Chinese medicine hospital enables the users to expect more efficient cure result in the psychological stability and the comfortable indoor environment by supplying the functional and aesthetic cure space with the medical action of good quality Medical activity is to treat the human life. Thus, hospital must be more human-centered-place than other space. Thus study is establishment of space to be able to lead more rational and active participation than the conservative and passive image of the department of diagnosis and treatment for outpatients is desirable. This study is the indoor schedule to suggest the direction about the department of diagnosis and treatment for outpatients of Chinese medicine hospital of native image with more comfortable and positive approach on the basis of above points at issues as the schedule to fulfill the performance of medical function and the emotional and psychological satisfaction of users as the human being-centered-medical institution on the subject of the department of diagnosis and treatment for outpatients in Chinese medicine hospital. And, this researcher progressed as follows by being premised on this 1. Description of Goai, Range and Method of Study and Suggestion of Study Direction 2. Concept introduction as the Basic Approach of Theory which is necessary for Study 3. The Problems were recognized by grasping the present condition in Korea through the questionaines 4. establishment of Concept and direction which are necessary for planning the indoor of the department of Diagnosis and Treatment for Chinese Medicine Hospital 5. Progression of Design Plan attendant upon Concept 6. Analysis of the Conents attendant upon this, and Conclusiov.
Purpose - The purpose of this study is to empirically analyze users' continuous use intentions using the characteristics of live commerce in China. Design/methodology/approach - Social presence, influence of information source (Wang Hong), convenience, marketability, reliability, personal innovativeness, and social influence were selected as elements that affect the perceived value of users, and an assumption that perceived value would affect continuous use intention was set. 515 samples were obtained from Chinese consumers through a Chinese online questionaire survey. IBM SPSS 26 and AMOS was used for statistical testing. Findings - First, social presence, Wang Hong, convenience, marketability, and reliability, which are the quality characteristics of live commerce services, affect the perceived value of users and user's continuous use intention. Second, the perceived value of users plays a mediating role between the quality characteristics of live commerce service and the continuous use intention. Third, personal innovativeness plays a moderating role in the effect of live commerce service quality on the perceived value of e-commerce users. Fourth, among the relative effects of the service quality characteristic variables, the relative effect of reliability is the greatest followed by that of convenience, marketability, and Wang Hong, in order of precedence, and the effect of social presence is the smallest. Research implications or Originality - South Korean government's plan to support for advancing into live commerce in China were presented as strategic implications for exporting South Korean products to China through online services including live commerce.
Purpose - The objective of this study is to verify whether there are differences between Korean and Chinese consumers in the importance of the attributes such as shopping value and loyalty in social commerce. With the purpose of finding out these differences, the following questions are set up as research questions. First, will there be a difference between Korea and China in the importance of attributes of social commerce? Second, will there be a difference between Korean and Chinese consumers in shopping value? Third, will there be a difference between Korean and Chinese consumers in their loyalty? Research design, data, and methodology - The researchers collected data through self-administered questionnaires from Korean and Chinese consumers who had used social commerce within the past six months before answering the questionnaire. First, for social commerce users in Korea, comprising male and female university students in Chungcheong, a questionnaire was circulated. For social commerce users in China, university students within Beijing were surveyed. Responses to 336 questionnaires were used, excluding those with no answers or unreliable answers. Data coding and data cleaning were used. SPSS 18.0 was used. First, exploratory factor analysis is done to verify the validity of testing tools, and Cronbach's α coefficient is used to verify credibility. For factor analysis, the Varimax method is used. To verify the internal consistency reliability of each factor, the Cronbach's α coefficient is used to verify the credibility. Second, a T-test is done to verify differences between Korean and Chinese consumers for the importance of attributes. Third, ANOVA (Analysis of variance) is done to verify differences between Korean and Chinese consumers in shopping value and loyalty. Results - When Korean and Chinese consumers use social commerce, first, the importance of the attributes of social commerce is affected by four factors; playfulness and economic factors are more important to Korean consumers than Chinese consumers. As for informativeness factors, including product information and quality, and buyer comments, there was no confirmed difference between Korean and Chinese consumers. The convenience factor is more important to Chinese consumers than Korean consumers. Second, the factors affecting shopping value for Korean and Chinese consumers were hedonic shopping value and rational shopping value. To see the difference between Korean and Chinese consumers in shopping value factors, a t-test is conducted. As a result, in the rational shopping value factors of social commerce, Korean consumers scored higher than did Chinese consumers. These results were verified to be meaningful through statistics. In the hedonic shopping value factor of social commerce, Korean consumers scored higher than Chinese consumers. These results showed a significant difference. Third, loyalty in social commerce is higher for Chinese consumers than for Korean consumers. However, there is no difference in loyalty depending on sex. Conclusion - These results will hopefully be valuable and used in the future by Korean companies that wish to enter the Chinese social commerce market.
Purpose - The objective of this study is to verify whether there are differences between Korean and Chinese consumers in the importance of the attributes such as shopping value and loyalty in social commerce. With the purpose of finding out these differences, the following questions are set up as research questions. First, will there be a difference between Korea and China in the importance of attributes of social commerce? Second, will there be a difference between Korean and Chinese consumers in shopping value? Third, will there be a difference between Korean and Chinese consumers in their loyalty? Research design, data, and methodology - The researchers collected data through self-administered questionnaires from Korean and Chinese consumers who had used social commerce within the past six months before answering the questionnaire. First, for social commerce users in Korea, comprising male and female university students in Chungcheong, a questionnaire was circulated. For social commerce users in China, university students within Beijing were surveyed. Responses to 336 questionnaires were used, excluding those with no answers or unreliable answers. Data coding and data cleaning were used. SPSS 18.0 was used. First, exploratory factor analysis is done to verify the validity of testing tools, and Cronbach's α coefficient is used to verify credibility. For factor analysis, the Varimax method is used. To verify the internal consistency reliability of each factor, the Cronbach's α coefficient is used to verify the credibility. Second, a T-test is done to verify differences between Korean and Chinese consumers for the importance of attributes. Third, ANOVA (Analysis of variance) is done to verify differences between Korean and Chinese consumers in shopping value and loyalty. Results - When Korean and Chinese consumers use social commerce, first, the importance of the attributes of social commerce is affected by four factors; playfulness and economic factors are more important to Korean consumers than Chinese consumers. As for informativeness factors, including product information and quality, and buyer comments, there was no confirmed difference between Korean and Chinese consumers. The convenience factor is more important to Chinese consumers than Korean consumers. Second, the factors affecting shopping value for Korean and Chinese consumers were hedonic shopping value and rational shopping value. To see the difference between Korean and Chinese consumers in shopping value factors, a t-test is conducted. As a result, in the rational shopping value factors of social commerce, Korean consumers scored higher than did Chinese consumers. These results were verified to be meaningful through statistics. In the hedonic shopping value factor of social commerce, Korean consumers scored higher than Chinese consumers. These results showed a significant difference. Third, loyalty in social commerce is higher for Chinese consumers than for Korean consumers. However, there is no difference in loyalty depending on sex. Conclusions - These results will hopefully be valuable and used in the future by Korean companies that wish to enter the Chinese social commerce market.
As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.
This study investigated Seoul's image as a tourism destination that Chinese tourists perceived, taking advantage of Chinese Social Media "Renren". The study used visual method (V-method) to collect images and analyzed them in terms of convergent disciplinary approach. It searched Chinese word, "首爾", in Renren social network. 526 Seoul's photos were collected from 129 users' mini-homepage. Destination planners and marketers should understand how the Chinese tourists perceive the Seoul's image and recognize the contribution factors to representations of the city. It is recommended that more cultural experience should be offered to Chinese tourists.
A comparison of students' media environments and media use patterns among Korean-Chinese in Yanji and Shenyang, Chinese students in Yanji and Korean students in Ulsan revealed significant differences. The research surveyed 3,241 students between 10-18 years old on their home media environments, media use patterns and social characteristics including achievement motivation and the locus of control. Korean children not only have more media in their homes, but they are also heavier users of computers and other media than the other two groups. Despite the lower rates of access to computers and other media at home, Korean-Chinese in Yanji reported more use of media including TV, VCRs and computers at the computer rooms than Chinese students in Yanji. Additional analyses revealed negative correlations between computer gaming at home and at computer rooms and achievement, internal locus of control and psychological and physical home environments. Impacts of Korea culture and societal changes on the Korean-Chinese use of media, and choice of media language were discussed.
The purpose of this study is to verify the extended technology readiness and acceptance model according to the characteristics of technology for the continuous use motive of SNS users. In particular, we conducted a comparative study on the differences in technology readiness and acceptance model between countries through the empirical analysis of the users of SNS in Korea and China with different technological and cultural environments. The results of this study are as follows; First, Positive technology readiness index has a positive effect on performance expectancy, effort expectancy, social influence, and facilitating conditions, which are variables of UTAUT. Positive technology readiness also has a positive effect on Enjoyment, which is added in this study. Second, negative technology readiness index has negative effect on performance expectancy and social influence, which are variables of UTAUT. In addition, negative technology readiness index has not a significant effect on enjoyment, which was added in this study. Finally, the relationship between technology readiness index, motivation for technology acceptance, and continuously intention to use has a partially different influence on the Korean and Chinese users. Based on the results of this study, this study suggested academic implications and practical implications.
Currently, two-dimensional culture is the main keyword in Chinese contents market. In China, many capital and economic giants have entered into two-dimensional cultural market because the number of users and the interest of the public for two-dimensional culture are increasing day by day. The reason for the rise of the two-dimensional culture into the mainstream culture is not only the switching of the mainstream consumer class but also Two-Dimensional Culture forms a huge industrial chain covering many areas including movies, performances and theme parks in addition to ACGN (Animation, Comic, Game and light Novel), the second is that more people are participating in Two-Dimensional Culture due to the specific audience with high social environment and loyalty and the third is looking for the role of the users in Two-Dimensional cultural content from three characteristics, such as strong cultural prevalence. This study analyzed the Chinese two-dimensional cultural environment through PEST(Political, Economic, Social and Technological analysis) In addition, as the ecological environment and communication method of Two-Dimensional Culture users changed, the users became active participants and the second producers of contents. I examined the way of using the users' contents through the phenomenon of 'Barrage'. Therefore, this study discussed the appropriate development path for the user-oriented contents industry in the Chinese Two-Dimensional cultural environment.
This study was performed to investigate the dietary supplement use and related factors by college students attending in web class. One thousand four hundred college students(male: 632, female: 768) were participated in this study. The questionnaire about dietary supplements use, demographic characteristics, eating behavior, health-related lifestyles, nutrient intake was self-administered and the data were obtained via internet or mail. Dietary supplements were taken by 63.6%(male : 62.2%, female : 64.2%) of subjects. The higher concern about nutrition and health, the higher the incidence of dietary supplements taking was(p < 0.05). Dietary supplement users were satisfied more than non-users about meal served(p < 0.05). Supplements used by most male students were lactic acid beverage, Chinese medicine, geigogi geisoju and multivitamin, Chinese medicine, fiber-processed flood for female students. Most of dietary supplement users answered that the sources of information on supplements were 'friend, family or relatives' and 'TV or radio'. Dietary supplement users were taking significantly more nutrients compared to non-use. Therefore, it may be necessary to provide nutrition information and education which show that balanced diet is the best nutritional strategy for health promotion and diet supplements can be helpful in deficient state nutrients.
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