• 제목/요약/키워드: Multi-Person

검색결과 308건 처리시간 0.028초

태국 가구 규모에 따른 가정간편식 소비행동 (Home Meal Replacement (HMR) Consumption Behavior of Thai Consumers by Household Size)

  • 박주현;최승균;홍완수
    • 한국식생활문화학회지
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    • 제37권4호
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    • pp.324-334
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    • 2022
  • This study was conducted to provide basic data for product development and marketing strategies for the Thai home meal replacement (HMR) market, to reflect the changing trends in household sizes in Thailand. The results of analyzing the characteristics and differences of HMR consumption behavior between single-person households and multi-person households in Thailand were as follows: It was found that single-person households use HMR to save money and for the convenience in cooking and preparation. In the preference by HMR type, multi-person households showed a higher preference for all types of products than single-person households. Thai consumers, regardless of their household size, mainly use department stores and large shopping malls to purchase HMR, and they most prefer to get information through Internet advertisements. The shelf life, quality, taste, hygiene, and freshness of HMR were the main considerations for their selection. Based on the results of this study, the Thai market requires the development of HMR products that are reasonable in terms of cost and preparation time. In addition, it is necessary to develop products that can satisfy consumer needs, such as nutritional enhancement and therapeutic foods, products that are organic, eco-friendly, cater to various menus, and address the premium segment.

Multi-person Multi-attribute Decision Making Problems Based on Interval-valued Intuitionistic Fuzzy Information

  • Park, Jin-Han;Kwun, Young-Chel;Son, Mi-Jung
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제10권4호
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    • pp.287-295
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    • 2010
  • Based on the interval-valued intuitionistic fuzzy hybrid geometric (IIFHG) operator and the interval-valued intuitionistic fuzzy weighted geometric (IIFWG) operator, we investigate the group decision making problems in which all the information provided by the decision-makers is presented as interval-valued in tuitionistic fuzzy decision matrices where each of the elements is characterized by interval-valued intuitionistic fuzzy numbers, and the information about attribute weights is partially known. Anumerical example is used to illustrate the applicability of the proposed approach.

구간치 직관적퍼지정보를 기초한 다인 다속성 의사결정문제 (Multi-person multi-attribute decision making problems based on interval-valued intuitionistic fuzzy information)

  • 박진한;박용범;박영일
    • 한국지능시스템학회:학술대회논문집
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    • 한국지능시스템학회 2008년도 춘계학술대회 학술발표회 논문집
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    • pp.29-32
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    • 2008
  • Based on the interval-valued intuitionistic fuzzy hybrid geometric (IIFHG) operator and the interval-valued intuitionistic fuzzy weighted geometric (IIFWG) operator, we investigate the group decision making problems in which all the information provided by the decision-makers is presented as interval-valued intuitionistic fuzzy decision matrices where each of the elements is characterized by interval-valued intuitionistic fuzzy numbers, and the information about attribute weights is partially known. A numerical example is used to illustrate the applicability of the proposed approach.

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1인가구와 다인가구의 영양소섭취, 식행동 및 식품섭취빈도에 대한 차이분석 : 제 6, 7기 국민건강영양조사(2014~2016)자료 활용 (Analysis of the Difference in Nutrients Intake, Dietary Behaviors and Food Intake Frequency of Single- and Non Single-Person Households: The Korea National Health and Nutrition Examination Survey (KNHANES), 2014-2016)

  • 강나연;정복미
    • 대한지역사회영양학회지
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    • 제24권1호
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    • pp.1-17
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    • 2019
  • Objectives: This study was performed to compare the dietary life of single- and non single-person households in the Korea National Health and Nutrition Examination Survey (KNHANES). Methods: A nationally representative sample of 20,421 19-64-year-olds who had 24-hour recall data was taken from the 2014-2016 Korea National Health and Nutrition Examination Survey (KNHANES). Single- and non single-persons were compared for nutrient intake, dietary behaviors, food consumption patterns, nutrition education and confirm nutrition label. Results: The dietary intakes of dietary fiber and iron were lower in single-person households than in non single-person households. The lower the level of education and income, the lower the nutrient intake of single-person households. In the case of those aged 19 to 29, the breakfast skipping rate was higher in single-person households than in non single-person households. The higher the education level, the higher the breakfast skipping rate and the eating out frequency in the single-person households. In the food intake survey, the frequency of healthy food intake in single-person households was much lower than that of non single-person households. The confirmation rate of nutrition labeling was lower in single-person households than in non single-person households. Conclusions: This study shows that single-person households have poorer health-nutritional behaviors than multi-person households. Therefore, a nutrition education program based on the data of this study needs to be developed for health promotion of single-person households.

Formation of a Person's Value Attitude to the Worldview Using Information Technologies

  • Yakymenko, Svitlana;Drobin, Andrii;Fatych, Mariia;Dira, Nadiia;Terenko, Olena;Zakharevych, Mykola;Chychuk, Antonina
    • International Journal of Computer Science & Network Security
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    • 제22권10호
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    • pp.183-190
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    • 2022
  • The article analyzes the features of the formation of a person's value attitude to the worldview by means of information technologies. The present considers it necessary to form a person's value attitude to the perception of the world by means of information technologies. The explosive development of information and telecommunications technologies has become a determining factor in the development of modern society, which is called the information or Global Information Society. It is not yet fully formed, and we are all participants in the development of the Global Information Society. The article considers the basics of a harmonious worldview of a person, which is the basis for the formation of outlook ideas, views, knowledge, beliefs about the surrounding world, which determine the place and role and motivate actions in relation to the surrounding reality through the prism of value orientations. Worldview is considered as an integrity of relatively stable schemes, behaviors, feelings, thinking, vision of the surrounding world, inherent in an individual child, ethno-cultural and socio-cultural groups. The concept of "worldview" as a component of the multi-level structure of the individual's outlook is defined. The features that characterize a person's perception of the world are revealed. The main educational value of information technologies in the formation of a person's value attitude to the perception of the world is highlighted, which consists in the fact that they allow you to create an immeasurable brighter multi-sensory interactive learning environment with almost unlimited potential opportunities that fall at the disposal of both the teacher and the student. The trend of forming a person's value attitude to the perception of the world is clearly developing in the direction of mixed learning as a process that creates a comfortable information educational environment, communication systems that provide all the necessary educational information. The approach to student development by means of the educational environment and the formation, while in the person of a value attitude to the perception of the world by means of Information Technologies, has many pedagogical advantages, which is considered in the article.

비디오 영상내의 사람 추적을 위한 강인한 멀티-파트 추적 방법 (A Robust Multi-part Tracking of Humans in the Video Sequence)

  • 김태현;김진율
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅳ
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    • pp.2088-2091
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    • 2003
  • We presents a new algorithm for tracking person in video sequence that integrates the meanshift iteration procedure into the particle filtering. Utilizing the nice property of convergence to the modes in the meanshift iteration we show that only a few sample points are sufficient, while in general the particle filtering requires a large number of sample points. Multi-parts of a person is tracked independently of each other based on the color Then, the similarity against the reference model color and the geometric constraints between multi-parts are reflected as the sample weights. Also presented is the computer simulation results, which show successful tracking even for complex background clutter.

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The Effects of Multi-identity on One's Psychological State and the Quality of Contribution in Virtual Communities: A Socio-Psychological Perspective

  • Suh, A-Young;Shin, Kyung-Shik;Lee, Ju-Min
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.57-79
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    • 2010
  • In a virtual community, one can possess multiple identities and pretend to be different by creating self-identity in contrast with his or her actual self. Does false identity undermine the qualitative growth of a virtual community by reducing members' accountability? Or does it stimulate their contributive behaviors by ensuring freedom of speech? It is imperative to understand the effects of multi-identity considering the distinct properties of a virtual community in which people easily change their identities at little or no cost. To answer these questions, we adopted the concept of self-discrepancy from the social psychology theory rooted in the concept of the self and developed a theoretical model to predict quality of contribution of the individual member in virtual communities. Based on the self-discrepancy theory, we first identified two different domains of the self: (1) an "actual self" that consists of attributes that the person believes he or she currently possesses in real life and (2) a "cyber self" that consists of attributes the person believes he or she possesses in a virtual community. Next, we derived an index for two different types of self-discrepancy by using the differences between the actual and the cyber identities: Personal Self-discrepancy and Social Self-discrepancy. Personal Self-discrepancy reflects the degree of discrepancy between actual and cyber identity regarding a person's intelligence, education, and expertise. Social Self-discrepancy reflects the degree of discrepancy between actual and cyber identity regarding a person's morality, sociability, and accordance with social norms. Finally, we linked them with sense of virtual community, perceived privacy rights, and quality of contribution to examine how having a multi-identity influences an individual's psychological state and contributive behaviors in a virtual community. The results of the analysis based on 266 respondents showed that Social Self-discrepancy negatively influenced both the Sense of Virtual Community and Perceived Privacy Rights, while Personal Self-discrepancy negatively influenced only Perceived Privacy Rights, thereby resulting in reduced quality of contribution in virtual communities. Based on the results of this analysis, we can explain the dysfunctions of multi-identity in virtual communities. First, people who pretend to be different by engaging in socially undesirable behaviors under their alternative identities are more likely to suffer lower levels of psychological wellbeing and thus experience lower levels of sense of virtual community than others. Second, people do not perceive a high level of privacy rights reflecting catharsis, recovery, or autonomy, even though they create different selves and engage in socially undesirable behaviors in a virtual community. Third, people who pretend to be different persons in terms of their intelligence, education, or expertise also indirectly debase the quality of contribution by decreasing perceived privacy rights. The results suggest that virtual community managers should pay more attention to the negative influences exercised by multi-identity on the quality of contribution, thereby controlling the need to create alternative identities in virtual communities. We hope that more research will be conducted on this underexplored area of multi-identity and that our theoretical framework will serve as a useful conceptual tool for all endeavors.

패밀리레스토랑 종사원의 스트레스에 영향을 미치는 개인환경적합성 요인에 관한 연구 (The effects of employees' person-environment fit on employees' stress in the family restaurant)

  • 정효선;윤혜현
    • 한국식품조리과학회지
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    • 제29권6호
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    • pp.709-715
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    • 2013
  • The purposes of this study were to consider the influence of person-environment fit in the family restaurants on employees' stress. Based on total 274 samples obtained from empirical research from March 20 to April 10, 2013, self-administrated questionnaires were completed by patrons in metropolitan area and data were analysed by frequency, exploratory factor analysis, reliability analysis, correlation analysis, t-test, one-way ANOVA, and multi-regression analysis. Results of study were as follows: From the exploratory factor analysis of the variables, 4 factors, i.e. person-organization fit(3 variables), person-job fit(3 variables), person-supervisor fit(3 variables), and employees' stress(5 variables) were extracted. The results showed that employees' person-organization fit was significant differences according to gender(male $4.43{\pm}1.45$; female $4.83{\pm}1.34$; p<0.05). In terms of employees' person-supervisor fit was significant differences according to age(20' $3.08{\pm}0.99$, 30' $3.52{\pm}0.10$; 40' $3.71{\pm}1.07$; p<0.05). Also, the person-job fit(${\beta}$=-0.472; p<0.001), and person-supervisor fit(${\beta}$=-0.285; p<0.001) among the person-environment fit had a significant negative effect on employees' stress. Limitations and future research directions are also discussed.

Incorporating "Kansei Engineering" Approach on Traditional Textiles - A Proposed Method for Identifying Multi-Sensorial Experiences on the Kansei Attributes of Traditional Textiles -

  • Syarief, Achmad
    • 복식문화연구
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    • 제20권1호
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    • pp.121-127
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    • 2012
  • When people are asked to described certain textiles, they frequently refer to the expressions of its properties such as attractiveness, uniqueness, shininess, robustness, comfortability, and so on. It shows how senses play important role in it. Human employs their senses when interacting with textiles, most notably visual and tactile/ haptic to absorb its expressive properties. Yet, our sensorial experiences may amplify when interacting with those of traditional textiles, such as batik, as we can entice sensations when seeing its motifs and patterns, smelling its materials, and touching its surfaces. The multi-sensorial importance of seeing, smelling, and touching in the interaction with and experience of textiles suggests that one should address senses in a systematic way when evaluating users' perception on traditional textiles. To address this issue, the paper proposes the incorporation of Kansei Engineering (KE) approach for identifying multi-sensorial experiences on the expressive properties of traditional textiles, using batik as a case of study. KE approach address person's psychological understanding when observing things in order to analyze and study the inherent relationship between person's perceptual knowledge and objects evaluated. This paper outlines the use of KE approach in correlating sensorial perceptions when experience with traditional textiles and ultimately expose users' preferences toward them. Background of KE approach on textiles will be explored and its application for the multi-sensorial investigation of traditional textiles will be discussed.

대규모 온라인 FPS 게임을 위한 효율적인 캐릭터 방향 갱신 기법 (An Efficient Method to Update Character Moving Directions for Massively Multi-player Online FPS Games)

  • 임종민;이동우;김영식
    • 한국게임학회 논문지
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    • 제14권5호
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    • pp.35-42
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    • 2014
  • 최근 First Person Shooter (FPS) 게임 시장에서 '플래닛 사이드 2'를 비롯한 대규모 온라인 FPS (MMOFPS: Massively Multi-player Online FPS) 장르가 주목받고 있다. 수백 또는 수천명이 접속하는 게임 서버에서 네트워크 부하를 경감시키기 위해서 널리 사용되는 방법 중 하나는 데드레커닝이다. 본 논문에서는 MMOFPS 게임을 위한 데드레커닝 구현 시 주요 캐릭터 상태 갱신 변수 중 하나인 방향에 대하여 효율적으로 허용 임계각을 계산하는 수학적 방법을 제안한다. 제안하는 방법은 게임사용자들을 대상으로 하는 수행 실험을 통해 움직임 오차를 최소화하며 자유스러운 방향 갱신에 대한 효율성을 검증 하였다.