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A Study on Green Consumer Segmentation Based on Socio-Demographics and Behavioral Responses: Renewing the Relationships between Socio-demographics and Green Behavior

  • Kim, Young Doo
    • Asia Marketing Journal
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    • 제17권1호
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    • pp.1-26
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    • 2015
  • In the 21st century, green consumer behavior, playing one of the core roles of sustainability, is still an important issue to green-related stakeholders. Because one of the major objectives of green-consumer research is an improvement of behaviors aligned with greening, this paper revisited socio-demographic variables and shed light on segmenting and profiling green consumers based on their connectedness between socio-demographic variables and green behaviors. Using correlations, factor analysis, analysis of variance, k-means cluster analysis and χ2-tests, this paper shows that socio-demographic variables differentially impact green-consumer behaviors. In order to profile green consumers, this paper additionally attempts to segment green-consumer groups. The results also coincide with former findings that socio-demographic variables relate significantly with segmented green-consumer group behaviors. General findings are summarized as: 1) older people used green practices more strongly than younger people, 2) females demonstrated better energy-saving and recycling practices compared to males, 3) marital status also significantly influenced green-related behaviors, 4) subjective social class had a significant influence on green-related behaviors, 5) education level and income, however, weakly influenced or showed no impact on green-related behaviors, and 6) a green consumer was classified as an 'active green consumer,' 'utilitarian green consumer,' or 'inactivated green consumer.' The utilitarian green consumer group distinctively behaved more strongly in energy-saving and recycling practices compared to the inactivated green consumer group, whereas active green consumers behaved more strongly on the whole, when compared to those in the inactivated green consumer group.

구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석 (User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling)

  • 이철;정재은
    • Human Ecology Research
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    • 제61권3호
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    • pp.475-492
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    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

중학생의 학업스트레스 정도에 따른 건강관련 생활습관 및 정신건강 비교 (An Influence of Academic Stress on the Life-Style Behaviors and Mental Health of Junior High School Students)

  • 장효원;김정현;어성연;정인경
    • 한국가정과교육학회지
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    • 제24권3호
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    • pp.57-72
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    • 2012
  • 본 연구는 청소년들의 학업스트레스가 건강관련 생활습관 및 정신건강에 미치는 영향을 알아보고자 서울 및 경기도 소재 8개 지역 중학교에 재학 중인 중학생 842명을 대상으로 설문조사를 실시하였다. 본 조사결과 여학생이 남학생들에 비해 학업스트레스 점수가 높았으며 특히, 하위 요인 중 교사 및 수업시간, 친구와의 경쟁 관련 학업스트레스 점수가 유의하게 높았다. 남학생들의 경우 학업스트레스 수준이 높은 학생들이 낮은 학생들에 비해 흡연 및 음주 경험 과 흡입제 사용 경험이 유의적으로 많았으며 학업스트레스 수준이 높은 학생들은 컴퓨터나 온라인 게임 등의 놀이오락 위주로 여가활동 시간을 보내는 것으로 나타났다. 또한 정신건강상태 조사 결과, 남녀학생 모두 학업스트레스 수준이 높은 학생들이 낮은 학생들에 비해 정신건강진단 점수가 유의하게 높아 정신건강 위험도가 높음을 알 수 있었다. 특히, 우을증상의 점수가 유의적으로 높았다. 따라서 청소년들이 학업 스트레스에 적절히 대응하고 관리할 수 있도록 학교교육과정에서 지속적인 교육이 이루어져야 한다.

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스마트 의류제품 유형에 따른 확장된 혁신기술수용모델 (The Extended Technology Acceptance Model According to Smart Clothing Types)

  • 채진미
    • 한국생활과학회지
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    • 제19권2호
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    • pp.375-387
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    • 2010
  • The Technology Acceptance Model (TAM) presented by Davis (1989) has been regarded as highly explanatory as well as the clearest model in explaining consumers' adoption of innovative technology or products. Existing studies have expanded the model by adding related external variables to improve the explanation depending on the type of innovative technology. This study expanded TAM by adding two more variables, namely consumers' technology innovation and clothing involvement considering the feature of smart clothing. The objectives of this study are as follows: 1. to suggest the extended TAM in explaining the adoption process of smart clothing, 2. to verify the differences in the path hypotheses according to the type of smart clothing. A total of 815 effective samples were collected from adults over 20 years old, and AMOS 5.0 package was employed for data analysis. As a result, it was proved that the extended TAM was appropriate for explaining the process of adopting smart clothing according to the path hypotheses of smart clothing types. Technology innovation and clothing involvement were confirmed as antecedent variables in affecting TAM. The perceived usefulness appeared to be a more crucial variable than the perceived ease of use and attitude was found to be an important parameter in adopting smart clothing. Considering the path hypotheses of MP3 playing clothes, perceived usefulness had a direct influence on acceptance intention unlike other types of smart clothing. As for photonic clothes, the influence of perceived ease of use on attitude was supported while it was rejected in the case of MP3 playing clothes and sensing sportswear.

사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로) (Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum))

  • 송미;윤희정
    • 한국콘텐츠학회논문지
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    • 제16권1호
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    • pp.274-284
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    • 2016
  • 본 연구는 테마형 박물관 중 하나인 춘천 애니메이션 박물관의 어린이 놀이공간(에어바운스)을 대상으로 실제 공간을 이용하는 어린이들의 놀이행태와 놀이환경을 분석하였다. 이를 위해 어린이들의 특성을 고려하여 사용자 조사법 중 사용자 관찰법과 사용자 행동 인터뷰 조사를 병행하였다. 사용자 관찰법을 통해 연구 대상지의 어린이 놀이행태를 분석한 결과, 신체 운동, 정서, 인지, 사회성 발달과 관련된 놀이행태가 모두 관찰되었으나, 매달리거나 역할놀이와 같은 일부 행동은 관찰되지 않았다. 사용자 관찰법과 인터뷰 조사 등을 종합하여 이용밀도(수용력) 제한, 연령별 공간구분, 동반자 대기공간 조성, 아동과 동반자간 친밀감형성을 위한 공간 조성, 안전요원의 배치 등의 다양한 계획적 함의들이 도출되었다. 이러한 연구결과는 추후 유사한 어린이 놀이공간의 계획 및 설계단계에서 유용한 가이드라인으로 활용될 수 있을 것이다.

기호학 적용을 통한 의 의미 분석 (Analysis of the Meaning of through the Application of Semiontics)

  • 곽이삭
    • 한국게임학회 논문지
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    • 제14권5호
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    • pp.15-24
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    • 2014
  • 기호학은 인간의 삶과 관련된 모든 기호의 구조와 기호의 체계를 연구하는 학문이므로 게임을 분석하기에 충분하다. '게임을 한다'는 것은 기호학적으로 보아 게임을 읽는 것, 즉 해석하는 행위로 볼 수 있다. 따라서 게임을 만든 제작자는 '발신자', 게임은 '텍스트', 게이머는 '수신자' 그리고 게이머가 게임을 플레이하는 것은 '컨텍스트'로 볼 수 있다. 그러나 게임 대부분은 다변수적 서사형태를 기본으로 하기 때문에 게이머가 제작자의 의도대로 게임을 해석하는 경우는 많지 않다. 이에 본고는 제작자의 의도와 게이머의 반응이 동일한 콘솔게임 (2001)를 분석대상으로 삼고 기호학적 해석을 시도하였다. 분석방법으로는 줄거리 분석, 시퀀스 분석을 통해 이야기 프로그램을 정의하였고, 의미론적 분석을 위해 행동자 모델, 기호 사각형 모델을 적용 하였다. 이 과정에서 대결, 도움, 협조, 지배의 코드를 찾을 수 있었으며 비주체적인 인물이었던 이코와 요르다가 주체적 인물로 변화됨을 확인할 수 있었다. 즉, 는 비주체적 삶을 살던 주인공들이 삶을 획득하는 이야기라고 해석할 수 있다.

종합병원 방사선사의 근무환경에 따른 지역별 스트레스 수준 분석 (The Analysis of Stress Levels of Radiological Technologists in General Hospitals According to their Regional Working Environments)

  • 정홍량;손부순
    • 한국환경과학회지
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    • 제14권4호
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    • pp.435-444
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    • 2005
  • A survey was conducted to 890 radiological technologists working at 44 general hospitals of 16 cities and provinces across the county to determine their stress level according to regions divided into the capital city, metropolitan areas and small- and medium-sized cities. For this purpose, such factors as their working environment, role playing, job conflict and job burden were compared and analyzed according to the regions. The findings may be summed up as follows: 1. In terms of working environment, radiological technologists in the capital city were found to have the least stress(23.46), followed by those in metropolitan areas(24.53) and small- and medium-sized cities(24.85). There was a significant difference according to the regions as for the item 'worry about influence of radioactive contamination(genetic, decisive and plausible)(P<0.001). 2. As for role playing, radiological technologists in small-and medium-sized cities appeared to receive the highest stress(l8.25) followed by metropolitan areas(l7. 71) and the capital city(l6.69). There was a statistically significant difference(P<0.001) according to the regions 3. Regarding job conflict, those who work in small- and medium-sized cities turned out to get the highest stress(15.66) compared to those in metropolitan areas(15.35) and the capital city(l4.44). In terms of job autonomy, there was no significant result from the survey in spite of the difference between metropolitan areas(14.87), small- and medium-sized cities(l4.79) and the capital city(l4.66). 4. Little difference was detected according to the regions as far as the job burden(excessive or too little) was concerned. But their was a significant regional difference in tenns of patient-related factors with the capital city(11.50), small- and medium-sized cities(l0.75), and metropolitan areas(1.63)(P<0.001).

웨어러블 기능성 스마트 패션제품 개발 연구 - 특정사용자를 위한 특수한 기능성 구현을 중심으로 - (A Study on the Development of Wearable Smart Fashion Product - Focused on the Construction of Optimized Functionalities for Particular Needs -)

  • 이현승;이재정
    • 한국의류산업학회지
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    • 제21권2호
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    • pp.133-140
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    • 2019
  • This study developed smart fashion prototypes that provide utilitarian functionality by combining Fashion and Electronics regarding the IT focused convergence tendency in modern industries. A convergence R&D workshop was performed by Fashion design majors and Engineering majors for the study. As a result, 5 functional smart fashion prototypes were developed and the outline of each prototype are as follows. The $1^{st}$ prototype, 'Hidden Camera Detecting Coat' focused on gender-related crimes. The coat uses infrared lighting and LED technologies to provide a function to detect hidden cameras in suspicious public spaces such as toilets. The $2^{nd}$ prototype, 'Heating-massage Suit' targeted patients with musculoskeletal system difficulties. The suit uses heating and vibration technologies to provide a heating massage treatment for patients with ongoing difficulties in their daily lives. The $3^{rd}$ prototype is an air-bag jacket to prevent sexual molestation on public transportation. The jacket extends its volume through pressure sensing, air compressing, motors and 3D-printing technology to secure the wearer's personal preventive space between the user's body and others. The $4^{th}$ prototype is a town wear for people suffering from synesthesia. People with synesthesia inadvertently see colors when exposed to certain sounds. This town wear uses sound sensing, air compressing, motors and 3D-printing technology to provide sound prevention and a comfortable sound playing function. The $5^{th}$ prototype is a set of a vest and a gloves for visually impaired people. The vest and gloves uses DMS, voice playing, vibration technology to provide distance measuring and warning functions.

편집자 주 - 30권 3호 (Editorial for Vol. 30, Issue 3)

  • 김영효
    • 항공우주의학회지
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    • 제30권3호
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    • pp.83-85
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    • 2020
  • In commemoration of Vol. 30, Issue 3, our journal prepared five review articles and one original paper. The global outbreak of COVID-19 in 2020 has impacted our society, and especially the aviation and travel industries have been severely damaged. Kwon presented the aviation medical examination regulations related to COVID-19 announced by the Ministry of Land, Infrastructure, and Transport of the Republic of Korea. Lim summarized various efforts of airlines to overcome the crisis in the aviation industry. He also discussed the management of these aircraft as the number of airplanes landing for long periods increased. Finally, he suggested various quarantine guidelines at airports and onboard aircraft. COVID-19 has had a profound impact on mental health as well as physical effects. Kim investigated the impact of COVID-19 on mental health and suggested ways to manage the stress caused by it. The Internet of Things (IoT) refers to a technology in which devices communicate with each other through wired or wireless communication. Hyun explained the current state of the technology of the IoT and how it could be used, especially in the aviation field. In the area of airline service, various situations arise between passengers and crew. Therefore, role-playing is useful in performing education to prepare and respond to passengers' different needs appropriately. Ra introduced the conceptual background and general concepts of role-playing and presented the actual role-play's preparation process, implementation, evaluation, and feedback process. For a fighter to fly for a long time and perform a rapid air attack, air refueling is essential, which serves refueling from the air rather than from the aircraft base. Koo developed a questionnaire based on the HFACS (Human Factors Analysis and Classification System) model and used it to conduct a fighter pilot survey and analyze the results.

게임 경험 정량화를 위한 안면인식 기반 감정측정 기술 활용에 대한 연구 (A Study on Utilization of Facial Recognition-based Emotion Measurement Technology for Quantifying Game Experience)

  • 김재범;정홍규;박창훈
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권9호
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    • pp.215-223
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    • 2017
  • 재미있는 게임을 만들기 위해 다양한 측정기법들이 개발 과정에서 사용된다. 경험적인 부분에 대해서는 측정 및 분석이 어렵기 때문에 일반적으로 데이터를 수치화하기 쉬운 부분에 대해서만 측정, 분석하게 된다. 이는 게임의 재미는 경험적인 부분이 중요하다는 점에서 한계가 명확한 방법이다. 본 연구는 게임을 진행하는 사용자의 경험을 손쉽게 수치화하기 위하여 게임 사용자의 안면을 인식하고 인식된 정보로부터 감정 변화를 측정하는 기술을 활용하는 시스템을 제안한다. 시스템은 게임을 진행하는 사용자의 안면으로부터 실시간으로 감정을 인식하고 수치화하여 기록한다. 이렇게 기록된 데이터에는 시간 및 게임 진행과 관련된 수치, 안면으로부터 인식된 감정에 대한 수치 등이 포함된다. 기록된 데이터를 이용하면 특정 시점에서 게임이 사용자에게 어떤 감정을 유도하는지 판단할 수 있게 된다. 본 연구의 시스템을 활용하여 기록된 경험적인 부분에 대한 수치 데이터는 게임을 개발자의 의도대로 개발하는데 도움을 줄 수 있을 것으로 기대한다.