• 제목/요약/키워드: Perception Model

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코로나19 위험인식에 따른 친사회적 관광행동의도 결정과정 : 규범 활성화 모델을 활용하여 (The Process of Determining of Pro-Social Tourism Behavior Intention according to the Perception of the Risk of COVID-19 : Utilizing the Norm Activation Model)

  • 전창영;송운강;양희원
    • 아태비즈니스연구
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    • 제12권2호
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    • pp.145-159
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    • 2021
  • Purpose - The purpose of this study is to identify the preceding factors that form pro-social tourism behavior intent in a pendemic situation and to present theoretical and practical implications for the role of individuals for a safe tourism environment. Design/methodology/approach - This study conducted an analysis by collecting 420 valid questionnaires targeting citizens who have lived in Korea continuously for more than one year. For the analysis, a confirmatory factor analysis (CFA) and a structural equation model (SEM) were used, and a multi-group confirmatory factor analysis (MCFA) and a multi-group structural equation model (MSEM) were used to verify the difference by age group. Findings - First, cognitive and affective risk perception for Covid-19 had a significant (+) effect on the ascription of responsibility to tourists, and affective risk perception and ascription of responsibility had a significant (+) effect on personal norms. Second, personal norms have been shown to have a significant (+) influence on prosocial tourism behavior intention, and prosocial tourism behavior intention has a significant (+) influence on WTP on safety tourism. Research implications or Originality - Tourism behavior in a pendemic situation can affect the spread of infection. In this respect, this study attempted to confirm how moral norms affect pro-social tourism behavior from a personal point of view. In addition, we tried to present practical implications by identifying the impact of personal norms on willing to pay for a safe tourism environment.

사용자 행동 자세를 이용한 시각계 기반의 감정 인식 연구 (A Study on Visual Perception based Emotion Recognition using Body-Activity Posture)

  • 김진옥
    • 정보처리학회논문지B
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    • 제18B권5호
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    • pp.305-314
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    • 2011
  • 사람의 의도를 인지하기 위해 감정을 시각적으로 인식하는 연구는 전통적으로 감정을 드러내는 얼굴 표정을 인식하는 데 집중해 왔다. 최근에는 감정을 드러내는 신체 언어 즉 신체 행동과 자세를 통해 감정을 나타내는 방법에서 감정 인식의 새로운 가능성을 찾고 있다. 본 연구는 신경생리학의 시각계 처리 방법을 적용한 신경모델을 구축하여 행동에서 기본 감정 의도를 인식하는 방법을 제안한다. 이를 위해 시각 피질의 정보 처리 모델에 따라 생물학적 체계의 신경모델 검출기를 구축하여 신체 행동의 정적 자세에서 6가지 주요 기본 감정을 판별한다. 파라미터 변화에 강건한 제안 모델의 성능은 신체행동 자세 집합을 대상으로 사람 관측자와의 평가 결과를 비교 평가하여 가능성을 제시한다.

텍스트매체 사용에 있어서 매체 경험이 매체 인지와 의사소통과정에 미치는 영향 (Effects of Medium Experience on Medium Perception and Communication Process)

  • 양재호;이현규;서길수
    • Asia pacific journal of information systems
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    • 제9권3호
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    • pp.1-23
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    • 1999
  • The objective of this study is to examine the media richness theory and the social information processing model by analyzing the effect of media experience on media perception and communication process. To accomplish this objective, a laboratory experiment was conducted. The independent variable was text medium experience and a face-to-face medium was added as a control group. The dependent variables were medium perception and communication process. Medium perception includes perceived richness, medium feeling, task satisfaction, and communication satisfaction. Communication processes were also analyzed to compare each treatment group. The results can be summarized into two facts. First, face-to-face group showed higher perceived richness than text medium group. And experienced text medium group perceived their text medium richer than inexperienced text medium group. Second, experienced text medium groups showed more interactions between subjects than inexperienced text medium group. Experienced text medium group also showed more agreements and meta-communication which could be found in face-to-face group. The result of this study supported media richness theory by finding that face-to-face medium was perceived richer than text medium, And the results also proved social information processing model by comparing experienced text medium group and inexperienced text medium group. The text medium, although thought to be the leanest one, could be perceived richer if users had lots of experience on it.

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건강신념모형을 적용한 사무직 근로자의 근골격계질환에 대한 인식도 및 예방프로그램 요구도 조사 (A Study on the Perception and Needs of Prevention Program for Musculoskeletal Disease of Office Workers Based on the Health Belief Model)

  • 박상순;정혜선
    • 한국직업건강간호학회지
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    • 제15권1호
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    • pp.50-57
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    • 2006
  • Purpose: The purpose of this study was to research the health belief, perception and need of prevention program for musculoskeletal disease of office workers in a public corporation. Method: We surveyed 339 office workers at a industry based in Ahn Yang, Kyunggi Province, with questionnaires, during the period June 3rd - June 18th, 2004. Result: Forty-four percent of the subjects said they had musculoskeletal symptoms, and 10.9% said they had received medical treatment for musculoskeletal disease in the last year. Factors that affected perception of musculoskeletal disease were appeared to be perceived severity, perceived barrier, cue to action, marital status, regular exercise and age, and they explained 23.2% of perception of musculoskeletal disease. Factors that affected need of prevention program appeared to be perceived susceptibility, perceived severity, perceived benefit and PC using hours, and they explained 20.8% of need of prevention program. Conclusion: In conclusion, we suggested that in management the prevention of musculoskeletal disease for office workers, it should be considered nursing intervention strategies to reinforce health belief.

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A Comparative Study by Age in Evaluating Web-based 3D Model House

  • Ha, Jimin;Park, Soobeen
    • Architectural research
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    • 제15권4호
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    • pp.175-182
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    • 2013
  • This study aims to explore age-related differences with the assessment tools in the web-based 3D virtual model house and to propose the 3D model house criteria which everyone can use easily. The participants came from three age groups, ranging from their 20s to their over 40. Presence, Usability and Space perception and cognition in the experiment for navigating and evaluating the web-based 3D model house were measured and compared through one-way ANOVA and two-way ANOVA. The results and conclusions are as follows. (1) The younger the participants were, the more positive they evaluated the experiment on Presence. However, 20s needed higher presence than other two groups. (2) 30s and over 40 groups evaluated that the 3D virtual model house was more efficient than an actual model house on Usability. When the participants were younger, the values of 'expressivity' factor were higher. (3) The younger the participants were, the more positive they perceived the virtual environment (VE) on Space perception and cognition scale. There were no significant differences in the selection of dwelling size and the floor plan type. There were no significant differences of interaction effects between age and online gaming experience on Presence and Usability. The results of the current study demonstrate that there are differences among age groups and older groups have difficulty navigating and assessing in a VE. Although older groups take longer to adapt in the VE, they regard the 3D model house as an effective tool for purchase of house.

테이크아웃 음식의 안전에 대한 고객인식도 측정을 위한 척도에 관한 연구 (An Instrument for Measuring Take-out Food Safety Perception)

  • 김학선
    • 한국조리학회지
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    • 제18권2호
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    • pp.82-90
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    • 2012
  • 외식산업에서 테이크아웃 음식이 대중화 되고 있으며 이에 대한 다양한 전략이 꾸준히 수립되어야 하며 이에 대한 고객의 인식을 살펴보는 연구가 필요하다. 따라서 본 연구는 테이크아웃 음식의 위생에 대한 고객의 인식도를 측정하기 위한 척도의 타당도와 신뢰도를 평가하고자 수행되었다. 온라인 서베이를 통해 324개의 응답을 확보하였고 이중 불성실하게 기입된 응답을 제외하고 299개의 데이터를 분석에 사용하였다. 데이터는 랜덤하게 2개의 세트 ($n_1$=150, $n_2$=149)로 분할되었고, 1차 데이터는 탐색적 요인분석에 2차 데이터는 확인적요인 분석에 사용되었다. 탐색적 요인분석을 실시한 결과 세 개의 요인이 추출되었으며, 이를 "Consumer food safety perception," "Take-out food handling," and "Elements impacting on purchase decisions." 라고 명명하였다. 이어 실시된 확인적 요인분석의 결과는 본 연구에서 제시된 척도가 신뢰도와 타당도가 높으며 고객의 위생에 대한 인식을 측정하는 적절한 도구임을 보여주었다.

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물리치료환자와 치료사간의 물리치료서비스품질에 대한 지각 비교 (Comparison of the Perception of Service Quality Between Patients and Physical Therapists)

  • 방상분;이용석
    • 한국전문물리치료학회지
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    • 제17권2호
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    • pp.75-83
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    • 2010
  • This study purposed to analyze difference in the perception of service quality between physical therapy patients and physical therapists and to provide basic materials for maintaining high service quality that meets patients' expectation in each service area. For this study, we conducted a questionnaire survey with physical therapy patients and physical therapists in Jeju from the 6 to 30 of January, 2010. In the survey, we received 133 questionnaires from patients and 125 from physical therapists, and used them in analysis. The instrument used in this study to measure service quality was prepared by the researcher through adapting and supplementing the SERVQUAL model developed by Parasuraman et al (1991). For our physical therapy environment, and it consisted of a total of 23 questions in five areas, namely, tangibility, reliability, responsiveness, assurance, and empathy. Patients' perception of service quality was high in order of reliability, assurance, empathy, responsiveness, and tangibility. In four areas with exception of reliability, quality perceived by patients was lower than that perceived by physical therapists, and particularly in responsiveness(t=2.82, p=.00) and empathy(t=2.02, p=.04), the difference between patients and physical therapists was statistically significant. In order to reduce the difference in the perception of service quality between patients and physical therapists, it is considered necessary to enhance physical therapists' perception of service quality and to prepare measures for improving service equality so that services would be provided through respectful communication with maintaining the dignity of patients, rather than focusing on disease.

A CPU-GPU Hybrid System of Environment Perception and 3D Terrain Reconstruction for Unmanned Ground Vehicle

  • Song, Wei;Zou, Shuanghui;Tian, Yifei;Sun, Su;Fong, Simon;Cho, Kyungeun;Qiu, Lvyang
    • Journal of Information Processing Systems
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    • 제14권6호
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    • pp.1445-1456
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    • 2018
  • Environment perception and three-dimensional (3D) reconstruction tasks are used to provide unmanned ground vehicle (UGV) with driving awareness interfaces. The speed of obstacle segmentation and surrounding terrain reconstruction crucially influences decision making in UGVs. To increase the processing speed of environment information analysis, we develop a CPU-GPU hybrid system of automatic environment perception and 3D terrain reconstruction based on the integration of multiple sensors. The system consists of three functional modules, namely, multi-sensor data collection and pre-processing, environment perception, and 3D reconstruction. To integrate individual datasets collected from different sensors, the pre-processing function registers the sensed LiDAR (light detection and ranging) point clouds, video sequences, and motion information into a global terrain model after filtering redundant and noise data according to the redundancy removal principle. In the environment perception module, the registered discrete points are clustered into ground surface and individual objects by using a ground segmentation method and a connected component labeling algorithm. The estimated ground surface and non-ground objects indicate the terrain to be traversed and obstacles in the environment, thus creating driving awareness. The 3D reconstruction module calibrates the projection matrix between the mounted LiDAR and cameras to map the local point clouds onto the captured video images. Texture meshes and color particle models are used to reconstruct the ground surface and objects of the 3D terrain model, respectively. To accelerate the proposed system, we apply the GPU parallel computation method to implement the applied computer graphics and image processing algorithms in parallel.

시뮬레이션기반 감염관리교육에서 직소(Jigsaw)모형을 응용한 협동학습이 감염관리 인식도, 내적동기, 학습만족도에 미치는 효과 (Effect of Cooperative Learning Applying Jigsaw Model in Simulation-Based Infection Control Education on Perception of Infection Control, Intrinsic Motive and Learning Satisfaction)

  • 조혜영
    • 한국산학기술학회논문지
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    • 제16권4호
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    • pp.2647-2655
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    • 2015
  • 본 연구는 보건 계열 대학생을 대상으로 감염관리 시뮬레이션 교육에서 직소모형 협동학습을 적용한 후 감염관리 인식도, 내적동기, 학습만족도의 차이를 통해 프로그램의 효과를 평가하는데 목적이 있다. 연구 참여자는 J시에 소재한 D대학의 보건계열 2학년 학생으로 실험군 27명과 대조군 27명이다. 두군간의 동질성을 평가하기 위해 사전검사로 감염관리 인식도와 내적동기, 학습만족도에 대해 조사하였으며 두군간에는 유의한 차이가 없었다. 실험군을 대상으로 직소모형을 응용한 협동학습, 시뮬레이션 실습, 디브리핑으로 구성된 프로그램을 1회 3시간씩 1주에 2회로 총 12시간을 실시하였고 대조군에게는 전통적인 강의와 시뮬레이션 실습, 디브리핑을 실시하였다. 2주간의 교육 후 연구 대상자 모두에게 감염관리 인식도, 내적동기, 학습만족도를 조사하였다. 연구 결과 감염관리 시뮬레이션 교육에서 직소모형을 적용한 실험군에서 감염관리 인식도와 학습만족도에서 통계적으로 유의하게 향상되었다. 본 연구결과를 바탕으로 다양한 교과목의 보건계열 시뮬레이션 교육에서 직소모형을 적용한 협동학습이 이루어져 효과적인 수업이 이루어지는데 적극적으로 활용될 것을 기대한다.

의류광고모델의 유형에 따른 광고효과 (The Clothing Advertisement Effectiveness of Types of Model)

  • 김사림;박혜선
    • 자연과학논문집
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    • 제13권1호
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    • pp.113-128
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    • 2003
  • The purpose of his study was to investigate the effectiveness on clothing advertisement of three types of model, perception of model attributes by the clothing consumers, and difference in advertisement effectiveness according to perception of model attributes. Three types of advertisements for easy casual brand were selected, which are using celebrity, expert and general consumer models. The final analysis included 304 persons, who ranged from 16 to 25 in age. The statistics used analysis include ANOVA, Duncan's multiple range test, factor analysis and regression by the SPSS program. The result were as follow:1. The celebrity advertisement was the most effective type on all kinds of attitude changes (cognitive, emotional, and behavioral attitude changes) of consumers.2. The celebrity model received high scores on attractiveness and truthfulness; and the general consumer model received high scores on truthfulness and similarity.3. The amount of consumers attitude changes was different according to the perceptions of model attributes as well as the types of model.

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