• 제목/요약/키워드: Model-based Compensation

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코로나19 팬데믹 전후 초·중·고등학생의 가구소득별 에너지 및 다량영양소 섭취: 국민건강영양조사 (2016-2022) 자료 활용 (Intake of energy and macronutrients according to household income among elementary, middle, and high school students before and during the COVID-19 pandemic: a cross-sectional study)

  • 정채은;이희진;이정은
    • 대한지역사회영양학회지
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    • 제29권3호
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    • pp.234-252
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    • 2024
  • Objectives: This study examined the intake of energy and macronutrients among elementary, middle, and high school students according to household income before the COVID-19 pandemic (2016-2019), during the social distancing period (2020-2021), and after the social distancing measures were lifted (2022). Methods: We included 5,217 students aged 5-18 from the Korea National Health and Nutrition Examination Survey (KNHANES) conducted between 2016 and 2022. Dietary intake was assessed using one-day 24-hour dietary recalls. We estimated the least squares means (LS-means) of intake according to household income for each period using a weighted linear regression model, adjusted for age and sex. Differences in LS-means between the periods were analyzed using the t-test. Results: During the social distancing period, the LS-means of energy intake among students decreased significantly by 143.2 kcal/day compared to pre-pandemic levels (P < 0.001). Students from low-income households experienced a more pronounced decrease in energy intake (-379.1 kcal/day, P < 0.001) and macronutrient intake compared to those from other income groups. Energy intake at school significantly declined for all income groups during the social distancing period compared to before the pandemic. No significant changes in home energy intake were observed among low-income students, whereas there was an increase for students from higher-income groups. Before the pandemic, 8.5% of students from low-income households reported insufficient food due to economic difficulties; this figure rose to 21.3% during the pandemic. Conclusions: During the pandemic, students from low-income families experienced significantly lower intake of energy and macronutrients compared to pre-pandemic levels. The most substantial reductions were noted among low-income students, largely due to the lack of compensation for decreased school-based intake with increased intake at home.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

도시공원 일몰제에 의한 탄소고정량과 경제성 분석에 대한 연구 (Change of Carbon Fixation and Economic Assessment according to the Implementation of the Sunset Provision)

  • 최지영;이상돈
    • Ecology and Resilient Infrastructure
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    • 제7권2호
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    • pp.126-133
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    • 2020
  • 2020년 「장기미집행 도시공원 일몰제」 시행에 따라 장기 미집행 대상 도시계획 시설 중 약 90%가 공원으로 차지하고 있어 도심 공원이 개발위기에 있다. 이로 인해 서울시에서 사라지는 공원면적은 95 ㎢이며, 204개 공원 중 116곳은 사유지이다. 이는 대부분 용도변경 가능성으로 난개발과 녹지율 감소를 야기하여 생태계에 영향을 줄 것으로 예상되고 있다. 본 연구는 해제대상 공원 수가 가장 많은 서울시 종로구를 대상으로, InVEST 모델을 적용하여 일몰제 시행 전·후에 대해 탄소고정량 변화량, 이에 따른 경제적 가치 추정을 하였다. 연구결과, 종로구의 미집행 공원이 제공하고 있던 탄소고정량은 374,448 megagram (Mg)였으며, 도시공원 일몰제 시행 시, 약 18%가 감소한 305,564 megagram (Mg)로 도출되었다. 이를 실질탄소가격을 적용하였을 때, 평균값 적용 시 약 7억 원의 손실로 추정되었다. 그리고 기후변화, 생태계에 미치는 영향을 모두 포함한 탄소의 사회적 비용을 적용하였을 때, 약 98억 원의 경제적 손실이 있는 것으로 예측되었다. 본 연구는 종로구의 일몰제 시행에 따른 탄소고정량 평가를 통한 예측하였다는 것에 의의가 있으며, 도심의 공원이 주는 생태계서비스를 과학적인 값으로 알 수 있었다. 본 연구는 생태계 보전과 개발 사이의 정책 결정 과정에서 기초자료로 활용될 수 있을 뿐 아니라, 장기 미집행 대상 사유지 공원에 대한 보상의 근거자료로 활용될 수 있을 것이다.

4-, 6-, 10-MV X-선원에서 공기동이 흡수선량에 미치는 효과 : 후두모형 (Air Cavity Effects on the Absorbed Dose for 4-, 6- and 10-MV X-ray Beams : Larynx Model)

  • 김창선;양대식;김철용;최명선
    • Radiation Oncology Journal
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    • 제15권4호
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    • pp.393-402
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    • 1997
  • 목적 : 공기동을 포함한 병소 부위에 X-선원을 조사할 경우 공동과 근접한 영역에서의 저흡수선량 효과는 잘 알려져 있다. 공기-연조직 사이의 불균질면의 한 예로 후두 모형 즉, 조직 둥가물질과 그 사이에 삽입되어 있는 공기동을 만들었다. 본 연구에서는 방사선의 선질 조사면의 크기 공기동의 크기에 따른 공동 가까이에서의 흡수선량의 변화를 살펴보았다. 대상 및 방법 : 4-, 6-, 10-MV X-선원을 이용하여 2cm(폭)$\times$L(cm, 길이)$\times$2cm(높이)인 공기동을 포함한 후두 모형의 아크릴 팬톰에 대하여 흡수선량을 측정하였다. 흡수선량의 측정장비로 평행판전리함과 전리계를 이용하였다. 제작한 후두의 기하학적 치수는 상부 연조직$\cdot$공기동$\cdot$하부 연조직의 두께가 각각 4-, 2-, 4-cm이었다. 공기동이 없이 균일한 연조직 팬톰에 대한 공기동이 있는 경우의 흡수선량의 비(O/E)를 공기 공동-연조직의 경계로부터 거리를 변화시키면서 측정하였다. 표준화된 중강곡선과 최대흡수선량에 대한 입사면 반대쪽 표면에서의 흡수선량의 비를 초사면의 크기를 변화시키면서 측정하였다. 공기동의 크기에 따른 효과를 알기 위하여 여러 가지 조사면에 대하여 투영된 크기가 4cm(폭)$\times$L인 공기동의 높이(Z)를 변화시켜서 측정하였다. 결과 : 4-MV선원에서 $5cm\times5cm$ 이상의 조사면에서는 저흡수선량 효과가 없었다. 6-이나 10-MV선원에서 작은 조사야 즉, $4cm\times4cm$$5cm\times5cm$에서는 후두에 저흡수선량 부위가 나타났으며 $6cm\times6cm$ 이상의 조사면에서는 이 효과가 관찰되지 않았다. 선원의 선질이 증가할수록 저흘수선량인 조직층이 증가하였고 이때 표면 흡수선량의 크기는 변하지 않았다. 조사면의 크기가 $4cm\times4cm$에서 $8cm\times8cm$로 증가할 때 최대흡수선량에 대한 입사면 반대쪽의 공기동의 표면 선량은 4-, 6-, 10-MV 선원에서 각각 0.95, 0.92, 0.91에서 0.99로 증가하였다. 6-이나 10-MV 선원에서 공기동 표면에서의 흡수선량은 $5cm\times5cm$ 조사면에 있어서 예상값보다 각각 2-, 3-퍼센트의 감소가 있었고 또 4-MV에서는 감소효과를 발견할 수 없었다. $4cm\timesL\timesZ$ 공기동에서 그높이(Z)를 0.6에서 4.8cm까지 변화시켰을 때 조사면의 크기가 $8cm\times8cm$에서 공동의 크기에 무관하게 O/E>1.0이 관찰되었다. 결론 : 조사면내 공기동에 의한 저흘수선량 효과는 방사선의 선질$\cdot$조사면의 크기$\cdot$공기동의 크기에 의존된다. 이상의 연구 결과에서 고선질 선원이 공동을 포함한 병소 특히, 종양이 공기동의 표면까지 미치는 부위에 조사될 째 특별한 주의가 필요함을 알 수 있다. 이 경운 가능하면 조사되는 부위가 저전량이 되지않도록 저선질의 선원(예를 들면, 4-MV)을 쓰고 또 조사면을 넓혀야한다. 6-이나 10-MV 등의 고선질의 X-선을 쓰는 경우에는 조사면의 부위에 저선랸 부위가 생기므로 한번의 추가 조사를 더 시행할 필요가 있다.

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온라인 서비스 품질이 고객만족 및 충성의도에 미치는 영향 -항공권 예약.발권 웹사이트를 중심으로- (The Effects of Online Service Quality on Consumer Satisfaction and Loyalty Intention -About Booking and Issuing Air Tickets on Website-)

  • 박종기;고도은;이승창
    • 한국유통학회지:유통연구
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    • 제15권3호
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    • pp.71-110
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    • 2010
  • 본 연구에서는 항공권 예약 발권 웹사이트의 서비스 품질을 측정 뿐만 아니라 서비스 회복도 측정하고자 하였다. 또한 서비스 품질과 서비스 회복이 고객만족 및 충성의도에 미치는 영향관계를 실증하고자 하였다. 온라인 서비스 품질과 온라인 서비스 회복의 측정을 위해 Parasuraman, Zeithaml, & Malhotra(2005)가 개발한 E-S-QUAL과 E-RecS-QUAL을 사용했으며, 했다. E-S-QUAL은 온라인 서비스 품질을 측정하는 도구로써, 효율성, 시스템 이용가능성, 이행성, 프라이버시의 4개 차원 22개 항목으로 구성된다. E-RecS-QUAL은 온라인 서비스 회복을 측정하는 도구로써, 반응, 보상, 접촉의 3개 차원 11개 항목으로 구성된다. 실증분석을 위한 설문조사는 항공사나 여행사의 웹사이트를 통해 국내 외 항공권을 구입해 본 경험이 있는 소비자를 대상으로 실시하였는데, 총 400부가 회수되었고, 이 중 342부를 최종분석에 사용하였다. 실증분석을 위해 AMOS 7.0과 SPSS 15.0을 사용하였다. 먼저, SPSS 15.0을 사용하여, 요인점수를 이용한 회귀분석으로 가설검증을 한 결과, <가설 I-1, 2, 3, 4, II-1, 2, 3, III-1, IV-1>이 전부 채택되었다. 온라인 서비스 품질과 온라인 서비스 회복의 각 차원은 모두 전반적인 서비스 품질에 유의한 영향을 보였고, 전반적인 서비스 품질은 고객만족에 유의한 영향을 미쳤다. 마지막으로 고객만족 역시 충성의도에 유의한 영향을 미치는 것으로 확인되었다. 한편 AMOS 7.0을 사용하여 모형 분석을 하였는데, 모형의 적합도는 가설검증을 하기에 합당한 수치가 나왔다. 이를 토대로 가설검증을 한 결과, <가설 I-1, 3, II-1, 3, III-1, IV-1>은 채택되었고, <가설 I-2, 4, II-2>는 기각되었다. 이 결과는 Parasuraman et al.(2005)이 주장한 것처럼 E-S-QUAL을 나타내는 데는 요인점수를 이용한 회귀분석이 더 적합하다는 것을 보여주는 것이라고 판단된다. 이를 토대로 본 연구의 시사점을 정리하였다.

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