• 제목/요약/키워드: Intrinsic Preference

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설계자 선호도를 고려한 다특성 강건설계법 (Multi-Characteristic Robust Design Methodology Based on Designer's Preference)

  • 김경모
    • 품질경영학회지
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    • 제29권1호
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    • pp.47-61
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    • 2001
  • The ever increasing demands for enhanced competitiveness of engineered products require a "designing-in-quality" strategy that can effectively and efficiently incorporate multiple design objectives into design. Robust design can be viewed as a multi-characteristic design problem requiring tradeoffs between mean and variance characteristics. Firstly this paper analyzes the intrinsic preference of the traditional SN ratio on mean and variance, and secondly presents a new design metric for a robust design using concepts from utility theory to accurately capture designer′s intent and preference on mean and variance. The steps to apply the proposed design metric as the robust design criterion in an orthogonal array based engineering experimentation is presented with the aid of a demonstrative case study. The performance of the proposed design metric is tested, and the results are discussed.

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작업선호도, 자아효능감이 간호대학생의 창의적 리더십에 미치는 영향 (Influence of Work Preference and Self-efficacy on Creative Leadership of Nursing Students)

  • 최미정;허명
    • 한국엔터테인먼트산업학회논문지
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    • 제13권2호
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    • pp.219-229
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    • 2019
  • 이 연구의 목적은 개인적, 사회적, 문제해결적 리더십의 총체인 창의적 리더십 발현에 작업선호도 즉, 내적·외적동기와 자아효능감이 어떤 영향을 미치는지 알아보고자 실시되었다. 연구를 위해 G시의 간호대학 학생들 195명을 대상으로 Amabile의 작업 선호도 검사, 자아효능감 검사, 창의적 리더십 검사가 진행되었으며 SPSS 24.0 프로그램을 통해 상관분석과 회귀분석의 방법이 실시되었다. 연구결과, 첫째, 창의적 리더십은 내적동기와 자아효능감과 유의한 양의 상관관계를 나타내었다. 둘째, 상관관계에서 유의한 차이를 나타낸 요인들을 중심으로 다중회귀 분석을 실시한 결과, 창의적 리더십에 영향을 주는 요인은 자아효능감과 내적동기로 나타났으며, 60.0%의 설명력을 나타내었다. 창의적 리더십 향상을 위해 자아효능감을 향상시킬 필요가 있으며, 내적 동기를 강화시키는 것이 중요함을 알 수 있었다.

일부지역 보건의료계열 대학생들의 직업가치관 구성요인에 대한 연구 (A Study on the Work Value of University Students Majoring in Health Care Management)

  • 박현숙
    • 보건의료산업학회지
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    • 제5권4호
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    • pp.95-111
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    • 2011
  • The purpose of this study was to explore and analyse the work value of university students majoring in health care management. The subjects of this study were 300 students. Maryland Work Value Inventory was used and the data were collected using a structured and self-administrated questionnaire. As a result of factor analysis, the following results were obtained. First, the work value consists of six factors (financial remuneration, social status, social contribution, capability, achievement, proper pride) and it can be classified extrinsic work value (financial remuneration, social status) and intrinsic work value(social contribution, capability, achievement, proper pride). Second, The mean extrinsic work value(4.16) was higher than the mean intrinsic work value(3.80). The preference order of the work value was like this; financial remuneration(4.36) the first, achievement(4.05), social status(3.96), proper pride(3.93), capability(3.78), and social contribution(3.45) the last. Third, the mean of the economic stability in extrinsic work value was the highest. The factors meaningfully relating with intrinsic work value were age, school grade and the experience of job. Forth, as a result of regression analysis, the more school grade they have, the less extrinsic work value and the less their mother's level of education, the higher extrinsic work value.

컴퓨팅사고력을 고려한 교육과정을 적용한 정보영재들의 창의적 성격과 내적동기 분석 (Analysis of Creative Personality and Intrinsic Motivation of Information Gifted Students Applying Curriculum Based on Computing Thinking)

  • 정종인
    • 한국산학기술학회논문지
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    • 제20권8호
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    • pp.139-148
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    • 2019
  • 국가의 미래를 위하여 과학영재육성은 매우 중요하며 특히 4차 산업의 시대에서는 정보영재의 육성은 더욱 중요하다. 대학교부설 과학영재교육원에서는 정보영재를 양성하고 있는데 각 영재교육원마다 표준화된 교육과정이 없다. 그러므로 본 연구에서는 컴퓨팅 사고력을 바탕으로 개발한 교육과정이 정보영재의 정의적 특성에 얼마나 효과적인지 분석하였다. 컴퓨팅 사고력의 구성요소를 고려하여 개발한 교육과정을 K대학교부설 과학영재교육원의 정보영재학생들을 대상으로 적용하였다. 교육과정의 효과성을 검증하기 위하여 창의적 성격 검사지와 내적동기 검사지를 개발하여 교육과정의 실행이전과 이후에 각각 검사를 실시하였다. 사전-사후 검사결과를 R프로그램으로 t-검정하여 비교 분석하였다. 창의적 성격 검사지는 모험성, 자아수용, 호기심, 유머, 지배성, 자율성 6가지 요소로 36문항으로 구성하였으며 내적 동기검사는 호기심 및 흥미 중시성향, 도전적인 학습과제 선호성향, 독자적 판단 의존 성향, 독자적 숙달 성향, 내적 준거성향 5요소로 20문항으로 구성하였다. 실험집단에 대한 교육과정이 창의적 성격에 미치는 효과는 유의도 0.009로 유의도 0.05 수준에서 유의한 차이를 보였으며 내적동기에 미치는 효과는 유의도 0.056로 유의도 0.05수준에서 아주 간소한 차이로 유의미한 차이를 보이지 못했다.

Consumer perception of marbling and beef quality during purchase and consumer preferences for degree of doneness

  • Hakan Benli;Duygu Gecgel Yildiz
    • Animal Bioscience
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    • 제36권8호
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    • pp.1274-1284
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    • 2023
  • Objective: Understanding consumer perception of meat quality in developing countries is an important issue since consumer perception of quality could be highly variable. In the current study, consumers' purchasing preferences affected by marbling and perception of quality were evaluated in a survey study. Furthermore, consumers' preferences for degree of doneness were investigated using both survey and consumer panel studies. Methods: The study was carried out in two phases. Firstly, a survey was conducted in Adana Province, Turkey to collect data related to the attributes affecting consumers' meat purchase decision and consumers' degree of doneness preferences. In the second phase, boneless ribeye was used to investigate consumers' degree of doneness preferences in a consumer panel. In addition, proximate analyses of the samples were conducted. Results: The survey study using pictures of marbling illustrations indicated that higher degrees of marbling might be considered too fatty to be purchased by consumers. Consumers' perceptions regarding the relationship between marbling and beef quality further indicated that marbling might not be acknowledged as a cue of a higher quality meat. Nevertheless, the results of the importance of some attributes related to intrinsic and extrinsic quality cues showed that consumers were looking for the cues that indicated not only quality but also safety of the meat during meat purchase. The results of both survey and consumer panel studies revealed that consumers might prefer higher degrees of doneness while consuming meat since a majority of the consumers' preference of degree of doneness was at least well done. Conclusion: This study revealed that consumer purchasing preferences might vary between countries regarding marbling and perception of quality. Furthermore, higher degrees of doneness could be the preference of these consumers. Thus, further studies are needed to increase consumer satisfaction in these countries.

헤도닉 정보시스템의 지속적인 사용에 관한 연구: UCC를 중심으로 (IS Continuance of Hedonic Information Systems)

  • 서호철;안중호;양지윤
    • Asia pacific journal of information systems
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    • 제17권3호
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    • pp.25-53
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    • 2007
  • The Expectation Confirmation Model (ECM) of information systems investigates the continued information systems usage behavior. This paper expands the original post-adoption beliefs and searches the applications in the emerging hedonic information systems. Previous IS researches focused on the organizational environments. However as the information technology (especially internet) evolves, information systems have not only emerged for the organizations but also for the individual users, such as internet portals, internet communities, on-line games etc. These information systems so called Hedonic Information Systems aims to provide self-fulfilling value rather than instrumental value to the users. Researches in other disciplines, including marketing and consumer behavior research, illustrate that the hedonic and utilitarian perspective of goods and services have different influence on the consumer behavior. Goods and services used to be classified into either hedonic or utilitarian aspect but now they may belong to both aspects simultaneously. Moreover consumer's goals or tasks have both hedonic utilitarian aspects. When a consumer makes a decision to purchase or repurchase goods or services, he/she compares the hedonic and utilitarian perspectives of goods to find most suitable ones to satisfy their goals/tasks. Finally, consumer's behavior is determined by the trade-off between what the goods can provide to the consumers and in what extent the goods fulfill consumer's purchase behavior. Consumer also shows that the salience of hedonic perspective is relatively greater when consumer decides which of several items to give up (forfeiture choices) than the time when they decide which item to acquire (acquisition choices). Some researches in MIS discipline have found out that the information systems also have both hedonic and utilitarian perspectives. The decision process of whether to use information systems or not is similar to that of a consumer's decision of purchasing or repurchasing goods or services. However most of researches in MIS tend to focus on the extrinsic motivation variables which only cover the utilitarian perspective of information systems. It is only recent that researches start to investigate the intrinsic motivation variable - Perceived Enjoyment - for the hedonic perspective. Considering the consumer's purchasing decision process, users of information systems evaluate the systems through balancing between intrinsic (hedonic) and extrinsic (utilitarian) variables according to their main tasks or tendencies. This paper proposes a model that is based on the ECM of IS Continuance model modified from Expectation Confirmation Model to fit into the continued usage of information system. It first started from the decision process regarding hedonic and utilitarian perspectives in the consumer behavior literatures. The model deals with continued usage of information systems beyond the mere technology adoption as in most of the previous MIS researches. This research is particularly important to the hedonic information systems, because their business model depends on the frequent usages rather simple adoption at the beginning. Because the basic model only considered the extrinsic motivations (perceived usefulness) to explain the users' behavior and as the information systems can have both hedonic and utilitarian dimensions, it should consider both perspectives. Therefore, this newly proposed model considers intrinsic variable (perceived enjoyment) as well. Since the individual user can have a preference on either aspects that is between the hedonic and utilitarian perspective depending on his/her main tasks or goals, some variables (Hedonic Orientation and Utilitarian Orientation) meaning the extents of users' pursuing from the information system were additionally studied.

미국산 청바지 구매에 관한 소비자 태도 분석 (Consumer Attitude Toward Purchasing US Brand Jeans)

  • Kim-Jai-Ok
    • 복식
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    • 제28권
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    • pp.225-237
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    • 1996
  • The product evaluation and purchasing behavior of US brand jeans have been studied. The intrinsic and extrinsic cues are usually adopted to interpret the purchasing decison making processes. Among extrinsic cues price and brand name have been studied exten-sively but country-of-origin has not been examined in Korea. With the liberalization of retail industry foreign brands are aggressively penetrating in Korean pparel market. Since the penetration of imported apparel has increased tremendously lately the consumer attitude toward foreign produced clothing has great importance. The findings of the study were 1) Price was the most important among extrinsic cues ex-cept quality. Brand name was more important than store and country-of-origin. 2) The country image had significant influence to the preference as apparel production country. 3) The evaluation and willingness to buy of the jeans were greatly influenced by the be-havioral charcteristics of consumer variables. 4) The model to predict the willingness to buy of the jeans has been developed.

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공간디자인을 위한 환경조형예술품의 영향과 선정 요소에 관한 연구 (A Study on the Effect of Environment Artworks for the Spatial Design in Architecture and their Selection factors)

  • 이상진;임경란
    • 한국실내디자인학회논문집
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    • 제31호
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    • pp.29-40
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    • 2002
  • Environment artworks occupy the diverse spaces of architecture not as one of ornaments or supplementaries to edifice but as a main subject of architectural effect. The application of artworks in architectural design, such as paintings or sculptures including installation art possesses social and historical functions as well as contextual meaning. In Korea the interest of environment artworks has increased since early 1980s, during which large projects began to establish. However environment artworks have been selected merely by the owner's preference or the artist's aesthetic value without collaboration with architects or interior architects, who are willing to allow the minimal units of signification to architectural space. The purpose of the study is to prove the importance of environment artworks in spatial design of architecture. The essence intrinsic to design issue will be defined by proposing the selection factors for environment artworks to escalate the value of architectural space, so that we can expect not only the unification of art and architecture but also the accordance between artistry and publicity.

클러스터 VOD서버에서 선호도 기반 세그먼트 버퍼 대체 기법 (Preference-Based Segment Buffer Replacement in Cluster VOD Servers)

  • 서동만;이좌형;방철석;임동선;정인범;김윤
    • 한국정보과학회논문지:시스템및이론
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    • 제33권11호
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    • pp.797-809
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    • 2006
  • 대규모 사용자들에게 QoS가 보장되는 스트리밍 미디어를 제공하기 위해서는 한정된 서버의 자원을 스트리밍 미디어의 특징에 맞추어 효과적으로 활용하는 연구를 필요하게 한다. 서버의 자원들 중 메모리는 디스크로부터 읽어 들인 미디어 데이타의 버퍼공간으로 활용되며 버퍼의 히트율은 서버의 성능에 중요한 역할을 한다. 그러나 접속되는 사용자들의 증가에 따라서 히트율이 높은 기존의 버퍼들조차도 새롭게 읽어 들인 미디어 데이타들로 대체되므로 서버의 성능확장성에 부정적 영향을 미치는 결과를 가져 오고 있다. 이런 문제점을 해결하기위해서는 스트리밍 미디어의 특징인 대규모 데이타들에 대한 읽기 연속 성과 편중된 사용자 선호도가 반영된 버퍼 대체 알고리즘이 필요하다. 본 논문에서는 대규모 사용자들에게 스트리밍 미디어를 서비스하기 위하여 사용되는 클러스터 기반 VOD 서버에서 스트리밍 미디어의 특징을 활용하는 선호도 기반 세그먼트 버퍼 대체 알고리즘을 연구한다. 제안되는 기법은 사용자들의 선호도에 기반을 둔 시간적 국부성과 미디어 데이타의 순차적 읽기 특성인 공간적 국부성을 버퍼 대체 알고리즘에 반영하므로 기존의 버퍼 대체 알고리즘보다 스트리밍 미디어 서비스에서 향상된 버퍼 히트율을 나타낸다. 본 논문에서는 향상된 버퍼 히트율이 클러스터 기반 VOD 서버의 성능 확장성을 개선시킴을 구현된 클러스터 형 VOD 시스템을 통하여 입증한다.

온라인 영재교육 프로그램 성취 수준에 따른 학생의 동기, 자기조절전략, 학습양식 차이 분석 (An Analysis of Differences in Motivation, Self-regulation Strategy use, Learning Style Preference among High, Medium, Low Achievers in an Online Gifted Program)

  • 채유정;이성혜
    • 영재교육연구
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    • 제25권6호
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    • pp.905-926
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    • 2015
  • 본 연구에서는 온라인 영재교육 프로그램을 이수한 학생의 동기, 자기조절전략, 학습양식을 비교하여 성취도 상위, 중위, 하위 집단 간에 차이가 있는지 분석하고자 하였다. 이 연구에 참여한 학생은 2015년 3월~6월까지 온라인 영재교육 과정을 이수한 중학교 1학년~고등학교 2학년 788명이며, 이들은 학습관리시스템을 통해 온라인 설문에 자발적으로 참여하였다. 설문 문항은 동기(동기적 선호, 학습목표 지향성) 관련 20개 문항, 자기조절전략(인지조절 전략, 행동조절 전략) 관련 27문항, 학습양식 관련 6문항, 학습자 배경변인 7문항으로 총 60개였으며, 설문 데이터는 SPSS 19.0를 이용해 기술통계 및 다변량분산분석(MANOVA)의 방법으로 분석하였다. 본 연구에서 도출한 결과는 다음과 같다. 첫째, 학생의 수학, 과학 과목에 대한 동기적 선호를 비교했을 때, 성취수준 상위, 중위, 하위집단 순서로 수학적, 과학적 내재적 동기가 높았다. 둘째, 상위, 중위, 하위 집단 간 인지조절 전략 하위 요인별 활용의 차이를 분석한 결과 정교화 전략에서 집단 간 유의미한 차이가 있는 것으로 나타났고, 노력 및 시간조절 전략에서도 상위 집단과 하위 집단, 중위 집단과 하위 집단 간에 유의미한 차이가 나타났다. 즉, 상위 집단의 정교화 전략, 노력 및 시간조절 활용 수준이 가장 높은 것으로 나타났다. 마지막으로, 학습 양식 선호의 차이, 즉 협동학습과 경쟁학습 선호에 대한 집단 차이는 통계적으로 유의미하지 않았다.