• Title/Summary/Keyword: consuming behavior pattern

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Effects of Daily Stress on Dietary Pattern among Elementary School Children in Seongnam City (성남지역 초등학생들의 일상생활 스트레스 정도가 식품섭취패턴에 미치는 영향)

  • Kim, Sunra;Kye, Seunghee
    • Korean Journal of Community Nutrition
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    • v.22 no.6
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    • pp.475-484
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    • 2017
  • Objectives: The study was conducted to investigate the relationship between several stress measures in everyday life, emotional eating behavior, and dietary pattern (snacks, fatty foods, sweet beverages, fruits and vegetables) in school-aged children. Methods: One hundred and ninety-four students of an elementary school located in Seongnam City participated in the study. The students responded to the survey questionnaire by self-report, which consisted of items regarding general characteristics, height, weight, dietary habits, frequency of consuming healthy (fruits and vegetables) and unhealthy foods (snacks, fatty foods, and sweet beverages), emotional eating behavior, and daily stress. Correlational analysis was performed to examine the relationship between stress, emotional eating behavior, and dietary pattern, and Poisson and logistic regression analyses were conducted to investigate the effects of stress on dietary pattern. Results: Positive correlations were found between all stress factors and emotional eating behavior and between the friend and personal factor (one of the stress factors) and the consumption of sweet beverages. The frequency of consuming sweet beverages was 2.6 times higher in the high stress group than in the low stress group (95% CI). Conclusions: Children's daily stress was associated with emotional eating behavior and undesirable dietary pattern such as consumption of sweet beverages.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Eating Pattern, Weight Control Behavior and Nutritional Status in High Level Female Gymnasts (여자체조선수의 섭식패턴, 채중조절방법 및 영양섭취상태(제1보))

  • 조성숙
    • Journal of Nutrition and Health
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    • v.32 no.1
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    • pp.40-49
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    • 1999
  • This study was conducted with 20 female gymnasts and 23 age-matched controls to examine pattern, weight control behavior and nutritional status. Most gymnasts(95.0%) reported that they used weight-control methods, while relatively few age-matched controls employed these methods. These methods included sauna(95.0%), food restriction(90.0%), excess exercise (70.0%), laxative abuse(10%) and use of diet pills(10%). Gymnasts had significantly (p<0.05) lower scores for statements related to 'sneaking food', 'vomiting after overeating', showing more negative eating behavior than age-matched controls. Energy intake of gymnasts was 968.9$\pm$421.4kcal while energy expenditure was 2,091$\pm$361kcal, showing negative evergy balance(-1,1225$\pm$534.6kcal). Female gymnasts consumed less than 70% of the RDA for protein, calcium, iron, vitamin A, thiamin, riboflavin and niacin, which reflects their low energy intake. The average intakes of calcium, iron, vitamin A, thiamin, riboflavin and niacin did not meet the recommended dietary allowances for their age groups. Adolescent athletes who train vigorously and consume a low-energy diet may be exposed to an increase in potential health risks. Therefore, individuals who advise athletic adolescents regarding training and dietary habits need to emphasize the importance of consuming an appropriate energy intake to support performance as well as growth and development. The sports nutritionist is in a position to convey such information to coaches, physicians, parents and to the athletes themselves.

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Effects of Self- and Social-Reference Point Diagnosticity Interfaces on Unbalanced Information Consumption in the Mobile News Context (자기 준거 진단 인터페이스와 사회적 준거 진단 인터페이스가 정보 편식에 미치는 영향: 모바일 뉴스를 중심으로)

  • Kang, HyeBin;Lee, Seongwon;Suh, Kil-Soo
    • Information Systems Review
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    • v.17 no.2
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    • pp.219-238
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    • 2015
  • As Internet and IT have been developed, people have been exposed to large amounts of information. So, many online information providers recommend relevant information to users to relieve an information overload. However, information recommendation which is based on the taste and preference of a user can lead to a problem of unbalanced information consumption. Prior research about online information has not investigated the side-effect of a recommendation function. This research suggests IT solutions for alleviating unbalanced information consumption behavior. Based on adaptation level theory and expectancy theory, we proposed self-reference point diagnosticity interface and social-reference point diagnosticity interface to help people to consume information following their own information consuming goal. We hypothesized positive impacts of these two interfaces on the self-awareness about information consuming pattern. And we predicted that self-awareness has a positive impact on the motivation and actual behavior to conform the ideal information consuming pattern which the user sets. Laboratory experiment was executed as a research method. As a result, the self-reference diagnosticity interface leaded to higher self-awareness and mitigated the unbalanced information consumption. But, the social-reference diagnosticity interface and the motivation to improve the information consuming behavior had no significant results. Academic and practical implications are discussed.

The Correlation between Online Comments before Broadcasting and Television Content Viewers' Behavior Pattern: The Anchoring Effect Perspective

  • Ma, Alice Kyoungran;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.6
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    • pp.3023-3036
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    • 2019
  • This study investigated the television (TV) content viewers' behavior influenced by online communication at the choice of new TV series on a terrestrial streaming platform. For exploring the impact of the anchoring effect on the TV content consumption, this study analyzed the correlation between the first episode's TV ratings and the data of online comments or reactions. These data were potential audiences' communication, which were generated on the online article three weeks before the first broadcasting began. To avoid the crucial influence by external factors, such as season and social issue, the test was done with eight (8) TV series which have same genre (drama), similar core audience targeting (20-49's women), similar broadcasting period (Jun-Oct 2016), same scheduling (10.00 to 11.00 pm, weekdays) and aired on terrestrial TV platforms. This research found that not only the amount of comments and reactions, but also the attitude about the comments created before broadcasting, positively influence the audiences' decision-making behavior for new TV content choices. This investigation contributes to the literature on media economics and management by exploring the media content users' consuming behavior with behavioral economics perspectives (anchoring effect) and making a first step for finding a new effect on the media content consumption.

A New Approach to Spatial Pattern Clustering based on Longest Common Subsequence with application to a Grocery (공간적 패턴클러스터링을 위한 새로운 접근방법의 제안 : 슈퍼마켓고객의 동선분석)

  • Jung, In-Chul;Kwon, Young-S.
    • IE interfaces
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    • v.24 no.4
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    • pp.447-456
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    • 2011
  • Identifying the major moving patterns of shoppers' movements in the selling floor has been a longstanding issue in the retailing industry. With the advent of RFID technology, it has been easier to collect the moving data for a individual shopper's movement. Most of the previous studies used the traditional clustering technique to identify the major moving pattern of customers. However, in using clustering technique, due to the spatial constraint (aisle layout or other physical obstructions in the store), standard clustering methods are not feasible for moving data like shopping path should be adjusted for the analysis in advance, which is time-consuming and causes data distortion. To alleviate this problems, we propose a new approach to spatial pattern clustering based on longest common subsequence (LCSS). Experimental results using the real data obtained from a grocery in Seoul show that the proposed method performs well in finding the hot spot and dead spot as well as in finding the major path patterns of customer movements.

The Analysis of Woman User Behavior Pattern in Online Games (여성 유저의 온라인게임 이용 행태에 관한 연구 - 온라인게임에서의 젠더 정체성을 중심으로-)

  • Seok, Sung-Hye;Lee, Ji-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.693-704
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    • 2007
  • 지금까지 사이버문화에 대한 연구는 해당 문화의 가장 큰 특성 중인 익명성과 그것이 개별 이용자들의 정체성에 미치는 영향에 대한 많은 관심이 있어왔다. 최근 주목을 받고 있는 싸이월드나 블로그 등 CMC환경에서 매체가 일반적으로 여성의 라이프스타일 및 여성성과 연관되어 정체성의 구성에 영향을 미치게 되며, 이러한 이용 형태를 마케팅과 접목하여 높은 여성 참여와 구매력을 이끌어내고 있다. 반면 온라인게임은 남성 중심의 매체로써의 특징을 가지고 있으며, 상대적으로 여성의 온라인게임 이용 행태 분석 및 마케팅 전략 연구가 미흡하였다. 온라인게임에서 여성 이용자의 참여나 구매력을 이끌어 내기 위해서는 우선적으로 남성 중심적 매체에서 여성 온라인게임 유저의 이용 행태 분석 이 선행되어야 하며, 이를 통하여 여성의 온라인게임 소비 패턴과 특성을 파악하고, 나아가 고객 충성도, 구매력과의 관련성 속에서 마케팅적 시사점을 도출하여야 할 것이다. 본 연구는 온라인게임 여성 유저의 심층 인터뷰를 통하여 우선적으로 연령별 게임 이용 패턴 - 게임이용 장소, 초기 진입 방식, 커뮤니티 활동, 아이템 구매 형태 등 - 에 대해 알아보고, 다음으로 여성 유저의 게임 플레이 방식으로 게임 내 캐릭터의 전유 방식(몰입)과 게임 플레이 스타일을 고찰하고자 한다. 이때 여성의 온라인게임 이용 방식이 남성적 매체라는 구조적 공간 내에서 여성의 성적 특성이 온라인게임 소비 행태에 어떠한 영향을 미치며, 또한 여성 유저의 이용 방식에 따라 고객 충성도에 미치는 효과에 대해 알아보도록 한다.

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The study on the consumer behavior pattern in digital environment (디지털 환경에서의 소비자 유형 구분과 그 특성에 대한 탐색 -디지털 라이프스타일에 대한 코드의 발견-)

  • Whang, Sang-Min;Kim, Jee-Yeon;Ryu, Ki-Tae
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.624-628
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    • 2008
  • The purpose of this study is to investigate the "map of mind" or subjectivity regarding consumption behaviors of consumers in the digital environment. This study investigated the values and psychological and behavioral characteristics that motivate consumption for each types of consumers in digital environment. 76 Statements were selected from literature review and popular press articles that introduced consumption related phenomena. A total of 33 participants included experts on digital consumption and lay person, The results indicated that there are 6 groups representing Korean consumption patterns in digital environment: Digital Modernist, Digital Boomer, Digital Chic, Digital Ludens, Digital Conservative, and Digital Renaissance. This research is meaningful in that it provides a framework to view the diverse consumption behaviors in a more holistic rather than independent perspective, considering psychological aspects such as personal values and lifestyles.

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A Study on Instrumentation Results Analysis Using Artificial Neural Network in Tunnel Area (인공신경망을 이용한 터널시공 시 계측결과 분석에 관한 연구)

  • Lee, Jong-Hwi;Han, Dong-Geun;Byun, Yo-Seph;Chun, Byung-Sik
    • Proceedings of the Korean Geotechical Society Conference
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    • 2010.09b
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    • pp.21-31
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    • 2010
  • Although it is important to reflect the accurate information of the ground condition in the tunnel design, the analysis and design are conducted by limited information because it is very difficult to get it practically on considering various geography and geotechnical condition. So construction management of information concept is required to manage immediately on the field condition because it is very time-consuming to establish the countermeasure of underground reinforcement and the pattern change of Bo. Therefore, when construction is on tunnel area, examination of accurate safety and prediction of behavior is performed to overcomes the limit of predicting behavior by using Artificial Neural Network(ANN) in this study. Firstly, the field data was secured. Secondly, suitable structure was made on multi-layer perceptrons among the ANN. Thirdly, learning algorithm-propagated applies to ANN. The data for the learn of field application using ANN was used by considering impact factors, which influenced the behavior of tunnel, and performing credibility analysis. crown displacement, spring displacement, subsurfacement, and rock bolt axial force are predicted at the tunnel construction and on-site application was confirmed by using ANN from analyzing and comparing with measurement value of on-site. In this study, the data from Seoul Highway $\bigcirc\bigcirc$ tunnel section was applied to the ANN Theory, and the analysis on the investigate value and the reasoning for the value associated with field application was performed.

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Construction of a Retargetable Compiler Generation System from Machine Behavioral Description (머쉰 행위기술로부터 Retargetable 컴파일러 생성시스템 구축)

  • Lee, Sung-Rae;Hwang, Sun-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.5B
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    • pp.286-294
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    • 2007
  • In ASIP design, compiler is required for performance evaluation of processors being designed. The design of machine specific compiler is time consuming. This paper presents the system which generates C compiler from MDL descriptions. Compiler generation using MDL can support user retargetability and concurrency between compiler design and processor design. However, it must overcome semantics gap between compiler and machine. To handle this problem, the proposed system maps behavioral descriptions to library which contains abstract behavior for each tree pattern. Using mapped instructions and information on register file usage, the proposed system generates back-end interface function of the compiler. Generated compilers, for MIPS R3000, ARM9 cores, have been proved by application programs written in C code.