• Title/Summary/Keyword: character preference

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Users' preference of the Shared Community Space for the Community Design of Multi-family Housing (아파트 단지내 공동생활공간의 구성선호에 관한 연구)

  • 강혜경;조성희
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2002.11a
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    • pp.235-240
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    • 2002
  • The purpose of this study is to find out users' preference of the shares community space(SCS) for the Community Design. For this, it was analyzed the residents' behavior characteristics of the current multi-family housing and the residents' needs of the SCS. This study focused on seeking out the user-oriented design criteria for the planning of the SCS. The survey was carried out with a structured questionnaire including sketch map from Aug. 13, 2001 to Sept. 14, 2001. The subjects were housewives who's living in Haeuondae of Busan, Korea. Total number of 650 questionnaires were collected and analyzed. Especially 439 cases among them were used for analysis of mental map. The SPSS PC+ was used for the analysis of data. The results of this study are as follows : First, as to the users' behavior for the SCSs, there is a difference in the location of residents' activities by contents of them. And, the range of these locations categorized according to levels of spacial cognition for neighborhoods. Second, as to the analysis of the SCS through a mental maps, it was shown that the residents' pathway and the residents' location are main variables to be considered in the SCS planning. The preferred location of SCS is organized according to the character of the SCS; the one for most residents, is located the surrounding of main enterance or the center of the housing complex, and the one the neighbors living in the same or the near building is located in area of the block of resident buildings. Third, as the results of residents' needs analysis, the SCS has the meaning of community facilities. And there is a difference in the degree of necessity and in the preferred location according to character of the SCS. In detal, for the indoor SCS of a resident building, there is a difference in the preferred location according to the kinds of each SCS. And for the outdoor SCS, it is necessary to divide the planning zone of the SCS into 3 steps(the resident building, the block of resident buildings, and the housing complex).

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Empirical Study on Female Characters in Team based Battle Games Preferred by Female Gamers (팀 기반 전투형 게임에서 여성 게이머가 선호하는 여성 캐릭터에 대한 실증적 조사 연구)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.403-411
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    • 2021
  • While there is no apparent gender difference on the number of game players and playing time in market survey especially if the age group is under 30, there still exists a strong gender stereotype on female characters with sexual objectification especially in team based battle games. Furthermore, there seldom exists any research on female gamers in this genre. In this paper, we investigate the preference of female characters and reasons of their choice among female gamers with Overwatch and Cypers which are recognized as having enough female players. In Overwatch with 231 responses, subjects prefer 'girl-crush' characters such as non-sexual Ana who age is in 60s. However, in Cypers that does not have female warrior character, subjects' preference is more affected by appearance but those characters with less functional ability are not frequently used in playing. Such practical avatar choice is often discovered among male players thus there is no gender difference in this case.

An Analysis of 2006 Summer Street Fashion in Harbin, China

  • Bae, Sao-Jeong
    • Journal of Fashion Business
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    • v.11 no.3
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    • pp.87-96
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    • 2007
  • The purpose of this study is to analyse the characteristics of style, color and items of street fashion in Harbin. This kind of study will contribute to the understanding the preference of fashion in northeastern area, thereby, affording a fundamental resources for the strategic establishments of design and marketing in Korean brand launching into China. The results of this study are as follows. The preferred fashion style is casual one, rather than formal one. The order of preference in casual wear is character, jean and sports casual. In the view of color, preference in top color is, white, black, brown and pink. In the bottom, it is blue, white, black and brown. In one-piece, it is white, blue and brown. Throughout all items, the most frequently founded color is white, which might be ascribed to the seasonal influence of summer. The Chinese specific preference of color could not be observed. In aspect of items, the one-piece takes the proportions of more than half of the all the items. The typical details of one-piece dress are irregular hemline and asymmetrical line. While knee length takes proportion of 70%, in item of skirt, the full length is 46.8% in frequency for pants. In one-piece, knee length is 80% amounted as first rank, followed by midi and mini.

Identification of User Preference Factor Using Review Information (리뷰 정보를 활용한 이용자의 선호요인 식별에 관한 연구)

  • Song, Sungjeon;Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.311-336
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    • 2022
  • This study analyzed the contents of Goodreads review data, which is a social cataloging service with the participation of book users around the world, to identify the preference factors that affect book users' book recommendations in the library information service environment. To understand user preferences from a more detailed point of view, sub-datasets for each rating group, each book, and each user were constructed in the sample selection process. Stratified sampling was also performed based on the result of topic modeling of review text data to include various topics. As a result, a total of 90 preference factors belonging to 7 categories('Content', 'Character', 'Writing', 'Reading', 'Author', 'Story', 'Form') were identified. Also, the general preference factors revealed according to the ratings, as well as the patterns of preference factors revealed in books and users with clear likes and dislikes were identified. The results of this study are expected to contribute to more sophisticated recommendations in future recommendation systems by identifying specific aspects of user preference factors.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

A Study of Purchase, Actual Wearing Conditions and Design Preferences of Sports Casual Wear -Examination of 19~39 year-olds throughout Korea- (국내 스포츠 캐주얼웨어의 구매 및 착용현황과 디자인 선호도에 관한 연구 -전국의 만 19~39세 성인남녀를 대상으로-)

  • 김선희;도월희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.8
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    • pp.1286-1297
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    • 2002
  • This study was aimed at conducting a survey and analyzing its results on the purchase and wearing conditions and design preference of sports casual wear among women and men in their twenties and thirties according to region, gender, age and income. The survey was administered using a website and was conducted among the persons who purchased sports casual wear more than once a year. The statistical results were analyzed from 497 questionnaires of respondents residing in Seoul, Gyeonggi Province, six metropolitan cities and other cities and provinces. The results of this study were summarized as follows. 1) Results of wearing conditions and preference of sports casual wear : The respondents of the survey answered that they had purchased 1 or 2 clothing items for a year and the order of buying the popular wear ranked sport shirt, jacket, trousers respectively. They chose mostly shades of gray, and the most favored design type were a chin collar, a set-in sleeves, a mixed type of band cuffs and elastic band, side zip-pockets, a full-zip front fastener, alight warm-up hood, and a small front upper chest type logo; 2)Analysis of the differences in purchase and wearing conditions in accordance with region, gender, age and income : The largest proportion of respondents who answered thar had purchased 4 or more clothing items for a year were Seoul residents and in particular the residents south of the Han river. The customers under thirty usually obtained their information about sports casual wear by visiting stores in person. The men obtain a variety of information through printed materials and related Internet sites; 3) Analysis of preferential differences of the detailed partial design : The purchasers in their 20's preferred black white, and gray patterns, however that preference shifted for those in their late 20's and the preference for pastel colors increased. The purchasers in their 20's and mid 30's had a preference for a chin collar and an eight-shaped zip type pockets. The men preferred a band cuff and a detachable hood type but women favored an elastic band and a light warm-up hood type.

An analysis of the local government character's image (농촌 군(郡)의 캐릭터에 대한 이미지 분석)

  • Kim, Dae-Hyun
    • Journal of Korean Society of Rural Planning
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    • v.15 no.2
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    • pp.59-68
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    • 2009
  • Nowadays, local governments have been developing an image to represent their regions' identity. These characters contain unlimited capabilities of utilization and advertising effect that adds to their high value. However, we must consider how effectively the image helps in representing its region because some characters have been produced upon timely basis without consistent long-term planning. This study is to investigate the image and motif of the local government characters from the consumer's perspective. The results are as follows: 1)The images employed by the local governments are not highly preferred and most regions select motifs from their local agricultural products and native plants. 2)The variables that affect the character of the local governments are such as beauty, identity, etc. In conclusion, in order to maximize the local government image, one must improve the design concepts, encourage advertisement of regional festivities and travel commercialization, and advocate the identity and beauty of the local area to the residents and other regional people.

A Study on Men's Suit Purchasing Behaviors (Part II) Focus on Men in Their 20's∼40's- (남성 정장 구매행동에 관한 연구(제2보) -20∼40대 남성을 중심으로-)

  • 김민정;이숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.5
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    • pp.615-625
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    • 2004
  • This study was attempted to segment the male consumers' market for men's suit based on brand preferences and to identify the group differences in apparel purchasing behaviors and demographic features and to suggest basic information applicable to marketing strategy. 705 men were selected for the study; they were in their twenties through forties, and they lived in Seoul and its suburbs. 655 survey questionnaires were collected and used for analysis. Using the SAS package, frequency, factors, reliability, correlation, genealogical group analysis, distribution analysis, the ($\chi$$^2$-test and the Duncan test for verification were actualized for analysis. The findings of this study were as follows: First, male-suit consumers tend to prefer the national brand(61.07%), licensed brand(19.39%), volume character brand(7.63%), prestige character brand(6.56%), and directly imported brand(5.34%) in order. Second, there were significant differences in apparel shopping orientations, purchasing behavior variables and demographic variables among the 5 classified groups.

A Formal Study on Game Character Preference through Game User Classification (게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구)

  • Noh, Kyung-Hee;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.23-31
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    • 2007
  • The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.

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The Effects of Character Characteristics of Collaboration Cosmetics on Consumer Preferences (콜라보레이션 화장품의 캐릭터 특성이 소비자의 호감도에 미치는 영향)

  • Bae, So-Jeong;Lim, Ha-Neul;Kim, Kyoung-A
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.1-10
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    • 2018
  • At the moment, a cosmetic market finds to get new ways for change. In this way, Important of customer affinity emphasizes in the market. A lot of companies, markets are working at getting customer affinity. A study looks for attribute of collaboration cosmetic with famous characters and influence of customer affinity empirically. A survey was done a target was customer have bought collaboration product over once, the data was analysed structural equation. In conclusion, these figures out that familiarity and originality effect to customer affinity positively.