• Title/Summary/Keyword: Need for Entertainment

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The Effect of General Exercise Enthusiast on Exercise Addiction through Basic Psychological Need (일반운동애호가들의 기본심리욕구가 운동중독에 미치는 영향)

  • Lee, Seung-Do;Kim, Young-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.251-264
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    • 2020
  • The purpose of this study was to examine the differences and the relationship between basic psychological needs and exercise addiction and to identify effects of To do this, the data were collected using the self-evaluating questionnaires on the exercise addiction, the of basic psychological needs, and the subjective were distributed to 305 participants in general exercise enthusiast for all, and the collected data. This study used the SPSS Statistics 18.0 program to process data. Exploratory factor analysis was performed for validity and Cronbach's α was performed for reliability. In addition, Frequency Analysis was carried out to analyze the demographic characteristics and Pearson's Correlation Analysis, independent t-test, one-way ANOVA, correlation analysis, multiple regression analysis Analysis were performed to verify the correlations and differences among variables. The significance level in this research was set at=.05 and the followings α are derived outcomes. The following is the comprehensive finding of the effect of general exercise enthusiast exercise addiction through basic psychological needs. First, there was no significant difference in basic psychological need and Exercise Addiction of general characteristics, but participation in 6 days was the highest in exercise amount per week. Second, Basic Psychological Need(autonomy, competition, relatedness) showed a high difference in Exercise Addiction(withdrawal symptoms, exercise need, emotional attachment). Third, correlation analysis between all variables showed statistically significant difference. Fourth, Basic Psychological Need(autonomy, competition) was found to have a high effect on Exercise Addiction(withdrawal symptoms, exercise need, emotional attachment).

A Study on the Factors Affecting the Purchase of Products in Online Fashion Shopping Mall (온라인 패션 쇼핑몰의 제품구매에 영향을 미치는 요인에 관한 연구)

  • Han, Gyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.11-22
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    • 2012
  • As the consuming pattern is changing with the expansion of Internet use and the development of communication technology, Internet shopping market is getting bigger and bigger. By product group, clothing and fashion related products occupy the biggest share. Accordingly, in this study it was tried to identify the effects of Internet utilization capability that enables consumers to search for the information that they need in this information flood, variety pursuit trend and product review accommodation status on shopping value, and to analyze the effects of the shopping value on the purchase behavior in online shopping malls. When factor analysis is nude on Internet use level, it was found that Factor 1 was 'Flow Experience,' Factor 2 'Internet Use Capability,' and Factor 3 'Internet Challenge Desire.' When factor analysis is made on Diversity Pursuit Propensity, it was found that Factor 1 was 'Site Diversity Pursuit Propensity,' Factor 2 'Brand Diversity Pursuit Propensity,' and Factor 3 'Brand Value Pursuit Propensity.' When factor analysis is nude on Product Review Accommodation Propensity, it was found that Factor 1 was 'Product Information Provision Propensity,' and Factor 2 'Product Information Receiving Propensity.' Except Internet Use Capability and Product Information Provision Propensity, all other factors showed high correlation. The factor influencing the entertainment value most was Internet challenge desire, while that influencing the practical value most was flow experience. When the effects of the entertainment value and the practical value on product purchase were analyzed, it was found that both of entertainment value and the practical value influenced product purchase and the practical value influenced the product purchase more than the entertainment value.

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A study on entertainment TV show ratings and the number of episodes prediction (국내 예능 시청률과 회차 예측 및 영향요인 분석)

  • Kim, Milim;Lim, Soyeon;Jang, Chohee;Song, Jongwoo
    • The Korean Journal of Applied Statistics
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    • v.30 no.6
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    • pp.809-825
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    • 2017
  • The number of TV entertainment shows is increasing. Competition among programs in the entertainment market is intensifying since cable channels air many entertainment TV shows. There is now a need for research on program ratings and the number of episodes. This study presents predictive models for entertainment TV show ratings and number of episodes. We use various data mining techniques such as linear regression, logistic regression, LASSO, random forests, gradient boosting, and support vector machine. The analysis results show that the average program ratings before the first broadcast is affected by broadcasting company, average ratings of the previous season, starting year and number of articles. The average program ratings after the first broadcast is influenced by the rating of the first broadcast, broadcasting company and program type. We also found that the predicted average ratings, starting year, type and broadcasting company are important variables in predicting of the number of episodes.

Design of An Intelligent Hybrid Controller for Autonomous Mobile Robot

  • Baek, Seung-Min;Kuc, Tae-Yong
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.146.2-146
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    • 2001
  • Recently, a need of non-industrial robot, such as service, medical, entertainment and house-keeping robot, has been increased. Therefore, the capability of robot which can do intelligent behavior like interaction with men and its environment become more prominent than the capability of executing simple repetitive task. To implement an intelligent robot which provides intelligent behavior, an effective system architecture including perception, learning, reasoning and action part is necessary. Control architectures for intelligent robot can be divided into two different classes. One is deliberative type controller which is applicate to high level intelligence like environment ...

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A Study on Strategies for Strengthening the Competitiveness of SMEs Using Performance Compensation System

  • Yang, Woo-Ryeong;Kim, Yoo-gue;Yang, Hoe-Chang
    • The Journal of Economics, Marketing and Management
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    • v.7 no.1
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    • pp.15-25
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    • 2019
  • Purpose - This paper attempts to derive effective performance-reward strategies for SMEs to raise the valence for their employees while using their relatively limited resources, which is one of the primary concerns raised by SME CEOs. Research design, data, and methodology - This paper draws on the four question items such as the financial/direct factors, the financial/indirect factors, the non-financial/direct factors and the non-financial/indirect performance-reward factors to shed light on the most important factors and aspects that need improving, using the AHP and IPA. Results - The overall findings on the SMEs' performance-reward factors of interest here are indicative of the need for rectifying their performance-reward systems. Conclusions - SMEs' performance-reward factors of interest here are indicative of the need for rectifying their performance-reward systems. In particular, despite the fact that SMEs can hardly offer high wages or bonuses as large enterprises do, the expectancy theory suggests it is better to reward employees as per a valid common system, while the equity theory underscores the need to maintain and reinforce the fairness in distribution, procedures and interactions.

Development of a Quality Evaluation Standard for Educational Serious Games

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of information and communication convergence engineering
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    • v.11 no.2
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    • pp.103-111
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    • 2013
  • Given the lack of suitable quality evaluation standards for educational serious games (designed for both entertainment and instruction), we designed a development framework for evaluation standards of educational serious games and proceeded to develop standards in accordance with our proposed procedure. Our standards were designed to evaluate the quality of both technical and non-technical elements of educational serious game software products. We conducted a survey on the need for individual elements of the standard. Participants rated the need for each element on a five-point Likert scale. We then performed a reliability analysis of the survey results. Based on the survey results, we established a final standard for quality evaluation composed of 9 main elements and 31 sub-elements. The results of our research will contribute useful information to users as well as to the developers of educational serious games.

Constructing Virtual Environment for Flight Simulators based on Digital Map (지리정보를 이용한 비행 시뮬레이터의 가상환경 구축)

  • 유병헌;한순흥
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.148-157
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    • 2004
  • Interactive simulators that simulate mechanical systems are being developed for the purpose of performance evaluation of product design, replacement of physical training, and entertainment game. Use of flight simulator is increasing to reduce risk and cost of physical training, and we need virtual environment which covers large area terrain. We need a method that can reduce development cost and construction time of virtual environment that simulate the real environment. There have been attempts to link GIS or remote sensing field with virtual reality. This paper examines a method that helps to construct virtual environment, and attempts to link geographic information with virtual reality. A construction method of virtual environment based on digital map and satellite image has been studied.

Comparison Study Between Landline and Mobile VOD (유무선 모바일 VOD 인터넷간 차이 연구)

  • Sung Ho-Jun
    • KSCI Review
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    • v.14 no.1
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    • pp.273-285
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    • 2006
  • This study compares choice of contents genre between mobile VOD service users and landline internet VOD service users. Overall, males showed a higher rate of VOD usage than females and a variety of contents were used for entertainment, programs and mood alteration. In addition, a higher frequency of VOD usage showed a higher rate of VOD usage and also resulted in higher level of satisfaction. Also, the quality of landline internet VOD service showed to be higher than mobile VOD service. This suggests that programs for mobile VOD needs to be developed as well as a more open and simple rate system. In addition, subjects of this study showed to use VOD services mainly for entertainment purposes, suggesting that a variety of programs need to be developed in order to higher the level of satisfaction of its users.

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Influence of Personality Types on Ttelevision Contents Preference (개인성향과 텔레비전 프로그램 유형 선호도의 관계 연구)

  • Yang, Moon-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.230-240
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    • 2011
  • The personality types has been emphasized as one of the influential factors for the program selection by viewers in the multi-channel and multimedia era. However, there have been few empirical studies on this issue. The current study investigated how the audience personality influence the program preference. Specifically, this study focused on both need for cognition and sensation seeking which are related to the television viewing motivation. To examine the influence of personality on program preference, four types of drama and five types of entertainment programs were used. The results of the web survey showed that viewers personality type seem to have effect on their program preference. Indeed, it appeared that there was positive relationship between need for cognition and sensation seeking. The implications of this study's findings were discussed.

A Study on the relationship between the nightlifes and sexually transmitted infecters by R visualization (R시각화로 연구한 유흥업소와 성병 감염자에 관한 상관관계)

  • Hwang, Jung-Tae;Kim, Jeong-Joon;Kim, Young-Gon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.187-193
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    • 2017
  • In order to investigate the relationship between HIV / AIDS and the malformed entertainment industry caused by the prostitution after the prostitution law, this paper visualizes the number of entertainment industry relative to the population density and the number of infected persons using the R program. Also, let's try to grasp the cause of whether any unexpected variable acts via correlation and whether the numerical value of HIV / AIDS-infected person is high in the vicinity of a secret store due to external factors. therefore, In order to create a healthy society, let us examine the goals and attitudes that we should aim for big data analysis through R, and discuss the areas that need further research in the future.