• Title/Summary/Keyword: desire level

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The Impact of Motivation behind a Pilgrimage on the Satisfaction Level of Participants and Desire for Revisitation: Examining Holy Places as Moderator Variables (대순진리회 수도인의 성지순례 참여 동기가 만족도와 재참여 의사에 미치는 영향 - 성지 가치의 조절효과를 중심으로 -)

  • Yoo, Seung-gack
    • Journal of the Daesoon Academy of Sciences
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    • v.28
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    • pp.165-206
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    • 2017
  • In Daesoon Jinrihoe (The Society of Daesoon Truth), pilgrimages can serve as a medium to experience and spread Daesoon Thought. The purpose of this study is to gauge the empirical impact that the motive of a pilgrimage has on the satisfaction level of the participant and the participant's willingness to revisit the holy place. This study further suggests a variety of propositions to promote pilgrimages and thereby Daesoon Thought. This study employs hierarchical analysis for measuring the correlation between all factors the pilgrimage can entail and also the moderator variables (holy places) in the pilgrimage. The study reveals that empirical motive is one of the most influential factors in determining a given participant's level of satisfaction and willingness to revisit said holy place. It is also revealed also that the religious significance of a holy place plays an important role in satisfaction and future revisitation. This study claims pilgrimages are a form of learning and cultural exchange which promotes Daesoon Thought that enables maturity of religious faith. Thereby, all stake holders in the Daesoon Jinrihoe community including clergy should increase their efforts to raise awareness and recognition of Daesoon Truth.

The Effect of BTS Preference on Fandom Star & Fan Community Identification and Purchase Intention - Focused on Korean and Southeast Asian - (BTS의 선호요인이 팬덤 동일시욕구와 구매의도에 미치는 영향 - 한국 및 동남아 팬을 중심으로 -)

  • Kim, Yoon-Chul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.1-14
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    • 2020
  • This study was initiated by the interest in identifying what the characteristics of BTS' preference is in the expanded K-Pop market. For this study, a survey was conducted to Taiwan, Thailand, Vietnam, and Korea where BTS is popular. The results of this study show that Vietnam and Thailand have the most positive perceptions of most of the BTS preferences, and the factors affecting the highest quality were analyzed by the differentiating sense of BTS. BTS' preference is an independent variable consisting of five factors: singers and music, a discriminative sense, global communication, meditative lyrics and Korean sentiment. And it has been shown to have a statistically significant influence on both the fandom star and the fan community at a high level. In particular, the Identification desire for fandom star shows that the discriminative sense and meditative lyrics affect the positive at a high level. Also, the identification desire for the fan community's found that the attraction of singers and music affects the highest level of affection. This study was extended to Southeast Asian and Korean fans through a wide range of survey participants, and it is meaningful that a new perspective on the BTS preference was available. Nonetheless, Failure to take into account the various variables that may affect the fandom effect and the intent to purchase, and the lack of a survey of fans in the U.S. and Europe, which has more fans worldwide, could be a limitation of the study.

The Analysis of the Educational Conditions of Interior Design in Korea - Focused on the Curriculum of 4 year Universities (한국 실내디자인 분야의 교육현황 분석 - 4년제 대학교의 교과과정을 중심으로 -)

  • 신경주
    • Korean Institute of Interior Design Journal
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    • no.38
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    • pp.3-13
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    • 2003
  • Now that 15 years have passed since its introduction to 4 year college in Korea and we have 51 majors in the field of Intoner design established at 47 universities as of 2003, we are in the position to seek the improvement of its educational qualify. With a view to provide data for the setup of proper educational purpose, it has classified their divisions(departments) according to their major names and belonged colleges of the universities and considered their geographical distributions, groupings of curriculum, their framing and features of a standard curriculum. 1)Divisions of the universities where the major of interior design belongs are divided into three categories of design division (design 8t arts, arts), home economics division (home economics, natural science) and architectural division. For the development of the major, universities to which circumstances permit are recommended to establish an independent college of interior design following the . cases in the US. 2) Geographical preponderance of interior design major on Seoul and Gyeongsang Province is desired to be improved. 3) Curriculum of interior design, which is classified into introduction, history of interior design, theory of interior design, design of interior space, digital technology, design elements of inner space, technology of interior design, behavior of environmental psychology, design management and other subjects, was made into a table by divisions. To sum up, curriculum of interior design concentrates on basic design theory throughout all divisions. In connection with the selection of division by high school-graduates or their parents, design division is recommended for those who desire to major in design elements and design management, home economics division for those who desire to major in space design and behavior of environmental psychology and architectural division for those who desire to major in Interior space design, interior design technology and regulations. 4) This research can contribute to the settlement of desirable curriculum for the interior design education, thus upgrading the education level of the major in Korea.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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Development of the Potential Query Recommendation System using User's Search History (사용자 검색이력 기반의 잠재적 질의어 추천 시스템 개발)

  • Park, Jeongbae;Park, Kinam;Lim, Heuiseok
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.193-199
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    • 2013
  • In this paper, a user search history based potential query recommendation system is proposed to enable the user of information search system to represent one's potential desire for information in terms of query and to facilitate the desired information to be searched. The proposed system has analyzed the association with the existing users's search histories based on the users' search query, and it has extracted the users's potential desire for information. The extracted potential desire for information is represented in terms of recommended query and thereby made recommendations to users. In order to analyze the effectiveness of the system proposed in this paper, we conducted behavioral experiments by using search histories of 27656. As a result of behavioral experiments, the experiment subjects were found to show a statistically significant higher level of satisfaction when using the proposed system as compared to using general search engines.

The Influence of Entrepreneurship Education Experiences on the Intention of Entrepreneurship (대학생의 개인적 특성인 창업교육 경험이 창업의도에 미치는 영향)

  • Choi, Tae-Wol;Yun, Suk-Ju;Pea, Sang-Muk
    • Industry Promotion Research
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    • v.4 no.2
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    • pp.61-67
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    • 2019
  • A total of 84 questionnaires were analyzed for students with experience in entrepreneurship education in Cheonan-Asan, Chungnam province. The purpose of this study was to examine the effect of the experience of founding education, the personal characteristics of university students, on intention to start a business. As a result, first, there was a correlation between the intention of incubation of college students and the intention of incubation. Significantly at the level. Second, education satisfaction, which is a subordinate factor of entrepreneurship education, did not have a significant effect on achievement desire and self-efficacy, which are subdomains of entrepreneurship intention. Third, creativity was found to have a significant effect on both the desire for achievement and self-efficacy of intention, and creativity showed explanatory power of .603 and 35.1% for R2. The value of .493 and R2 of creativity and self-efficacy are 25.5%.

Response Characteristics of Metal Belt CVT Vehicle with Electronic Controlled Line Pressure (라인압력제어 전자화 CVT 차량의 응답 특성)

  • 송한림;김정철;김현수
    • Transactions of the Korean Society of Automotive Engineers
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    • v.6 no.2
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    • pp.191-202
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    • 1998
  • An electronic-hydraulic controlled line pressure system was suggested based on the mechanical controlled CVT base model. As a high level control strategy, a 3-D optimal line pressure map was obtained considering the driver's desire, driving conditions. Also, PID type low level controller was designed. Using the high level control strategy and the dynamic models of the base model CVT with electronic controlled line pressure system, performance simulations were carried out. It is seen from the simulation results that fuel economy of the electronic controlled strategy keeps the line pressure low, which results in the improved efficiency of the hydraulic system.

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A Study on Noise Marking Obligation System for Construction Equipments (건설기계 소음표시의무제도 연구)

  • 이성호;박인선;장서일;오진우;권태우;박상규
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.05a
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    • pp.554-558
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    • 2004
  • With the improvement of living quality, people's desire for quiet living environment keeps increasing. In particular, complaints about the noise emission by constrcution equipments around residential areas take most part of the noise related complaints. In this study, noise marking obligation system for the high noise construction equipment have been proposed to reduce the noise level and protect the well-being of citizens. For this purpose, construction equipment used in the country were surveyed and compared with that of the European Directive/2000/14/EC. As results, 20 kinds of construction equipment were proposed for the obligated noise marking, while 13 kinds of construction equipment were proposed for the equipment subject to permissible noise level, thus the obligated noise marking and certification.

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A Study on Noise Marking Obligation System for Construction Equipments in Europe (유럽의 건설기계 소음표시의무 제도)

  • Park, Sang-Kyu;Park, In-Sun
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.05a
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    • pp.104-108
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    • 2005
  • With the improvement of living quality, people's desire for quiet living environment keeps increasing. In particular, complaints about the noise emission by constrcution equipments around residential areas take most part of the noise related complaints. In this study, based on the European Directive/20n/14/EC, noise marking obligation system for the high noise construction equipment of Europe has been reviewed to implement the similar system in Korea.

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A Study on the Introduction from a Post-Structural stand-point, to understand Computer Games (컴퓨터 게임의 이해를 위한 후기 구조주의적 입문)

  • Chang, Woo-Rin
    • Archives of design research
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    • v.17 no.4
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    • pp.89-96
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    • 2004
  • The public has only a superficial understanding of the computer games, in spite of it's psychological effects and social results. Therefore, in this study, one finds out the serious approach which leads the computer games to recognize its future in terms of new media. Stand-point from Freud to french post-structuralist, it helps the introduction to understand the computer games as a kind of contents in which we are able to observe psychological process. As a result, there are studies about the structure of the dream, the desire, and the language which allow to mention 'parmakon' ; 'difference' between self and object, it provokes the psychological dynamism and so on, the playing the game remains a real trace and change, at the level not only of our psyche but also of our body.

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