• Title/Summary/Keyword: Watching Behavior

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A Survey on Weight Control Diets Practiced by College Women in Taegu and Kyung Buk (대구 , 경북지역 여자대학생의 체중조절 방법과 생활 태도에 관한 조사)

  • Park, Myeong-Hui;Choe, Yeong-Seon
    • Journal of the Korean Dietetic Association
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    • v.4 no.2
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    • pp.200-211
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    • 1998
  • Most of college women are interested in their appearances, and those whose body weights are normal or even underweight try to lose weight. Many methods for weight control diets practiced by college women are unsound and irrational so that some side-effects should be watched out. The present study was aimed to investigate methods of diets, food habits, behaviors, and side effects of weight control and to suggest sound weight loss schemes for college women. The subjects were 353 college women living in Taegu and Kyung Buk area, comprising 178 women who have tried weight control diets and 175 women who have not tried diets. The items included in questionnaires were food habits, food behavoirs, food frequency, physical activity status, 24-hour daily activity record, height, weight, etc., and the survey was conducted in September 1997. There was no difference in body mass index between college women who have tried diets(20.1$\pm$2.26) and women who have not tried diets(19.3$\pm$1.58), and 24.2% of those who have tried diets had body mass index under 19. The leading reason for diets was to make better fitting for costumes(67%). While women who have tried diets also tried to exercise more, they tended to overeat than women who have not tried diets. Mean of food habit scores(9.33 vs 9.32) which corresponded to "poor" habit and food frequencies were not different with or without experiences of diets. This indicated that diets were not related to actual changes of food habits and food intakes. Diet methods used frequently by college women were relying on special diet foods(25.4%), fasting(24.9%) and exercise(22.6%). Trying both exercise and diet was practiced by only 5.1% of the subjects who have tried diets. The duration time of diets was mostly in the range of 1 week to 1 month, and the longer diet period was, the more weight loss was. The frequent side effects due to diets were anemia(41.8%) and enervation(23.7%). Activity coefficients were lower in those who have tried diets(1.38$\pm$0.13) than those who have not tried diets(1.41$\pm$0.19). Women who have tried diets spent more time on reading newspapers and magazines and on watching TV. This study indicates that college women who have tried diets practiced irrational diets for weight reduction and experienced undesirable side-effects. Therefore scientific and systematic weight reduction programs accompanying balanced diets and proper exercise with behavior changes should be developed.

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IPTV and User Scenario-Based Interface in Home Network Service (홈 네트워크 환경에서 사용자 중심 시나리오를 활용한 IPTV 인터페이스 분석)

  • Lee, Jee-Hee;Kim, So-Hyun;Kim, Hyun-Suk
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.92-100
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    • 2010
  • Due to the development of digital appliance, role of TV causes both-way by introducing IPTV, and SNS service causes big change of watching environment and residence environment. There are good conditions on the role of integrated control because it is arranged in the living room which secures movement most effectively and because family members can easily use, and the degree of use is high. Therefore, we infer user's needs by analyzing user scenario and current role of TV in home network environment. Primarily, we collect surveys of development scenario and technology which companies suggest TV applied by home network service, and secondly, we comparatively study scenario which the companies mentioned above suggest through observing user scenario, and study the role of IPTV in the future through actual scenario-based experiment by ethnography. After analyzing user scenario through case study and experiment, there are integrated device studies mainly in company study because it can be made up inside home, security and entertainment. On the other hand, there are patterns of user behavior by scenario experiment mainly in auto-tainment, security, and it showed that it is insufficient for interaction between TV and home media peripheral. Through this paper, we analyze context of home user, and based on this, we could suggest effective use of service development. Also after analyzing user form, we could know it also should be considered of ratio between activity inside home and activity outside home.

Brand Marketing Strategy of Live Streaming in Mobile Era : A Case Study of Tmall Platform

  • Liu, Lin;Aremu, Emmanuel Olugbemisola;Yoo, Dongwoo
    • Journal of East Asia Management
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    • v.1 no.1
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    • pp.65-87
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    • 2020
  • In recent years, with the rapid development of network live streaming, with the popularization of mobile Internet and mobile terminal equipment, the live streaming industry has ushered in great development. A sudden outbreak of the COVID-19 makes the PC end live streaming which has been developed for many years enter a new era, giving birth to the rapid development of mobile end live streaming. Not only because of the expansion of the live streaming industry market, the rise of the trend of the national live streaming, but also because the mobile live streaming is more and more valued by the brand, becoming an important tool for brand communication and product promotion. It is because of its unique communication characteristics that some scholars believe that the era of precision marketing has been opened by live network. Mobile live from the initial fans to reward and promote the brand, to now in the form of live marketing, consumers can "buy while watching". The time period from the understanding of the goods to the final completion of the purchase behavior has been greatly shortened. It is conducive to improving sales volume and brand awareness. Marketing communication through mobile live platform has become a popular way of brand marketing. This paper mainly studies the current situation, methods, problems and development strategies of brand marketing activities with the help of live streaming platform under the background of mobile internet. Taking Tmall live streaming platform as an example, this paper analyzes several ways of brand marketing with the help of live streaming and some universal characteristics of live streaming marketing by using the relevant theories of marketing. In view of the problems existing in live streaming brand marketing, it puts forward relevant Improvement measures. First of all, the paper puts forward the innovation in content and form. Second, the paper suggests that we should make full use of new technologies such as AR and VR to effectively combine with mobile live broadcasting. Third, the paper explores the integration of multiple channels to create intelligent marketing, and further optimize the live interface of mobile terminals. Finally, the paper emphasizes that the government departments and the platform itself should jointly supervise the mobile network live streaming platform and establish a good live broadcasting environment for mobile terminals. With the help of mobile live streaming, the marketing mode has an important impact on the promotion of brand marketing. How to make better use of this business mode and accurately use mobile live broadcast to promote brand marketing, so that enterprises can create greater profits, is also of profound research significance.

Analysis of types of conscious and relationship in animation - Focusing on TV series (애니메이션 속 자아유형과 관계분석 - TV장편 <천원돌파 그렌라간>을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.45
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    • pp.1-25
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    • 2016
  • This study aims to study the relationship and narrative structure through types of conscious shown through characters of animation. Regardless of professional knowledge, animation viewers are able to decide sympathy cognitively during watching. There are previous studies examining elements regarding the sympathy felt by viewers, "how much sympathy one feels about the story" conveyed by character is one of the most significant element. "Sympathizing" is reacting to the emotion of character, which does not concentrate on visual phenomenon revealing from appearance and mise en scene, but from "conscious" establishing relationship from behavior and practice. In other words, it starts from in-depth insight regarding the types of conscious and relationship between characters. Therefore, this thesis aims to analyze the types of conscious of main character Simon of Japanese animation which was aired in Korea in 27 episodes, and analyze how it conducted meaning structuralization of relationship with surrounding characters in the growth process of every episode. When analyzing the animation, the study concentrated on analyzing the conscious formation process of character, completeness of relationship and structure rather than the plot or power of delivery of direction, to insist that animation should not only convey humor or fun but secure the in-dept self discernment.

Exploratory Study on the Relationship between Lifestyles and Inattention, Hyperactivity/Impulsivity, Internet Overuse in Elementary and Middle School Students (초·중학생의 생활양식과 주의력 결핍, 과잉행동/충동성, 인터넷 과다사용 간 관계에 관한 탐색적 연구)

  • Yang, Mo-Huun;Kang, Eun-Jin;Lee, Dong-Hun
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.171-187
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    • 2018
  • The purpose of this study is to investigate the lifestyle factors influencing behavioral problems such as Inattention, hyperactivity/impulsivity, and internet overuse in elementary and middle school students. Data from 889 elementary school students and 676 middle school students were used and teacher reporting on students' attention deficit and hyperactivity and impulsivity symptoms was also included in the analysis. Lifestyle included opportunities for family interaction, sleep, watching TV, playing Video games, eating breakfast, eating junk food, and private education. As a result of stepwise regression analysis, Video games, junk foods, and family interactions significantly predicted the inattention of elementary and middle school students. Video games, TV, junk foods, and family interactions significantly predicted elementary school students' hyperactivity and impulsivity, but the lifestyle variables hardly accounted for the hyperactivity/impulsivity of middle school students. Video game, and family interactions significantly predicted Internet overuse for both elementary and middle school students. Current study suggest that family interaction opportunities and the use of video games, TV and junk food should be considered to intervene in behavior problems.

Design of Interior Space for Psychological Safety of Passengers according to In-Vehicle Activity of Fully Autonomous Vehicle (완전자율주행자동차 실내행위 유형에 따른 탑승자의 심리적 안전성 확보를 위한 실내 공간 설계)

  • Ryu, Ji Min;Kwon, Ju Yeong;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.24 no.2
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    • pp.13-24
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    • 2021
  • In level 5 (mind-off) of autonomous driving, the autonomous vehicle passengers are expected to have various activities such as face-to-face meetings, working, relaxing, and watching movies. In particular, various changes in the interior space of the vehicle are expected. Moreover, according to the survey conducted by the American Automobile Association, 73% of the respondents reported that they were afraid to board autonomous vehicles. In level 5 of autonomous driving, the subject of safety was expected to be transferred to autonomous vehicles; thus, research should be conducted from the user's perspective. Recently, various studies have been conducted to secure the safety of fully autonomous vehicles. However, there are limited studies addressing the psychological safety of actual passengers. Therefore, this study conducted a questionnaire based on the AHP technique. Consequently, the automobile safety system's priority for securing passengers' psychological safety according to each type of indoor behavior was derived, and the interior space for securing the psychological stability of passengers was suggested based on the obtained results. This study offers a new direction for interior space design, satisfying the psychological safety of passengers. This study is important because it advocates that the interior environment of fully autonomous driving cars is expected to be designed to secure the user's psychological safety.

A study on the meaning of abolition of abortion of abortion for nursing students using media (매체를 이용한 간호대학생의 낙태법폐지 의미고찰)

  • Kim, Mi-Hwa;Park, Sun-Hwa
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.9-14
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    • 2021
  • The purpose is a qualitative study to explore the self-consciousness of nursing students regarding the abolition of the abortion law using media. The participants of this study were 20 students who were first-year students at a university in M city, Gyeongsangbuk-do, and had strong awareness about the abolition of the abortion law. Data collection was done through self-reports within 72 hours of watching the video on life phenomena. The collected data were analyzed using Krippendorff's phenomenological method. As a result of analyzing the experiences related to the abolition of the abortion of abortion it was derived into 16 meaningful statements in 3 categories and 9 topics. Three categories were derived from 'disregarded dignity', ambiguity of boundaries, and 'reeducation in sex education'. As a result of this study, it was confirmed that the abolition of the abortion law in nursing colleges had opportunities for women's reproductive health promotion and women's human rights, and various social participation attitudes as nursing students. It is expected to be used as a useful basic data for student life counseling in the future, and it is expected to be used as a basic data for the development of reproductive health promotion education.

Detecting Stress Based Social Network Interactions Using Machine Learning Techniques

  • S.Rajasekhar;K.Ishthaq Ahmed
    • International Journal of Computer Science & Network Security
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    • v.23 no.8
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    • pp.101-106
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    • 2023
  • In this busy world actually stress is continuously grow up in research and monitoring social websites. The social interaction is a process by which people act and react in relation with each other like play, fight, dance we can find social interactions. In this we find social structure means maintain the relationships among peoples and group of peoples. Its a limit and depends on its behavior. Because relationships established on expectations of every one involve depending on social network. There is lot of difference between emotional pain and physical pain. When you feel stress on physical body we all feel with tensions, stress on physical consequences, physical effects on our health. When we work on social network websites, developments or any research related information retrieving etc. our brain is going into stress. Actually by social network interactions like watching movies, online shopping, online marketing, online business here we observe sentiment analysis of movie reviews and feedback of customers either positive/negative. In movies there we can observe peoples reaction with each other it depends on actions in film like fights, dances, dialogues, content. Here we can analysis of stress on brain different actions of movie reviews. All these movie review analysis and stress on brain can calculated by machine learning techniques. Actually in target oriented business, the persons who are working in marketing always their brain in stress condition their emotional conditions are different at different times. In this paper how does brain deal with stress management. In software industries when developers are work at home, connected with clients in online work they gone under stress. And their emotional levels and stress levels always changes regarding work communication. In this paper we represent emotional intelligence with stress based analysis using machine learning techniques in social networks. It is ability of the person to be aware on your own emotions or feeling as well as feelings or emotions of the others use this awareness to manage self and your relationships. social interactions is not only about you its about every one can interacting and their expectations too. It about maintaining performance. Performance is sociological understanding how people can interact and a key to know analysis of social interactions. It is always to maintain successful interactions and inline expectations. That is to satisfy the audience. So people careful to control all of these and maintain impression management.

SEDATION EVALUATION USING BIS INDEX ASSESSMENT WITH AND WITHOUT THE ADDED SUBMUCOSAL MIDAZOLAM (점막하 Midazolam의 병용투여 시 BIS 분석을 이용한 진정 평가)

  • Lee, Young-Eun;Park, Mi-Kyung;Kim, So-Young;Kim, Yun-Hee;Jung, Sang-Hyuk;Baek, Kwang-Woo
    • Journal of the korean academy of Pediatric Dentistry
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    • v.34 no.1
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    • pp.91-98
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    • 2007
  • The aim of this study was to examine the difference of the depth of sedation using the Bispectral index assessment with and without the added submucosal Midazolam to oral Chloral hydrate and Hydroxyzine for pediatric patients. Twenty seven sedation cases were performed in this study Selection criteria included good health(ASA I), 2 to 6 years of age, the need for sedation to receive dental treatment including anesthesia, and restorative procedure over at least two teeth. Patients were randomly classified into one group taking oral Chloral hydrate(60 mg/kg) and Hydroxyzine(1 mg/kg) and the other group recieving Chloral hydrate(60 mg/kg), Hydroxyzine(1 mg/kg) and submucosal Midazolam(0.1 mg/kg). Nitrous Oxide(50%) was used for both group during sedation. Patients were monitored using a pulse oximeter and a Bispectral monitor. A behavior scale was rated as quiet(Q), crying(C), movement(M), or struggling(S) every 2 minutes watching a recorded videotape. Analysis showed a significant difference in mean Bispectral index and SD during sedation across two groups(P<0.001). The group of patients injected with submucosal Midazolam in addition to oral Chloral hydrate and Hydroxyzine showed a lower mean Bispectral index and a narrower SD. PR and SpO2 for both groups remained within the normal values. Submucosal Midazolam improved the sedation quality by deepening sedation depth without compromising safety and enabled the sedation pattern to be kept more stable.

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A Study on the Effect of Booth Recommendation System on Exhibition Visitors Unplanned Visit Behavior (전시장 참관객의 계획되지 않은 방문행동에 있어서 부스추천시스템의 영향에 대한 연구)

  • Chung, Nam-Ho;Kim, Jae-Kyung
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.175-191
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    • 2011
  • With the MICE(Meeting, Incentive travel, Convention, Exhibition) industry coming into the spotlight, there has been a growing interest in the domestic exhibition industry. Accordingly, in Korea, various studies of the industry are being conducted to enhance exhibition performance as in the United States or Europe. Some studies are focusing particularly on analyzing visiting patterns of exhibition visitors using intelligent information technology in consideration of the variations in effects of watching exhibitions according to the exhibitory environment or technique, thereby understanding visitors and, furthermore, drawing the correlations between exhibiting businesses and improving exhibition performance. However, previous studies related to booth recommendation systems only discussed the accuracy of recommendation in the aspect of a system rather than determining changes in visitors' behavior or perception by recommendation. A booth recommendation system enables visitors to visit unplanned exhibition booths by recommending visitors suitable ones based on information about visitors' visits. Meanwhile, some visitors may be satisfied with their unplanned visits, while others may consider the recommending process to be cumbersome or obstructive to their free observation. In the latter case, the exhibition is likely to produce worse results compared to when visitors are allowed to freely observe the exhibition. Thus, in order to apply a booth recommendation system to exhibition halls, the factors affecting the performance of the system should be generally examined, and the effects of the system on visitors' unplanned visiting behavior should be carefully studied. As such, this study aims to determine the factors that affect the performance of a booth recommendation system by reviewing theories and literature and to examine the effects of visitors' perceived performance of the system on their satisfaction of unplanned behavior and intention to reuse the system. Toward this end, the unplanned behavior theory was adopted as the theoretical framework. Unplanned behavior can be defined as "behavior that is done by consumers without any prearranged plan". Thus far, consumers' unplanned behavior has been studied in various fields. The field of marketing, in particular, has focused on unplanned purchasing among various types of unplanned behavior, which has been often confused with impulsive purchasing. Nevertheless, the two are different from each other; while impulsive purchasing means strong, continuous urges to purchase things, unplanned purchasing is behavior with purchasing decisions that are made inside a store, not before going into one. In other words, all impulsive purchases are unplanned, but not all unplanned purchases are impulsive. Then why do consumers engage in unplanned behavior? Regarding this question, many scholars have made many suggestions, but there has been a consensus that it is because consumers have enough flexibility to change their plans in the middle instead of developing plans thoroughly. In other words, if unplanned behavior costs much, it will be difficult for consumers to change their prearranged plans. In the case of the exhibition hall examined in this study, visitors learn the programs of the hall and plan which booth to visit in advance. This is because it is practically impossible for visitors to visit all of the various booths that an exhibition operates due to their limited time. Therefore, if the booth recommendation system proposed in this study recommends visitors booths that they may like, they can change their plans and visit the recommended booths. Such visiting behavior can be regarded similarly to consumers' visit to a store or tourists' unplanned behavior in a tourist spot and can be understand in the same context as the recent increase in tourism consumers' unplanned behavior influenced by information devices. Thus, the following research model was established. This research model uses visitors' perceived performance of a booth recommendation system as the parameter, and the factors affecting the performance include trust in the system, exhibition visitors' knowledge levels, expected personalization of the system, and the system's threat to freedom. In addition, the causal relation between visitors' satisfaction of their perceived performance of the system and unplanned behavior and their intention to reuse the system was determined. While doing so, trust in the booth recommendation system consisted of 2nd order factors such as competence, benevolence, and integrity, while the other factors consisted of 1st order factors. In order to verify this model, a booth recommendation system was developed to be tested in 2011 DMC Culture Open, and 101 visitors were empirically studied and analyzed. The results are as follows. First, visitors' trust was the most important factor in the booth recommendation system, and the visitors who used the system perceived its performance as a success based on their trust. Second, visitors' knowledge levels also had significant effects on the performance of the system, which indicates that the performance of a recommendation system requires an advance understanding. In other words, visitors with higher levels of understanding of the exhibition hall learned better the usefulness of the booth recommendation system. Third, expected personalization did not have significant effects, which is a different result from previous studies' results. This is presumably because the booth recommendation system used in this study did not provide enough personalized services. Fourth, the recommendation information provided by the booth recommendation system was not considered to threaten or restrict one's freedom, which means it is valuable in terms of usefulness. Lastly, high performance of the booth recommendation system led to visitors' high satisfaction levels of unplanned behavior and intention to reuse the system. To sum up, in order to analyze the effects of a booth recommendation system on visitors' unplanned visits to a booth, empirical data were examined based on the unplanned behavior theory and, accordingly, useful suggestions for the establishment and design of future booth recommendation systems were made. In the future, further examination should be conducted through elaborate survey questions and survey objects.