• 제목/요약/키워드: human behavior pattern

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추동용 니트웨어 구매행동과 착용감에 관한 연구 (A Study of Purchase behavior and Wearing sensation of F/W Season Knit Wear)

  • 박순천;이영주
    • 한국생활과학회지
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    • 제18권2호
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    • pp.431-439
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    • 2009
  • This research aims to invest consumers' purchase behavior and preference of F/W season knit wear to prepare for basic data in producing competitive knit wear which can meet consumers' demands. The results are as follows: 1. Consumers in their twenties are largely purchasing their knit wear at bonded clothing shops, consumers in their thirties at outlet stores and consumers in their forties and fifties at department stores. As for preferred materials in knit wear, the twenties like 100% of cotton, the thirties mixed wool, and the forties and the fifties 100% of wool. Across all age groups, they prefer knit wear pattern with no figures, while they consider its design and color as important factors in purchasing F/W knit wear. 2. As for the wearing sensations of F/W knitwear of three age groups, there are not significant differences in other factors except a factor of 'jacket length'. 3. As for the fitting sensation about F/W knit wear, consumers with 'thin' somatotype feel high comfort in the factor of 'girth', while consumers with standard somatotype feel high satisfaction in the factor of 'length'.

한국 인천에 거주하고 있는 화교 중.고등학생의 체위와 식생활 행동에 관한 연구 (The Survey of Anthropometric Data and Dietary Behavior of Chinese Middle and High School Students Living in Incheon, Korea)

  • 정미리;노숙령;김천수
    • 동아시아식생활학회지
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    • 제17권3호
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    • pp.289-303
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    • 2007
  • This report includes basic data on nutrition education for Chinese adolescents living in Korea. A total of 183 Chinese adolescents living in Incheon participated in the survey. Body composition was analyzed by the Inbody 4.0., and questionnaires on personal dietary behavior were administrated. When compared with the body measure indices of Korean adolescents, we found that height was similar, but weight greater ($5{\sim}12 kg$) among the participants. Regarding obesity, 30.0% of all students were obese (BMI>25), especially the high school boys (42.0%). But in the case of middle school boys, the rates of obesity and under weight (BMI<18.5) were the same (both of them at 22.9%). The average WHR (Waist Hip Ratio) of the female high school group (0.9) was over the normal range. The average percent body fat for each group was also over the normal range. The percentage of students having breakfast everyday was 52.2%, and the rate of skipping breakfast was 25.0%. In the obesity group, the rate of skipping breakfast was remarkably high (P<0.05). Because lunch service was not available at the schools, a lunch box from home was the most popular pattern (43.1 %), but eating out was also popular at 36.6%. For the male high school students, the eating out rate was 62.8%. Since many have-lived in Korea for a few generations, the students' eating practices were much closer to the Korean pattern. For their ordinary meal pattern, 96.0% of the students included Korean foods. however, for New Years Day, the rate of having Gyo-Ja was 75.2%, and having Wol-Byung at Choo-seok was 78.6%, showing that the Chinese tradition still remains. In the case of food preferences, the percentage having Kimchi everyday was 62.1 %, but those drinking green tea was 13.1 %. For cold drinks, the rate for drinking them more than twice per week was 71.6%. The most preferred cooking method was frying with oil (50.6%). Among the students who had visited China (or Taiwan), the rate for 'bad food familiarity' was 37.0%, and the rate for 'did not know Chinese traditional course menus' was 71.3%. As a result of combining eating practices from both China and Korea, and the absence of lunch service in Chinese schools, students are showing bad dietary behaviors. therefore, it is necessary to provide proper nutrition education and a system for lunch service in Chinese schools.

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성인여성 기성복의 상표충성도에 관한 연구 (A Study on the Brand Loyalty Ready to Wear of Females)

  • 이부련
    • 복식
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    • 제21권
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    • pp.219-226
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    • 1993
  • The main purpose of this study is to inves-tigate brand loyalty on ready-to-wear of fe-male. The subjects were two hundred ninty females in Taegu. Using SPSS package in or-der to identify relations of clothing selection behavior and information source uses multivariate analysis of variance(MANPVA) univariate analysis of variance(ANOVA) were executed. Scheffe est a kind of post-hoc multiple comparisons methods was adapted. conclusions reached in this study are as follows: 1. Clothing purchase pattern of consumers classified brand loyal group and brand dis-loyal group. The number of people in the brand loyal group was fifty more than that of the brand disloyal group. 2. In relation of brand loyalty and clothing selection behavior brand loyal group had high scores on individuality and exhibition of clothing selection behavior. Brand dis-loyal group had high scors on economy practicality courtesy facility. 3. In difference of information uses on brand loyalty brand loyal group had high scores on printed-information source, broadcast-ing-information source broadcast-ing-information sources. Among them brand loyal group particularly used printed-infor-mation source more than brocasting infor-mation source. On the contray brand dis-loyal group have high scores on human-in-formation source.

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Fabrication of Micro Patterned Fibronectin for Studying Adhesion and Alignment Behavior of Human Dermal Fibroblasts

  • Lee, Seung-Jae;Son, Young-Sook;Kim, Chun-Ho;Choi, Man-Soo
    • Macromolecular Research
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    • 제15권4호
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    • pp.348-356
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    • 2007
  • The aim of this study was to fabricate a submicro-and micro-patterned fibronectin coated wafer for a cell culture, which allows the positions and dimensions of the attached cells to be controlled. A replica molding was made into silicon via a photomask in quartz, using E-beam lithography, and then fabricated a polydimethylsiloxane stamp using the designed silicon mold. Hexadecanethiol $[HS(CH_2){_{15}}CH_3]$, adsorbed on the raised plateau of the surface of polydimethylsiloxane stamp, was contact-printed to form self-assembled monolayers (SAMs) of hexadecanethiolate on the surface of an Au-coated glass wafer. In order to form another SAM for control of the surface wafer properties, a hydrophilic hexa (ethylene glycol) terminated alkanethiol $[HS(CH_2){_{11}}(OCH_2CH_2){_6}OH]$ was also synthesized. The structural changes were confirmed using UV and $^1H-NMR$ spectroscopies. A SAM terminated in the hexa(ethylene glycol) groups was subsequently formed on the bare gold remaining on the surface of the Aucoated glass wafer. In order to aid the attachment of cells, fibronectin was adsorbed onto the resulting wafer, with the pattern formed on the gold-coated wafer confirmed using immunofluorescence staining against fibronectin. Fibronectin was adsorbed only onto the SAMs terminated in the methyl groups of the substrate. The hexa (ethylene glycol)-terminated regions resisted the adsorption of protein. Human dermal fibroblasts (P=4), obtained from newborn foreskin, only attached to the fibronectin-coated, methyl-terminated hydrophobic regions of the patterned SAMs. N-HDFs were more actively adhered, and spread in a pattern spacing below $14{\mu}m$, rather than above $17{\mu}m$, could easily migrate on the substrate containing spacing of $10{\mu}m$ or less between the strip lines.

이용자 상호간 감성교류를 위한 의자디자인 연구 - 의자의 구조와 기능을 중심으로 - (A Study on Chair Design for User's Interpersonal Exchange of Emotion - Focused on Chair Structure and Function -)

  • 김경원
    • 한국가구학회지
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    • 제21권2호
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    • pp.157-166
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    • 2010
  • Furniture in the modern living environment, inclusive the importance of its practical value, is a plastic element of indoor space, and its artistic value also holds an important position. Moreover, emotional design based on the emotional engineering in a structural change of modern society such as urbanization, small family, aging society is proposed as an important keyword in the modern design. Namely, furniture as an component of modern residential space has been advanced as a human-oriented environmental element considering people's emotional and mental value to the functional satisfaction and artistic and emotional satisfaction. Furniture is a living tool that is much contacted to people, which affects highly on people's body and mind. This means that people's volition action can be naturally induced by furniture design, and that furniture can display a role as an active tool of means to make people's interpersonal communication and interchange. Namely, I think furniture design of emotional interchange that understands furniture user's pattern behavior and pattern, and observes furniture form and structure and functionality on users' relationship affecting on people's emotional stability and interpersonal interchange of emotion, as an indispensable element necessary for producing more human and prosperous environment of life.

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퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로 (Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game)

  • 김미진;송승근
    • 한국게임학회 논문지
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    • 제10권4호
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    • pp.15-22
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    • 2010
  • 본 논문은 RPG게임의 퀘스트 수행에 대한 플레이어의 감정패턴 분석을 그 목적으로 하고 있다. 인간의 다양한 인지행동 범주에 대한 선행연구를 바탕으로 게임플레이어의 행동범주를 5가지로 설정하고 범주에 해당하는 게임플레이 행동(Action)과 내용(Content)을 재정립하였다. 이를 바탕으로 스토리중심의 전개로 다양한 퀘스트 구성을 보여주는 마비노기(Mabinogi)게임의 초기단계(Tutorial Mode)를 퀘스트구조 및 인지행동별로 분류하여 초보 피험자 10명을 대상으로 감정데이터를 도출하고 게임플레이의 인지행동패턴과 도출감정사이의 상관관계를 모형화하였다. 이러한 연구결과는 게임 플레이어의 자극적 수준을 감정패턴으로 확인하여 특정단계의 퀘스트 설계 및 레벨 디자인의 구체화를 모색해 볼 수 있다. 또한 게임플레이 과정에서 플레이어의 감정변화는 재미요소의 표출형태이며 전체적으로 게임의 상위목표수행에 대한 호기심과 도전의식을 유발 시킬 수 있는 장치로 활용가능 하리라 본다.

인간의 감정에 기반한 동적 군중 시뮬레이션 (Emotion-Based Dynamic Crowd Simulation)

  • 문찬일;한상훈
    • 한국컴퓨터정보학회논문지
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    • 제9권3호
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    • pp.87-93
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    • 2004
  • 본 논문에서는 인간의 행동과 유사하게 군중을 재편성하는 행동패턴 모델을 제안하고, 그 모델을 가상 환경의 캐릭터에 적용하여 구현하였다. 게임과 같은 가상환경에서 군중을 표현하는 군중 시뮬레이션의 사실감을 높이기 위하여 군중의 행동 패턴을 결정함에 있어 인간의 감정에 기반을 두었다. 이러한 모델을 바탕으로 인간의 감정을 캐릭터에 적용하고자 몇 가지 규칙을 정의하였고, 이를 바탕으로 군중에 속해있는 캐릭터들의 군중간의 이동을 사실적으로 구현하였다. 본 연구를 적용하여 보다 자연스러운 군중의 행동을 시뮬레이션 할 수 있을 것이다.

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The Effect of Demographic Factors on Children' Wear Buying Pattern, Media and Information Utilization, and Design Preference (paper no.2)

  • Koo, In-Sook
    • 패션비즈니스
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    • 제14권6호
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    • pp.170-187
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    • 2010
  • This paper is to analyze the effect of demographic factors on children' wear buying pattern, media and information utilization, and design preference. A total of 355 usable data was collected from house wives in three metropolitan cities(Seoul, Daejon, Bundang) in Korea. Correlation analysis showed that there were statistically significant correlation between demographic factors and clothing buying behavior, information utilization, and design preference. Also, Regression results showed that 8 Demographic Factors are significant predictors. The results with ANOVA showed that there were significant relationships between PURCHASE OCCASION and DISPLAY INFORMATION UTILIZATION, and showed that there were significant relationships (F=28.625, p=<.001) between PURCHASE MOTIVATION and SALES PERSON ADVICES UTILIZATION. Thus, both visuality and friendliness of service were affected by consumers. Considering the increasing importance of service quality in the retail VMD, sale promotion should be enhanced and sale person is needed to be trained to be friendly to all consumers regardless of product composition

초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 - (A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" -)

  • 최은정;장근영;한정혜
    • 정보교육학회논문지
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    • 제9권3호
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    • pp.387-396
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    • 2005
  • 본 연구에서는 온라인 게임인 '리니지'의 초등학생 게이머들을 대상으로 온라인 게임 라이프스타일과 교우관계에 어떤 연관성이 있는지 살펴보고자 한다. 리니지 게임을 하는 집단과 하지 않는 집단이 온라인 공간에서 보이는 행동방식과 교우관계를 비교한 결과, 온라인 게임집단은 일반집단보다 교우관계에서 사교성, 자기주장, 규범준수, 성취욕이 전반적으로 낮았다. 그러나 같은 온라인 게임을 할지라도 게임의 행동방식은 일탈적, 차별주의적, 개인주의적, 공동체적 게이머라는 네 유형으로 분류되었으며, 차별주의적 일탈적 게이머는 사교성이 나머지에 비해 높았고, 자기주장성은 차별주의적 게이머에게서 가장 높았다. 이러한 결과를 통해 게임 이용 여부 자체보다 그 게임 속에서 보여주는 행동방식이 게이머의 교우관계의 차이를 보여주는데 유의미한 기준임이 확인되어, 리니지와 같은 온라인 게임에 대한 자녀생활지도 참고자료로 활용될 수 있을 것이다.

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안구운동 기반의 사용자 묵시적 의도 판별 분석 모델 (Discriminant Analysis of Human's Implicit Intent based on Eyeball Movement)

  • 장영민;;김철수;이민호
    • 전자공학회논문지
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    • 제50권6호
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    • pp.212-220
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    • 2013
  • 최근 사용자의 생체 신호 정보를 기반으로 사용자 인지향상을 위하여, 상황에 적합한 서비스를 제공하기 위한 인간-컴퓨터/기계 상호작용 (Human computer/machine interaction: HCI/HMI) 시스템이 급격하게 증가하고 있는 추세이다. 이와 같이 인간-컴퓨터/기계 상호작용 기반의 효과적인 사용자 인지향상 시스템을 개발하기 위해서는 사용자의 명시적 의도 파악과 더불어 사용자의 묵시적 의도 파악이 중요하다. 사람의 시각 운동 이론에 따르면, 사람의 안구운동 정보와 동공 반응은 사람의 의도와 행동에 대하여 많은 량의 정보를 제공한다. 이에 본 논문에서는 사용자의 묵시적 의도를 판별하기 위하여, 피험자에게 제공되는 자극영상의 관심(흥미) 영역 (area of interest: AOI) 내에서의 안구운동 패턴인 응시 시간/횟수, 동공 응답 패턴의 동공크기와 동공의 크기변화인 기울기 정보를 분석하는 새로운 접근 방법을 제안한다. 제안하는 모델은 항행적 의도 발생, 정보적 의도발생, 정보적 의도 소멸과 같은 세 가지 유형으로 인간의 묵시적 의도를 식별한다. 여기서 항행적 의도란 주어진 자극영상 내에서 무언가 흥미로운 것을 찾는 행위를 말하며, 이에 반해 정보적 의도는 특정 위치에서 특정 객체는 찾는 행위를 의미한다. 본 연구에서는 사용자 안구운동 패턴과 동공분석 정보 기반으로 서로 다른 묵시적 의도인 항행적 의도, 정보적 의도 발생, 그리고 정보적 의도 소멸 사이에서 그 천이를 감지할 수 있는 계층적 SVM (hierarchical support vector machine: H-SVM)을 이용하였다.