• Title/Summary/Keyword: Interaction Style

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Perceived Usefulness of Online Reviews by Web Novel Readers According to Review Message Types: A Study on the Moderation Effect of Decision-Making Styles (리뷰 메시지 유형에 따른 웹소설 독자의 온라인 리뷰 유용성 평가: 의사결정 유형의 조절효과)

  • Lee, Hyeon-Ji;Kim, Ha-Kyeong;Rim, Hye Bin
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.63-76
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    • 2022
  • Consumers of web novels read online reviews in order to decrease uncertainty when purchasing a web novel. This study examines the types of messages (factual or evaluative) that consumers find more useful and verifies the moderating effect of individual analytical decision-making style levels on differences in usefulness evaluation. Based on the tendency to acquire objective information, the usefulness of factual online reviews was expected to be higher in the context of buying experience goods, such as a web novel. Levels of analytical decision-making styles, which were classified based on individual perception, are also expected to affect the usefulness evaluation of reviews. Experiments 1 and 2 were repeatedly conducted to examine whether consumers think factual reviews are more useful than evaluative reviews. In particular, Experiment 2 was conducted to simulate the circumstance of selecting a romance web novel and demonstrated that reviews have a significant effect on messages and decision-making styles. The interaction effect between analytical decision-making style levels and review message types was also confirmed in Experiment 2. The results of this study can help researchers and marketers comprehend the behavioral patterns of web novel readers when evaluating reviews and consuming experience goods.

Experiences in Self-dieting Program of Obese Male College Students (비만 남자대학생의 자가 건강다이어트 프로그램 참여 경험)

  • Kim, Jeong Soo
    • Korean Journal of Adult Nursing
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    • v.25 no.5
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    • pp.504-514
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    • 2013
  • Purpose: This study was to describe the process of healthy dieting and develop a substantive theory that explains lifestyle in obese male college students. Methods: The participants were 11 students who had participated in self-dieting program in a health center. Data were collected with in-depth interviews and analyzed by grounded theory in Strauss and Corbin (1990). Results: Through analyzing process, 36 concepts, 18 subcategories, and nine categories were deduced. In axial coding, casual condition, 'shrinking themselves' and 'oriented to selfish lifestyle', context condition, 'distress in mutual understanding' impacted on phenomenon, 'making health with autonomous living pattern'. Intervening conditions were 'practicing with active measures' and 'growing the willpower' and action-interaction condition, 'devoting realistic plan with positiveness' totally lead to consequence in 'regaining social relationship' and 'pursuing harmonious sound of mind and body'. The periods of process were divided four stages, reflecting self-characteristics, situational copping phase, applying period realistic strategies, and developing phase of social relationship. The core category, 'developing communication competency' incorporated the relationship between and among all categories and explained the process. Conclusion: The findings indicate that self leading health program helped to develop the communication competency. Therefore, we would consider about internalized motives and external incentives in health programs.

The Impression Effect on Clothing Styles and Make-up Types of Woman in Her Twenties (20대 여성의 의복 스타일과 메이크업 유형에 따른 인상 효과)

  • Kim, Jae-Sook;Song, Min-Jung
    • The Research Journal of the Costume Culture
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    • v.15 no.5
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    • pp.863-874
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    • 2007
  • The propose of the study was to evaluate impression effects and likeness of clothing styles and make-up types. The stimuli were composed of 4 clothing styles(base, natural, romantic, classic) and 4 make-up types(no make-up, natural, romantic, classic). The subjects were 512 male and female university students in Daejeon and Chungnam province. The study consisted of a survey and quasi- experiment. The experimental materials used for this study were 16 stimuli, 32 hi-polar adjectives, and likeness scale were composed of 7-point Likert type scales. As a result, the clothing styles and make-up types effected on the 4 impressional dimensions: grace, evaluation, salience, and dynamism. The clothing styles effected on grace, salience and dynamism dimension and the effect of dynamism dimension was the most powerful among the dimensions. The make-up types effected on all of the 4 impression dimensions and the effect of salience dimension was the most powerful among the dimensions. The interaction effects existed between the clothing styles and make-up types in salience dimension. The likeness showed significant difference only on the make-up types. The effect of grace dimension was the most powerful among the dimensions. The main reason that make-up effect appears greatly could be analyzed into that clothes color is controlled by white. The results suggest the necessity of succession study about the effect of clothes color.

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The Process of Nurses Experience in Public Health Program Performance (간호사의 보건사업수행 경험과정)

  • Kim, Jeong-Soo
    • Research in Community and Public Health Nursing
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    • v.21 no.4
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    • pp.468-480
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    • 2010
  • Purpose: This study was to describe and develop public health nursing. Methods: Data were collected from 19 nurses sampled from 5 public health centers. The grounded theory of Strauss and Corbin (1990) was applied. Results: As a result, 48 concepts, 23 subcategories, and 11 categories were deduced from open coding. In axial coding, casual conditions 'facing difficulties of practical administration' and 'attaching importance to health support for residents' and context condition 'assessing of residents' service needs' impacted phenomenon 'searching for efficient performing methods.' Intervening conditions 'forming of support system' and 'working with positive,' and action-interaction conditions 'improving of resident's health and medical accessibility' and 'striving for self-development' lead to consequences 'carried out promptly for field-based problem solving,' 'mastered of successful program planning methods' and 'solving the issues with existing style.' The periods of process were divided into 4 stages, confirming program-contents, probing program-method, developing program-strategies, and applying program-competencies. The core category, ‘strengthening of practical-planning work competencies' incorporated the relationship between and among all categories and explained the process. Conclusion: This study described public health nurses' performance in Korea. These findings have important implications for the practice and must be considered to develop competencies for planning and practice of public health.

A Case Study on the Instructional Dimensions in Teaching Mathematics to the Elementary School Student from Multi-cultural Backgrounds (다문화권 학생들의 초등수학 학습과정에 관한 사례연구)

  • Jang, Yun-Young;ChoiKoh, Sang-Sook
    • The Mathematical Education
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    • v.48 no.4
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    • pp.419-442
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    • 2009
  • This study was to find the difficulties students faced in their mathematical learning and to identify the instructional dimensions a teacher provided for the students from multi-cultural background. Since the study was focused on the process of students' learning, the qualitative method was chosen through clinical interviews with 2 students in a total of 11 units which played a role of compensating their learning of mathematics as an extra curriculum. The students solved the computational problems relying on formal procedure without understanding of concepts and principles and solved the word problems based on own interpretation of certain words without semantic comprehension out of math sentences. As the instructional dimensions of teaching mathematics, tasks, a tool and classroom norm were found in the activities they performed. For the tasks, situated tasks, challenging tasks, tasks with lack of conditions, and open-ended exploratory tasks were used. As the tool, pictorial representations were very useful to describe their ideas. Finally, as the classroom norm, consider equity for everyone, and cooperate and encourage each other were found.

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Platform Strategies and Software Development Strategies in the era of Web Platform (웹의 플랫폼화에 따른 플랫폼 및 소프트웨어개발 전략)

  • Baek, Young-Nahn
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.101-110
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    • 2007
  • Current strategic trends in service distribution and software development in response to Web as a platform represent a paradoxical concurrent pursuit of 'economy of scale' and 'service'. From the software perspective, the major novel elements of the Web 2.0 era are Web as a platform and the emergence of long-tail service enabling web sites to function as an independent distribution channel. The current study analyzed the platform strategy for establishing a community of interactive developer and customers taking the issue of economy of scale into consideration. Software industry should face the new reality and utilize the open source community for cost minimization and securing customer base. Furthermore, Lego-style software development should be adopted for maintaining cost-competitiveness in customized software development.

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A Study on the Market Penetration of Imported Apparel and Consumer Attitude toward the Country-of-Origin (시장 개방하에서 수입 의류의 시장 침투와 의류상품의 원산지에 대한 소비자 태도 조사)

  • 전경숙;민신기
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.2
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    • pp.357-367
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    • 1997
  • The success of apparel goods mainly depends on the purchase behavior of end use consumers. The decision making processes of apparel merchandise are very complicated according to the many information cues available to the consumers. The country-of-origin is one of the extrinsic cues to affect the consumers 'decision. To study the effect of country -of-origin, the Polo style knit shirts were chosen as stimuli to the male and the female subjects (total 527) aged from 18 to 35. The identical nine shirts (3 countries$\times$3 levels of price) were carefully manipulated for the treatments. The three countries labelled are Italy as industrialized country, China as less developed one, and Korea. In addition to the country-of -origin, the prices of the shirts were exposed to the respondents. The price levels were 14,000 won for the low, 39,000 won for the moderate, and 64,000 won for the high price level. The findings were as follows: 1) As price was increased, the perceived value and purchase intention were decresed. Price was not statistically significant to perceived quality, but it was significant to perceived value and willingness to buy. 2) The merchandise of "Made in Italy" was evaluated higher than those of "Made in Korea" and "Made in China" The country-of-origin had statistically significant influences on the perceived quality, perceived value and also willingness to buy. 3) The interaction between the two factors, country-of-origin and price, was not observed.n and price, was not observed.

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The Effect of Shirts-Color and Hat Color, Hat Design on Impression Formation (상의색과 모자색, 모자유형이 인상 형성에 미치는 영향)

  • 정해선;강경자
    • The Research Journal of the Costume Culture
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    • v.12 no.3
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    • pp.354-368
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    • 2004
  • The purpose of this study is to investigate the effect of Shirts-color(Different-color, Same-color) and Hat color(Red, Blue, Beige, Grey), Hat design (Beret, Cloche, Bowler, and Capeline) on impression formation. The experimental materials developed for this study were a set of stimulus and response scales. The 7-point semantic thirty stimuli color pictures of various combination of hair length, hair style, and type of hat design were manipulated by computer drawing. The subjects were 360 undergraduates living in Seoul, Kyunggi and Kyungnam. The experimental design was composed of 3 factorial designs. The result of the study can be summarized as follows; Impression factor of the stimulus consisted of the 5 different dimensions. (concentration of attention, attractiveness, gracefulness, activity, tenderness). Concentration of attention, elegance, and tenderness in case of a hat as a clue, elegance and tenderness in case of the color of upper clothes as a clue, and all the factors except attractiveness and elegance in case of the type of hat as a clue were significant factors to differences of appearance. In regarding the effect of interaction between each variable, the combination of Hat color and Shirts-color had significant effects on tenderness, Hat color and type of hat design on concentration of attention, elegance and activity.

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Clonorchis Sinensis Infection Experience in Residents Living in Riverside Areas (강 유역 주민들의 간흡충 감염 경험)

  • Kim, Hee-Gerl;June, Kyung-Ja;Kim, Souk-Young;Park, Myung-Sook;Kim, Chun-Mi
    • Research in Community and Public Health Nursing
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    • v.21 no.1
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    • pp.110-117
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    • 2010
  • Purpose: The purpose of this research was to describe clonorchis sinensis infection experience in high risk populations living in riverside areas. The research question was "How do local residents perceive Clonorchiasis and how are they infected with the parasite". Methods: Qualitative data were collected by focus group interviews with 16 participants from January to February, 2009. All the interviews were tape-recorded, transcribed, and analyzed by the content analysis method. Results: Five main categories were conceptualized, which were "lacking in understanding of Clonorchiasis," "culture of the rural community," "life style," "recovering experience from infection" and "change of health behavior." Conclusion: The result of this study indicates that residents are infected with Clonorchiasis through interaction between individual and group risky factors. Therefore, it is important to develop effective health education programs on both individual and group levels to prevent infection with Clonorchiasis.

Study on User-Friendly Rhythm Dance Game Utilizing Beat Element of Music (음악의 비트 요소를 활용한 사용자 친화적 리듬댄스게임 연구)

  • Yi, Tae-Ha;Jeong, Seung-Hwa;Goo, Bon-Cheol
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.43-52
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    • 2015
  • This Study suggests the user-friendly game playing method of rhythm dance game focusing on the natural interaction between music and user's movement. When the existing rhythm dance games have given the limitation to users, this study chose the game playing method using beat that is consist of basic element in dance music for minimizing the limitation. Beat feeling method automatically figures out each body position value extracted with Kinect that divided into three parts of shoulder, knee, and head. Accoring to this process, users can play the game to individual dance style, not fixed rules for game.