• Title/Summary/Keyword: Good-bad

Search Result 865, Processing Time 0.027 seconds

The Interaction Effect of Luck Experience and Hand Washing on Variety Seeking Behavior (운 경험과 손 씻기의 상호작용이 다양성 추구 행동에 미치는 효과)

  • Yang, Deok-Mo;Lee, Guk-Hee;Lee, Byung-Kwan
    • Science of Emotion and Sensibility
    • /
    • v.20 no.2
    • /
    • pp.23-32
    • /
    • 2017
  • Although previous studies have emphasized factors affecting people's variety-seeking behavior, research has not been performed to examine the interaction effect of good-bad luck and embodied cognition (hand washing) on variety-seeking behavior. Experience of good and bad luck affects consumer information processing and hand washing is known to reverse the experience of luck. Understanding the interaction effect of good/bad luck and hand washing on variety seeking behavior will shed important light on consumer behavior including choice and product purchase. To do this, a study was performed to investigate the effects of good/bad luck priming and hand washing on variety seeking behavior. Participants were primed with good or bad luck and then were asked to either wash their hands or not. After that, they were led to choose yogurt for the next seven days and the dependent measure was the number of different tastes of yogurt participants picked up. An interaction effect of luck priming and hand washing was found. Results indicate that, in good luck condition, there was no difference in variety seeking behavior between hand washing participants and non-hand washing participants. However, in bad luck condition, hand washing participants chose less diverse tastes of yogurt than non-hand washing participants. Implications of the study findings for the field of consumer psychology and marketing are discussed.

The Impacts of the COVID-19 Pandemic on the Movement of Composite Stock Price Index in Indonesia

  • ZAINURI, Zainuri;VIPHINDRARTIN, Sebastiana;WILANTARI, Regina Niken
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.8 no.3
    • /
    • pp.1113-1119
    • /
    • 2021
  • This study aims to determine the impact of the news coverage of the COVID-19 pandemic on the composite stocks' movement (IHSG) in Indonesia. This study used secondary data of daily time series with an observation range of March 2020-June 2020. This study used three main variables, namely, COVID-19 news, the daily price of a composite stock market index (IHSG), and interest rate. This study clarifies pandemic news into two forms to facilitate quantitative analysis, namely, good news and bad news. Both pandemic news conditions, which have been clarified, are then processed into the index and reprocessed along with two other variables using vector autoregressive (VAR). The results showed that the good news have a dominant effect on developing the composite stock price index (IHSG) in Indonesia during the COVID-19 pandemic. Although the good news dominates the composite stock price index (IHSG) movement in Indonesia, the bad news must also be anticipated. By implementing a series of macroeconomic policies that follow the conditions of the composite stock price index (IHSG) movements on the stock exchange floor, the bad news response can decrease the potential for a decline in investor confidence, so that the financial system's macroeconomic stability is maintained.

The Effect of Good and Bad Luck on Attention to Background versus Object: An Exploratory Study (행운과 불운이 배경 대 대상에 대한 주의에 미치는 효과: 탐색적 연구)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
    • /
    • v.18 no.3
    • /
    • pp.35-48
    • /
    • 2015
  • It is frequently found in daily life that people who experience good luck as lottery winners try to improve their background (e.g., home, car) but it has not been empirically validated why they do that. Present research attempts to explore the prediction that people who experience good luck expand the scope of attention to background and those who undergo bad luck shrink the scope of attention to adjacent objects. Findings from Experiment 1a indicate that participants who experienced good luck (won the rock-paper-scissors game) paid more attention to background and performed worse in the "find the hidden picture" (below FHP) task while those who underwent bad luck (lost the rock-paper-scissors game) paid more attention to objects, leading to better performance in the FHP task. It is also found in Experiment 1a that, if people washed their hands after experiencing good or bad luck, the opposite result occurred. Experiment 1b confirmed that the rock-paper-scissor game manipulated good and bad luck successfully and did not influence self-control. Experiment 2 shows that people who strongly believe in good luck performed poorly in FHP task while those who do not believe in good luck performed well in FHP task. Overall, three experiments support the proposed research hypotheses. Implications of the study findings for cognitive psychology and related fields including consumer and sports psychology are discussed.

A Efficient Controller Design with Fuzzy Logic and Genetic Algorithms (퍼지 로직과 유전자 알고리즘을 이용한 효율적인 제어기 설계)

  • 장원빈;김동일;권기호
    • Proceedings of the IEEK Conference
    • /
    • 2000.06e
    • /
    • pp.55-58
    • /
    • 2000
  • Previous works using a Multi-population Genetic Algorithm have divided chromosome into two components, rule sets and membership functions. However, in this case bad rule sets disturb optimization in good rule sets and membership functions. A new method for a Multi-population Genetic Algorithm suggests three components, good rule sets, bad rule sets, and membership functions. To show the effectiveness of this method, fuzzy controller is applied in a Truck Backing Problem. Results of the computer simulation show good adaptation of the proposed method for a Multi-population Genetic Algorithm.

  • PDF

A Study on Fashion Sensibility of adult Women's Town Wear (성인여성의 옷차림에 나타난 패션감성에 관한 연구)

  • Lee, Eun-Rung;Lee, Kyoung-Hee
    • Fashion & Textile Research Journal
    • /
    • v.9 no.4
    • /
    • pp.380-390
    • /
    • 2007
  • The purpose of this study(Part I) was to provide the guidance in more objective and proper clothing design and wearing rule to make good image making by analysis of fashion sensibilities about adult women's town wear in unlimited circumstance. The specific objectives were; 1)to investigate about fashion sensibility of women's town wear at season 2)to investigate about fashion sensibilities of women's town wear of properties which are age, marriage or not, job, average income per month, and schooling. 3)to compare fashion sensibility between Good and Bad women's town wear. The collected photos at shopping mall, department stores, and churches(S/S, F/W:2004.4.28~2005.5.1) were prepared removing face and background that can affect in estimator and attached on gray board. To investigate fashion sensibilities, the stimulus were 80 photos('good':40, 'Bad':40). The questionnaire consisted of bi-polar 25 pairs adjective scale of fashion sensibilities was distributed 60 female(20's~40's) living in Busan. The data were analyzed by t-test, ANOVA, and Scheffe. The results of this study are summarized as follows; For fashion sensibilities at 'Good' and 'Bad' wear, the variances(season, age, marriage or not, job, average income per month, and schooling) are important. Especially, the fashion sensibility at 30's women are very unique and importance age zone to catch both young women's fashion sensibility and old women's fashion sensibility, Through that age zone, we could read women's various fashion sensibility and prospect complicate consumers' fashion mind. This study result will be utilized in the clothing design for target age zone of women's town wear, database of wearing rule and good image making, and planning fashion marketing strategies.

A Catalog of Bad Smells in Design-by-Contract Methodologies with Java Modeling Language

  • Viana, Thiago
    • Journal of Computing Science and Engineering
    • /
    • v.7 no.4
    • /
    • pp.251-262
    • /
    • 2013
  • Bad smells are usually related to program source code, arising from bad design and programming practices. Refactoring activities are often motivated by the detection of bad smells. With the increasing adoption of Design-by-Contract (DBC) methodologies in formal software development, evidence of bad design practices can similarly be found in programs that combine actual production code with interface contracts. These contracts can be written in languages, such as the Java Modeling Language (JML), an extension to the Java syntax. This paper presents a catalog of bad smells that appear during DBC practice, considering JML as the language for specifying contracts. These smells are described over JML constructs, although several can appear in other DBC languages. The catalog contains 6 DBC smells. We evaluate the recurrence of DBC smells in two ways: first by describing a small study with graduate student projects, and second by counting occurrences of smells in contracts from the JML models application programming interface (API). This API contains classes with more than 1,600 lines in contracts. Along with the documented smells, suggestions are provided for minimizing the impact or even removing a bad smell. It is believed that initiatives towards the cataloging of bad smells are useful for establishing good design practices in DBC.

A Study on Optimal Advertising Level (기업의 적정광고수준에 대한 연구)

  • Park Sung-Uk
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.29 no.4
    • /
    • pp.135-140
    • /
    • 2004
  • It considers advertising as an instrument to increase the stock of goodwill or reputation. summarising the effects of past and current advertising expenditures carried out by a firm. on the current demand for her goods. A relevant result emerging from the Dorfman-Steiner (1954) condition. establishing that advertising investment is proportional to sales. This paper investigates optimal advertising level between the good firm and the bad firm. So. We knew that between the good firm and the bad firm are establishing the Dorfman-Steiner condition.

Nutrient Intake According to Dietary Attitudes of School Foodservice Dietitians (학교급식 영양사의 식생활 태도에 따른 영양소 섭취상태)

  • 윤현숙
    • Korean Journal of Community Nutrition
    • /
    • v.6 no.3
    • /
    • pp.306-316
    • /
    • 2001
  • This study investigated the correlations between nutrient intake and dietary attitudes in Korean school dietitians. A total of 493 school dietitians working in the Kangwon and Kyungnam areas participated in this study. The subjects were classified as the good group(33.5%), fair group(36.9%) and bad group(29.6%) based on dietary attitude score. The results were as follows. The average intake of energy, calcium, and iron were lower than the Korean RDA and average CPF ratio of energy intake was 64 : 17 : 19. The percent RDAs of nutrient intake of energy, calcium, iron and vitamin B$_1$were lower in the bad group than those in the fair group and good groups(p < 0.001). The mean adequacy ratio(MAR), an index of overall dietary quality, were different among the three groups(p < 0.001), the highest was 0.96 in the good group, the lowest was 0.88 in the bad group. The index of nutritional quality(INQ) was significantly higher in the good group than the other groups. The nutrient intakes were positively correlated with dietary attitudes(p < 0.01). The nutrient intakes, INQ, NAR and MAR were significantly increased as the dietary attitude score increased.

  • PDF

Response to Bee Venom Acupuncture and Polymorphism of Interleukin 4 Receptor and Interleukin 10 in Rheumatoid Arthritis

  • Kim, Yung-Tae;Lee, Jae-Dong;Lee, Yun-Ho
    • The Journal of Korean Medicine
    • /
    • v.25 no.2
    • /
    • pp.207-219
    • /
    • 2004
  • Objectives : We investigated to find the relationship between single-nucleotide polymorphism (SNP) of IL4R, IL-10 and bee venom therapy efficacy in patients with RA treated with bee venom for 8 weeks. Methods : Korean RA patients (n=114) and healthy subjects (n=109) were included in this prospective study. Korean bee venom was dissolved in saline (diluted 1:3000) and administrated into acupuncture points. Bee venom therapy was applied twice a week and continued for 8 weeks. The clinical response was evaluated using various assessments before and after treatment. Disease severity was measured by determining the number of tender joints and swollen joints. Laboratory studies included ESR, CRP, and rheumatoid factor. Genotyping for IL-4R and IL-10 polymorphism was done by pyrosequencing analysis. Results : 1. In IL4R genotypes, there was significant difference between RA ptitients tind controls group. 2. In IL4R genotypes, there was significant difference among Good, Mild and Bad responders to in RA patients, but in the frequency of alleles and carriers, there were no significant difference. 3. There was no significant difference between RA patients and controls group in IL-10 gene genotypes. 4. In IL-10 genotypes, there was no significant difference among Good, Mild and Bad responders to in RA patients. 5. There was no significant difference in the improvement of ESR, CRP and KHAQ scores after bee venom therapy in RA patients among the IL4R or IL-10 genotypes. Conclusions : In IL-4R genotypes, there was significant difference between RA patients and control group, and among Good, Mild and Bad responders in RA patients. However, in IL-10 genotypes, there was no significant difference between RA patients and controls group and among Good, Mild and Bad responders in RA patients.

  • PDF

The Exploratory Study for the Effect of Good and Bad Luck on Risky Decision: Perspective of Probabilistic Framing Effect (행운과 불운이 모험적 의사결정에 미치는 효과에 대한 탐색적 연구: 확률적 틀 효과의 관점에서)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Korean Journal of Cognitive Science
    • /
    • v.26 no.3
    • /
    • pp.279-300
    • /
    • 2015
  • Present research was carried out on the level of exploration to verify that good luck increases probabilistic framing effect but bad luck decrease the effect. And we organized an experiment that designed experience of luck (good luck vs. bad luck vs. control) ${\times}$ probabilistic frame (high vs. low) and observed whether people response based on probabilistic frame or not. As a result, we observed the two-way interaction where experience of good luck increased probabilistic framing effect, while experience of bad luck decreased the effect (Figure 1). We expect to see more studies of contextual framing effect besides probabilistic frame (e.g., positive vs. negative; loss related to context vs. loss irrelevant to context).