• Title/Summary/Keyword: character preference

Search Result 164, Processing Time 0.027 seconds

A Survey on the Status of the Meal Management Behaviors of Housewives Living in the Apartments of Jinju (진주지역 아파트 주부들의 식생활 관리실태 조사연구)

  • 이주희
    • Korean Journal of Community Nutrition
    • /
    • v.6 no.5
    • /
    • pp.755-764
    • /
    • 2001
  • This study was carried out to evaluate meal management behavior of housewives and to improve their behavior by determining what problems exist. The survey was conducted using a questionnaire in Jinju from October to November in 1999. It was shown that 29.1% of housewives didn't plan food budget, whereas only 5.6% of them did. The reasons for not planning food budget were mostly due to not forming a habit(38.8%), irregularity of prices(19.9%) or irregularity of income(13.8%). The characters of planning food budget and the reasons for not planning were not affected by age, education, monthly income, family size or monthly flood cost. Only 17.8% of meal managers recorded their housekeeping in detail and 47.4% of them wrote only the important things. Recording housekeeping records was affected by age and education. It was found that most meal managers(90.8%) didn't set menu planning and they didn't fuel the need for menu planning. The frequency of food shopping was every two days(36.2%), twice a week(20.9%) or randomly(27.4%), and the places for food shopping were supermarket(49.0%) and traditional market(41.3%). Both were affected by education or age. The quality of food was the main reason(54.6%) far the selection of food shopping place. Important consideration for selection of food and meals was preference of family(47.4%) and this character was affected by education. It was shown that the score of nutrition knowledge was 7.36, and it was affected by education. The results of this study suggest that the government, educators and scientists in nutrition make efforts to develop various levels of practical education programs for meal management and nutrition depending on age, education and community using mass media.

  • PDF

Typology of Perception on Media Fortune-contents in Digital Age (디지털시대 미디어운세콘텐츠에 관한 인식 유형화)

  • Lee, Jei-Young;Won, Joon-Heui
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.213-221
    • /
    • 2010
  • The purpose of this study is to consider a social influence and fitness with related a ripple effect of media fortune-contents in digital age. This Work was studied by Q-methodology to approach in-depth and essential meaning about this study. The perception type of this study was divided into three types. Above all, in this study we investigate two points to us. Points of this study ; First, how the type of the perception is divided on the subjectivity about Media Fortune-contents in Digital Age? Second, what is a trait of character in same or different quality within these types? The result reveals three types that divided '1 : Scientific Appeal Type ; N=10', '2 : Value-depended Type ; N=7', '3 : Positive Preference Type ; N=3'. Those types found that there is very different type all over. In conclusion, it was found that general mass preferred and enjoyed positively on fortune culture, and were concerned about various a practical use and participation of media fortune-contents.

A study on the hair accessory design for women in Josun (조선시대 여성 머리장신구 디자인에 관한 연구)

  • Shin, Mi-Young;Park, Seung-Chul
    • Journal of Digital Convergence
    • /
    • v.12 no.10
    • /
    • pp.525-530
    • /
    • 2014
  • Unique and variety designs are required in the contemporary society as the design has predominant power. National character and identity of traditional culture support it, and it is far more important to reinterpret, succeed and develop unique traditional beauty as the contemporary continues globalization and informatization. Among the accessories of women in Joseon, hair accessories accounted for the majority, and hair style and hair accessories were developed by their status and social hierarchy. But, due to social norm, they were reserved for luxurious accessories and expressed their aesthetic desire with refined and simple accessories. The current period requires cultural identity. In this sense, this study is expected to give a new awareness of our unique identity, new concept of the traditional culture and spreading beauty of Korea by means of new conceptual accessories that can be connected with the preference of the contemporary with the creation of Korean style image.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.3
    • /
    • pp.65-73
    • /
    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

  • PDF

A Study on the Visual Elements of the Mobile Game Focused on Female Gamers (모바일 게임 <왕자영요>의 여성 게이머 중심의 시각적 요소에 관한 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.17 no.9
    • /
    • pp.361-366
    • /
    • 2019
  • First quarter of 2019, 'Honour Of Kings' continued to be rank No.1 in mobile game sales. Although 'Honour Of Kings' is a game preferred by male players, it has more than 100 million female players. It can have such a large number of female players, in addition to its simplified game operation, social function, there are also included changeable characters for women's preferences. So that the 'Honour Of Kings' allows many female players to take part in. In this paper, the author chooses a skin with high preference for female players among many game consumer goods as the research object. Analysing the design elements of female player' preferences. Female players are more emotional, their favorite game characters just reflect women's longing for beautiful things. It is pointed out that the female orientation of female consumers should be taken into account in the mobile game market, which indicates the direction of visual factors for future mobile game design.

A study on the formative analysis of Chinese traditional women's clothing design elements and preference of modern Chinese women's clothing reflecting traditional clothing (중국 전통 여성복 디자인 요소의 조형적 분석과 전통복식을 융합한 현대 중국 여성복 선호도에 관한 연구)

  • Jizhen Li;Jihyeon Kim;Mi-hyang Na
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.24 no.4
    • /
    • pp.117-133
    • /
    • 2022
  • In order to reflect traditional elements in modern design, designers should be able to creatively apply elements of traditional Chinese clothing. To understand this, a deep understanding of and insights into the traditional clothing culture are required. In this study, the characteristics of traditional Chinese women's clothing from the Wei, Jin, and Northern and Southern Dynasties of China to the Qing Dynasty were analyzed by dividing them into silhouette, color, pattern, materials, and detail. The characteristics of the silhouette were classified into A, H, X, and O types, of which types A and H were the most common. As for the color characteristics, there are relatively many five cardinal colors, and for the contrast of colors complementary colors were mainly used. As the for pattern characteristics, real patterns, animal patterns, character patterns, geometric patterns, and mixed patterns were used. Four types of materials were mainly used: silk, hemp, cotton, and wool. The detail characteristics were also anlyzed by classifying them into collar, sleeve, neckband, and gusset. Based on the results of this analysis, a satisfaction survey was conducted on the design of modern Chinese women's clothing. The result of satisfaction with design elements showed that the images of vest and suit were most preferred, H and X silhouettes, and yellow and white were the most preferred. Geometric and plant patterns were preferred, as were silk and acetate materials. Based on the result of chi-square analysis of design element preferences according to the characteristics of the subject, there was no difference according to occupation, residential area, or income, and there were differences in silhouette, color, materials, and detail according to age.

Investigating the Influence of Perceived Usefulness and Self-Efficacy on Online WOM Adoption Based on Cognitive Dissonance Theory: Stick to Your Own Preference VS. Follow What Others Said (온라인 구전정보 수용자의 지각된 정보유용성과 자기효능감이 구전정보 수용의도에 미치는 영향에 관한 연구: 의견고수와 구전수용의 비교)

  • Lee, Jung Hyun;Park, Joo Seok;Kim, Hyun Mo;Park, Jae Hong
    • Asia pacific journal of information systems
    • /
    • v.23 no.3
    • /
    • pp.131-154
    • /
    • 2013
  • New internet technologies have created a revolutionary new platform which allows consumers to make decision about product price and quality quickly and provides information about themselves through the transcript of online reviews. By expressing their feelings toward products or services on virtual opinion platforms, users extend their influence into cyberspace as electronic word-of-mouth (e-WOM). Existing research indicates that an impact of eWOM on the consumer decision process is influential. For both academic researchers and practitioners, investigating this phenomenon of information sharing in online website is essential given the increasing number of consumers using them as sources of purchase decisions. It is worthwhile to examine the extent to which opinion seekers are willing to accept and adopt online reviews and which factors encourage adoption. Discerning the most motivating aspects of information adoption in particular, could help electronic marketers better promote their brand and presence on the internet. The objectives of this study are to investigate how online WOM influences a persons' purchase decision by discovering which factors encourage information adoption. Especially focused on the self-efficacy, this research investigates how self-efficacy affects on information usefulness and adoption of online information. Although people are exposed to same review or comment about product or service, some accept the reviews while others do not. We notice that accepting online reviews mainly depends on the person's preference or personal characteristics. This study empirically examines this issue by using cognitive dissonance theory. Specifically, in the movie industry, we address few questions-is always positive WOM generating positive effect? What if the movie isn't the person's favorite genre? What if the person who is very self-assertive so doesn't take other's opinion easily? In these cases of cognitive dissonance, is always WOM generating same result? While many studies have focused on one direct of WOM which indicates positive (or negative) informative reviews or comments generate positive (or negative) results and more (or less) profits, this study investigates not only directional properties of WOM but also how people change their opinion towards product or service positive to negative, negative to positive through the online WOM. An experiment was conducted quantitatively by using a sample of 168 users who have experience within the online movie review site, 'Naver Movie'. Users were required to complete a survey regarding reviews and comments taken from the real movie page. The data reflected user's perceptions of online WOM information that determined users' adoption level. Analysis results provide empirical support for the proposed theoretical perspective. When user can't agree with the opinion of online WOM information, in other words, when cognitive dissonance between online WOM information and users' preference occurs, perceived self-efficacy significantly decreases customers' perception of usefulness. And this perception of usefulness plays an important role in determining users' intention to adopt online WOM information. Most of researches have been concentrated on characteristics of online WOM itself such as quality or vividness of information, credibility of source and direction of online WOM, etc. for describing effect of online WOM, but our results suggest that users' personal character (e.g., self-efficacy) plays decisive role for acceptance of online WOM information. Higher self-efficacy means lower possibility to accept the information that represents counter opinion because of cognitive dissonance, whereas the people that have lower self-efficacy are willing to accept the online WOM information as true and refer to purchase decision. This study suggests a model for understanding role of direction of online WOM information. Also, our result implicates the importance of online review supervision and personalized information service by confirming switching opinion negative to positive is more difficult than positive to negative through the online WOM information. This implication would help marketers to manage online reviews of their products or services.

The Preference Analysis of Forest Therapy Program with regard to MBTI Personality Types (MBTI 성격유형에 따른 산림치유 프로그램 선호도에 관한 연구)

  • Kim, Youn-Hee;Kim, Dong-Jun;Kim, Eun-Jin;Yeoun, Pyung-Sik;Choi, Byung-Jin;Kim, Jea-Kean;Kim, Youn-Soo
    • Korean Journal of Environment and Ecology
    • /
    • v.29 no.3
    • /
    • pp.485-498
    • /
    • 2015
  • The need for forest therapy programs has been increasing. For more effective forest healing, it is necessary to identify the characteristics of participants and develop and operate more targeted and differentiated forest therapy programs accordingly. In this study, the relationships between MBTI (Myers-Briggs Type Indicator) personality types and the relationship between the temperaments of MBTI and the preference for the forest therapy programs were analyzed respectively in pursuit of the basic data required for the effective development and operation of forest healing on the basis of individual characteristics. The survey on the forest therapy program and MBTI personality tests were conducted for 245 normal adults. Using the SPSS 21.0 program analysis, data were analyzed by Analysis of variance (ANOVA) to obtain the difference of preference on the forest therapy program according to the personality type. The Extraversion(E)-Introversion(I) types showed differences in technique-based breathing exercises, walking in the forest(wearing shoes), laughter therapy in the forest, viewing the forest, forest bathing, wind bathing and sun bathing. And the Sensing(S)-iNtuition (N) types had marked differences in listening to the sound of water flowing, drinking herbal tea and sleeping in the forest. The Thinking (T) -Feeling (F) types marked differences in soaking hands and feet in water and sleeping in the forest. The Judging (J)-Perceiving (P) types had differences in vision quest and viewing the forest, respectively, in statistics. Depending on the temperament of the character, there were statistically significant differences in preferences such as drinking herbal tea, eating natural food, sleeping in the forest, viewing the forest and listening to the forest commentary. The results of this study are expected to be used as a basis for forest healing program development and operation.

A Study on Characteristics of Chinese Consumer Type & Fashion Consumption according to G sensibility (G감성척도에 의한 중국소비자 유형특성 및 패션소비 연구)

  • Shim, Young-Wan;Geum, Key-Sook
    • Science of Emotion and Sensibility
    • /
    • v.16 no.3
    • /
    • pp.351-362
    • /
    • 2013
  • This study aims to investigate the characteristics of Chinese consumers, who are growing up as the global biggest consumption market, according to G sensibility types, and to provide the data base for China market by analyzing the consuming pattern per sensibility and the preferred color. For the investigation, the survey on G sensibility and consuming pattern was conducted for consumers in four cities of China. As a result of classification of G sensibility types, it was found that Chinese consumers tended to behave in accordance with their values and identities and the most general type in them was G1 pursuing the reasonable and logical consumption, unlike Korean consumers who tended to be shown as G3 for the most general type according to the preceding study. As to characteristic of consumption, Chinese consumers preferred to purchase clothes from the department store, and in case of G2 type, the characteristics was corresponded with Actionist's character which shows the wide range of behavior and high-consumption, by preferring the road-shop next to the department store. Chinese consumers tended to purchase the clothes on the basis of their preferred colors, and especially it was shown that achromatic color was very commonly preferred. Also the black color was on the highest preference, and white, dark gray and light gray were followed. Meanwhile, in chromatic color, it was found that brown, orange, red and blue were preferred in order, and in case of G4, it was found that they preferred more various colors compared to the other types. This result could be used as the data base for the marketing strategy of fashion design industry and the related companies, as well as the new communication method for the consumers.

  • PDF

Character of Achievement Goal and Learning Styles of the First year Students in Department of Occupational Therapy and Physical Therapy (작업치료학과와 물리치료학과 1학년 학생들의 학습유형과 성취목표 지향성의 특성)

  • Roh, Hyo-Lyun;Kang, Shin-Wook
    • The Journal of Korean society of community based occupational therapy
    • /
    • v.2 no.1
    • /
    • pp.65-73
    • /
    • 2012
  • Objective : The purpose of this study is to provide basic information for professional education by investigating to learning styles and achievement goal of the first year students in the department of occupational therapy and physical therapy. Methods : 123 first year students of the department of occupational therapy and physical therapy filled out a questionnaire in Gyeongbuk and Kangwon Province. In this study, Kolb's Learning Styles and Elliot & Church's Achievement Goal were used, and to analyze, Pearson correlation, chi-square were used. Results : The results of the study were as follows. 'Accommodator' was the preferred learning type for students, while 'diverger' was not. Collage students differed from university students in learning styles. A mastery level was the preference in the academic goal types of the students. Male students received higher grades on performance approach goals than female and student of department of physical therapy received higher grades on performance avoidance goals than students in the department of occupational therapy. There is a coefficient of correlation between performance avoidance goal and converger learning type. Therefore, first year students in the department of occupational therapy were not differed from the department of physical therapy in academic achievement but collage students differed from university students in learning styles. Conclusion : From these results, we suggested some effective teaching/learning methods based on the mastery achievement goal. An educational approach is necessary for understanding of the students' individual learning styles and achievement goal characteristics are account for students' individual negative/positive characteristics.

  • PDF