasing behaviors.

The Effect of Brand Personalized Marketing on Advertising Avoidance and Brand Loyalty of the MZ Generation (브랜드의 개인화된 마케팅이 MZ세대의 광고 회피와 브랜드 충성도에 미치는 영향)

  • Ik-Su Kim;Byung-Hwan Hyun
    • Industry Promotion Research
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    • v.8 no.4
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    • pp.1-15
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    • 2023
  • This study was conducted from May 10th to 30th, 2023 to confirm the relationship between advertisement irritation, privacy concerns, personalized marketing, and social influence of brand customized advertisements on advertisement avoidance and brand loyalty targeting the MZ generation. The following results were verified using the SPSS 28.0 and Smart PLS 4.0 programs for a valid survey of 400 people targeting the MZ generation nationwide on a daily basis. First, advertisement irritation had a positive (+) effect on advertisement avoidance but had no effect on brand loyalty, and personalized marketing had a positive (+) effect on advertisement avoidance but had no effect on brand loyalty. Second, concerns about personal information had a positive (+) effect on avoidance of advertisements and brand loyalty. Third, social influence had a positive (+) effect on advertisement avoidance and brand loyalty. Fourth, advertisement avoidance played a significant mediating role between advertisement irritation and brand avoidance, but did not play a significant mediating role between personalized marketing and social influence. Based on these results, this study is meaningful in that it can be used as basic data for research on advertising avoidance and brand loyalty and for establishing strategies necessary for brand marketing activities.

Mediating Effect of Empathy in the Relationship between Communication Skills and Interpersonal Relationship of MZ Generation Nursing Students (MZ세대 간호대학생의 의사소통능력과 대인관계유능성의 관계에서 공감능력의 매개효과)

  • Yang-Sin Kim;Jae-Sook Lee
    • Journal of Industrial Convergence
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    • v.22 no.5
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    • pp.89-96
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    • 2024
  • This is a descriptive research study to confirm the mediating effect of empathy in the relationship between communication skills and interpersonal relationship of MZ generation nursing students. The subjects of this study were 129 nursing students born in 1981 to 2006, corresponding to the MZ generation, and the data collection period was from May 20 to July 30, 2023. The collected data were analyzed using the SPSS 25.0 program, and the mediating effect of empathy was tested by Baron and Kenny's three-step mediating effect verification procedure, and Sobel test was conducted to test the statistical significance of the mediating effect. As a result of the analysis, communication skills (β=.45, p<.001) and empathy (β=.18, p=.008) had a significant effect on interpersonal relationship. These variables were found to have 48.4% explanatory power for interpersonal relationship. Empathy had a partial mediating effect (z=2.39, p=.016) in the relationship between communication skills and interpersonal relationship. Based on the results of this study, it is necessary to understand the characteristics of the MZ generation familiar with the non-face-to-face culture that will be in charge of future nursing and to develop effective programs to improve their interpersonal relationship.

Effect of abutment types and resin cements on the esthetics of implant-supported restorations

  • Asena Ceken;Hamiyet Kilinc;Sedanur Turgut
    • The Journal of Advanced Prosthodontics
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    • v.15 no.3
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    • pp.114-125
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    • 2023
  • PURPOSE. The aim of the study was to evaluate the optical properties of new generation (3Y-TZP) monolithic zirconia (MZ) with different abutment types and resin cement shades. MATERIALS AND METHODS. A1/LT MZ specimens were prepared (10 × 12 × 1 mm, N = 30) and divided into 3 groups according to cement shades as transparent (Tr), yellow (Y) and opaque (O). Abutment specimens were obtained from 4 different materials including zirconia (Group Z), hybrid (Group H), titanium (Group T) and anodized yellow titanium (Group AT). MZ and abutment specimens were then cemented. L*, a*, and b* parameters were obtained from MZ, MZ + abutment, and MZ + abutment + cement. ∆E001* (between MZ and MZ + abutment), ∆E002* (between MZ and MZ + abutment + cement) and ∆E003* (between MZ + abutment and MZ + abutment + cement) values were calculated. Statistical analyses included 2-way ANOVA, Bonferroni, and Paired Sample t-Tests (P < .05). RESULTS. Abutment types and resin cements had significant effect on L*, a*, b*, ∆E001*, ∆E002*, and ∆E003* values (P < .001). Without cementation, whereas zirconia abutment resulted in the least discoloration (∆E001* = 0.68), titanium abutment caused the most discoloration (∆E001* = 4.99). The least ∆E002* = 0.68 value was seen using zirconia abutment after cementation with yellow shaded cement. Opaque shaded cement caused the most color change (∆E003* = 5.24). Cement application increased the L* values in all groups. CONCLUSION. The least color change with/without cement was observed in crown configurations created with zirconia abutments. Zirconia and hybrid abutments produced significantly lower ∆E002* and ∆E003* values in combination with yellow shaded cement. The usage of opaque shaded cement in titanium/anodized titanium groups may enable the clinically unacceptable ∆E00* value to reach the acceptable level.

Location-based music social platform that reflects MZ generation media characteristics (MZ세대 미디어 특성을 반영한 위치 기반 음악 소셜 플랫폼)

  • Sunwon Jeong;Soyeon Kim;Chaeyeon Ok;Hyomin Kim;Youngjong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.773-774
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    • 2023
  • 기존 연구를 통해 MZ 세대는 개인의 취향과 선호를 표출하고, SNS를 통해 자신이 즐기는 콘텐츠를 타인과 공유한다는 점을 알 수 있었다. 이에 본 연구는 개인의 정서와 취향을 효과적으로 드러낼 수 있는 음악을 주요 콘텐츠로 선정하여 사용자들의 커뮤니케이션을 증진시킬 수 있는 서비스인 사용자 위치 기반 음악 소셜 플랫폼 애플리케이션을 제안한다.

Optical Millimeter-Wave Generation Based on DSB-SC Modulation (DSB-SC 변조에 의한 광 밀리미터파 신호 발생)

  • Choi, Jae-Won;Choi, Gyung-Sun;Seo, Dong-Sun;Jeon, Young-Min;Lee, Seok
    • Proceedings of the Optical Society of Korea Conference
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    • 2002.11a
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    • pp.178-179
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    • 2002
  • We generate optical millimeter-waves by double-sideband suppressed carrier (DSB-SC) modulation using a Mach-Zehnder (MZ) modulator biased at the minimum power. The DSB-SC modulation allows the high-frequency intensity modulation for millimeter-wave generation at the twice of the MZ modulator driving frequency.

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A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.63-74
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    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.