The purpose of this study is to analyze some related factors affecting consumer values and compulsive buying and to investigate the relationship between consumer value types and compulsive buying behavior. Data were collected from 481 college students at Seoul and Ulsan in Korea and at Nagasaki in Japan. The results indicated that consumer value types were differentiated by the age and the region(Ulsan, Seoul, and Nagasaki) and compulsive buying was differentiated by the region. Among the 8 sub-dimensions of consumer values, the college students in Ulsan showed a relatively high level of humanism familism and authoritarianism while those in Seoul showed a relatively high level of materialism and futurism The college students in Nagasaki showed a relatively high level of hedonism For the compulsive buying behavior, the college students in Seoul have the highest level, Nagasaki the middle level, and Ulsan the lowest level of compulsive buying. And four types of consumer values are identified: 'Satisfied-in-Present'; 'Pursuing-Power- Oriented-Value'; 'Pursuing-Current-Satisfaction', and 'Pursing-Future'. It was found that college student in Seoul, Usa and Nagasaki were classified into different types. The college students in Seoul were classified to , Usu in , and Nagasaki to . For the relationship between four types of consumer values and compulsive buying, showed the highest level, and the middle level, and the lowest level of compulsive buying.
A new movement in forming community villages for better living standards is becoming popular. In order to sustain a proper community, it is essential to design proper community programs and facilities, which can encourage the proactive participation of residents. In this study, detailed aspects of the Mindlre (Dandelion) community (including formation process and management of the village) are investigated. The Mindlre community is a successful community village in Korea concerned with residents' participation and community activities. The community is located in Sancheong, Gyungsangnamdo province in Korea. The study methods are references, field trips, and interviews with residents. Six areas were surveyed and investigated: the physical environment of the Mindlre community and eco-friendly elements, respondents' background and the motivation to join, residents composition, residents' participation in the formation process of the community, self-management systems and common activities, and residents's life satisfaction. The mindlre Community was founded on Christian religions faith. The primary idea of this village was building a new hope for rural areas without discrimination. The size of the village was expanded with housing for teachers and students who were linked with the Mindlre School (substitution school). When the community was founded, existing shapes of the village were preserved. The village was physically renovated based on the original environment, in addition nature friendly materials and methods were used. The residents were proactively involved in the community through regular meetings, self-regulation, and community worship. Although the survey results should that most residents were highly satisfied with living standards, there seemed to be no clear division between community facilities and private houses. A systematic and detailed space planning technique was required. In addition, various community facilities are required due to the expansion of the community.
This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.
The purpose of this study is at clarifying what the genre oriented characteristics of virtual reality programs are. For this, the tests of 'We Are Married' being broadcasted in 'Sunday, Sunday Night' Part 1 of MBC from episode 1 to 8. As a result of analysis, this program was mixing together virtuality and reality by placing the image of virtual couple's life and presentness of entertainers existing in reality appearing at the studio. Also, it was forming sympathy with users as it satisfies fantasy and sense of reality toward marriage by the entertainer couples showing love and conflict that may happen between real couples after setting various categories of couple types. Also, through the device for the public space to confess private feelings through television, it shows the boundary between public domain and private domain breaking up. Along with this, it has implemented amusement characteristics by inspiring enjoyment of users by a substituted satisfaction through various forms of impressions presented to spouse such as materials, effort, gesture or language, etc. Accordingly, the virtual reality program shows authenticity, fiction and amusement by being mixed together and we can see that such genre oriented characteristics act as important strategy appealing to users based on breakup of boundary and genre oriented ambiguity.
Universal designs begins from observing things. This paper understands contradiction and irrationality about drink bottle used unintentionally in our common life. Those have not found out until now. So an example observation about problem derivation and a practice method of Universal design is presented. People of various classes, such as a child, an old person and a woman, a male, the man in the street, and a disabled person, have been using drink bottle recently. However, the design of drink bottle has become on the basis of the fine and common man, so the other people, for example, children or handicapped persons experience many situations which cannot open cap or cannot be drunk without external help. This research posed questions from the children to the elders about drink bottle by the viewpoint of universal design paying attention to such problems. In the research result, the fixed quantity and qualitative quantity about problem are commented. And the fixed quantity utilized frequency analysis and chi-square verification ($X^2$) for the questionnaire result on the basis, and the qualitative quantity pointed out result in the universal design principle through the data of a precedence research result. An alternative plan for drink bottle's design is presented through case observation of conceptual approach to method of Universal design.
A station is not only the public space where socially diverse classes get together and cultural interchanges occur but also the personal and emotional space where the meeting and parting occur for each individual. Thus, it is necessity to consider this dual point from the beginning of the plan to make the simple, comfortable, intuitive and friendly environment for the users in the station. Also, it should be capable of active life style of moderner according to the change of the city environment. Furthermore, as a station is not just a single-purpose space anymore but the versatile space where fulfills the user's needs for the multi-function and the desire for diversity. As the station in these days opened 24 hours for users with the modern, commercial and cultural facilities, the interior design for a station needs to be designed to be easy to use, functional and able to vitalize the environment. In order to make a desirable interior environment in a station, first of all, it is required to grasp the characteristic of the space by analyzing the phenomena of an individual or a group act in a existing space formed by the interrelation between the human and the environment. To reduce the resistance against the new environment from the user, in other words, to increase the satisfaction, it is necessity to induce the behavior of the users to the desirable way toward to the new environment. Consequently, positive methodology with recognitive approach through cognitive psychology, spatial behavior research is required.
This study is about comparing and analyzing the representative fintech application service, Toss, and Kakaobank from the user's point of view and suggest development according to the main factors of user experience. The experimental group who have used both mobile application was recruited to do a task about deposit and withdrawal service. After the task, an in-depth interview was conducted by reorganizing the "Creating Pleasurable Interface model" by Stephen P. Anderson. Interview questionnaire is based on propensity and feature of generation 2030. As a result of the experiment, the user showed satisfaction with usability and showed different application usage experience depend on financial transaction propensity and money management. Therefore, the application needs features that could grasp the propensity and also service to manage money in everyday life. Based on this study, it is expected to develop be user-based fintech application service in related fields.
Kim, Kyung-Sik;Oh, Seong-Suk;Ahn, Jin-Ho;Lee, Sun-Hyung;Lim, Kyung-Choon
Journal of Korea Game Society
/
v.11
no.6
/
pp.43-52
/
2011
We have developed a serious game for the game-aided human life and entertainment for the elders with the concept of enjoying scenic beauties in Korea walking in the room using controllers of armrests and footboards with PC. The expected effects of the game are the satisfaction of bodily sensation with cooperation and competition, and also remedy by entertainment such as vital power, maintaining mental functions with the game playing. We have tested 309 elders who were more than 65 years old in Cheonan city community center for the elderly. 76.1% of them answered they were satisfied totally for the game play, average grade for the interest/fun of the game was 4.13 points with full 5 points. 89.4% of them replied they would like to play the game again. We found the intended permissiveness and coenesthesia of the game was appealing to elders.
Park, Se-Jin;Yim, Yun-Kyung;Lee, Hyun-Ja;Kim, Cheol-Jung
Journal of the Ergonomics Society of Korea
/
v.25
no.3
/
pp.25-32
/
2006
As national income increases, consumers began to place a great deal of weight on products or quality of their life. They would like to have products which are more convenient to use and could meet their emotional desire in addition to its basic functional requirements. An automobile is one of the transportation system for human beings and the factor such as safety or environmentaly-friendly is regarded as important things resulting from it's popularization. In fact, domestic design technology leaves much to be desired compared with excellent manufacturing techniques. For this reason, some problems, like lowering of usage, could be caused by introducing technological data as it is from overseas. A survey of domestic car users has found that the most preferred condition (step height) is 460~495cm when they get in and out of their car. Men use their visual information and then get in the car, taking motion fit for each condition when automobile condition is changed. In other words, men get in cars actively within the range of conditions used for this study. These results were found from a motion study, when getting in a car, and checking the possibility of getting injury in accordance with the change of condition as well.
Proceeding of Spring/Autumn Annual Conference of KHA
/
2002.11a
/
pp.137-142
/
2002
The purpose of this study was to examine the features that make residents feel “at home” in ALFs in Southwest Virginia and to suggest further policy and design guidelines for better Quality of ALFs as a “home.” For this purpose, residents' needs, experiences, and opinions of the physical environment, the social environment, and the organizational environments such as policies and programs of ALFs were identified. As a multi-case study, five ALFs in Southwest Virginia were studied using constant comparative methos of data analysis. In addition to face-to-face interviews with 25 residents and five administrators of five ALFs, observations were conducted with personal journal. Overall, the five sites selected presented homelike features showing the philosophy of assisted living which combines housing and services. Each facility was designed to be a single-family house or multi-family dwelling in outside appearance. As a whole, residents felt isolation and loneliness and they did not have active interaction with other residents because of diverse background among the residents. However, all of them had close relationships with the staff. The staff's attitude and behavior seemed to influence greatly the residents' feeling “at home.” Despite the provision of diverse activities by the facilities, many residents did not participate in the programs. Most of the residents agreed that the rule and regulations were fair. In spite of high satisfaction with the facility, many people did not think of their current dwelling as a real ‘home.’ As the biggest difference between living in their own homes and living in the ALF, people pointed out a lack of independence, freedom, and autonomy. Residents of ALFs may have reordered their priorities in their current life situation so that safety, security, and care were more important to them than feeling “at home.” Among the three factors --physical, social, and organizational-- that affect the residents' perception of ALFs as a “home, ” many emphasized the importance of social factors such as relationships with the staff and residents, and social support from their family or friends.
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