• Title/Summary/Keyword: play preferences

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A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.3-10
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    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

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The Importance of One-Eletron Effects in Conformation and Protonation of Acetamides $^*$

  • Ik-Choon Lee;Geoun-Bae Rhyu
    • Bulletin of the Korean Chemical Society
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    • v.1 no.1
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    • pp.17-22
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    • 1980
  • The CNDO/2 method was used to compute relative stabilities of various configurations and conformations of acetamide, N-methylacetamide and diacetamide and their protonated forms. It was found that: (a) nonbonded interactions play important roles in determining structural preferences of the compounds, (b)$n-{\sigma}^{\ast}$ "throughbond" interactions always favor cis-protonation (relative to C-N).

The Importance of Planning Elements and the Preferences for the Spaces and Facilities of Roof-Garden of Department Store (백화점 옥상공원의 계획요소 중요도 및 구성 공간과 시설에 대한 선호도 조사)

  • Cho, Jae Kyung;Lee, Min-Ah
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.132-142
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    • 2014
  • The purpose of this study is to configure the spaces and elements of the roof-garden plan that users regard as important, and to investigate their preferred spaces and facilities, ultimately providing basic information for the planning of user-directed roof gardens for local residents. A questionnaire survey was used as the research method, targeting roof-garden users in the L department store of Jeollabuk-do. A total of 225 people responded to the questionnaire, and 223 of them were used for this study. The collected data was analyzed in SPSS ver.18.0, using frequency, percentage, t-test, and one way ANOVA. The respondents preferred rest space the most, followed by the convenient space, landscaping and green space, and play and exercise space. Teenage students preferred the pool and artificial spaces, such as a fountain, and planned convenient spaces and rest spaces, such as a playground. Cafes and restaurants, chairs and tables, and walking trails should be considered for single women in their twenties. Due to the high population of married couples in their thirties, the preference for play facilities and safety facilities was higher than in other groups. The well-educated population in their forties, when viewed from their preference for landscaping and green space, requires the opportunity to rest in nature. The results of this study cannot be generalized since the study was directed at roof-garden users in a department store in Jeollabuk-do. However, it is possible to provide specific information about the user-directed roof-garden plan, since the study was analyzed together with various user variables.

The Effects of the Virtual Avatar Fitting Models for Apparel e-Commerce in Consumer's Purchasing Behavior: Comparing Traditional Model with Virtual Avatar Model (의류 인터넷 쇼핑몰의 가상 아바타 피팅 모델이 소비자 구매행동에 미치는 영향연구: 기존 온라인 쇼핑몰 모델과 가상 피팅 아바타 모델 비교)

  • Hwang, Suyeon;Shin, Sangmoo
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.57-69
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    • 2013
  • The purpose of this study is to compare the traditional shopping model and virtual avatar fitting model with regards to credibility and favorable impression effects on shopping mall satisfaction, product preferences, and purchasing intentions of apparel e-commerce. Questionnaires are distributed to 10-30s years old consumers who live in Seoul. Data are analyzed by descriptive statistics, Cronbach's ${\alpha}$, and regression analysis. The results are that the provoked credibility and favorable impression from the traditional shopping model affects the consumers' shopping mall satisfaction and buying intention in descending order. In additional, the credibility from traditional shopping model affects the product preference. The provoked credibility from the virtual fitting model influences the consumers' product preferences, and buying intentions. The favorable impression from the virtual fitting model affects shopping mall satisfaction. In general, provoked credibility from virtual avatar fitting model and traditional shopping model play key roles which could influence the consumers' buying intention.

An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans (모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석)

  • Choi, Rebekah Mijung;Paik, Paul Chul-ho;Park, Jin-won
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.85-94
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    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.

Makeup Application Preference Survey (뷰티 애플리케이션 선호도 조사)

  • Se Mi Nam;Eun Sil Kim
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.725-731
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    • 2023
  • With the development of technology, many changes have emerged in how consumers acquire information without restrictions on their location and time. As changes and interest in digital platforms increase, beauty industry applications are being developed in order to attract customers. Therefore, this study has provided the empirical data necessary for the development and advancement of beauty applications in the future by analyzing preferences for makeup applications according to age. The method of this study involved searching for makeup applications that had been downloaded more than 100 million times through the Google Play Store between October 11, 2020 to November 3, 2020. Four applications were identified: YouCma Makeup, YouCam Perfect, Beauty Plus, and Sweet Snap. The surveyed functions were tested on 100 people in their teens, 20s, 30s, and 40s, with a similar profile of 100 people in their teens, 20s, 30s, and 40s surveyed from January 3, 2022 to April 23, 2022. The functional preferences of the application were investigated, and the results were analyzed through frequency analysis. The results are as follows: the application that received the greatest preference for features by age was YCM, which was found to have subdivided functions that provide users a wider range of choices and more detailed work when compared to other applications which enable photo retouching.

Salient Attributes of Waterfront Parks and Athletic Parks (수변공원과 체육공원의 중요 속성)

  • Hong, Sung-Kwon;Lee, Sang-Woo;Lee, Min Woo;Lee, Sang-Min
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.10 no.6
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    • pp.33-43
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    • 2007
  • The revised Urban Park regulations newly adopt Theme Parks in order to enhance richness and diversities of urban services to communities. However, the regulations ambiguously define the main facilities and service programs of the theme parks. And there have been increasing concerns about confusions in terms of the main facilities and service programs of the theme parks among landscape designers/planners, local governments and relevant field of areas. Misunderstanding on the facilities and service programs of the theme parks may lead to ruin the purposes of the new urban park regulations. In the lights of these, this paper tries to reach a consensus for main facilities and service programs of two theme parks including athletic park and waterfront park, based on measured potential users' preferences with a conjoint choice model. For waterfront parks, potential users show low preferences or negative responses to facilities which are perceived as un-environment friendly. They also show high preferences on ecological areas sitting near to streams. For athletic parks, potential users show demand to introduce something different facilities and atmosphere from existing athletic parks. The demands are particularly high for children's play ground facilities and service facilities. This study also show some methodological examples to compute the carrying capacity with two hypothetical alternatives. This approach might be beneficial for local governments which are wish to alternate the park size on the basis of local conditions such as their financial conditions and land availability.

Conformational Preference of Pseudo-Proline Dipeptide in the Gas Phase and Solutions

  • Park, Hae-Sook;Kang, Young-Kee
    • Proceedings of the Korean Biophysical Society Conference
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    • 2003.06a
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    • pp.74-74
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    • 2003
  • We report here the results on N-acetyl-N'-methylamide of oxazolidine (Ac-Oxa-NHMe) calculated using the ab initio molecular orbital method with the self-consistent reaction field (SCRF) theory at the HF level of theory with the 6-3l+G(d) basis set. The displacement of the $\square$-CH$_2$ group in proline ring by oxygen atom has affected the structure of proline, cis$\^$∼/ trans equilibrium, and rotational barrier. The up-puckered structure is found to be prevalent for the trans conformers of the Oxa amide. The higher cis populations of the Oxa amide can be interpreted due to the longer distance between the acetyl methyl group and the 5-methylene group of the ring for the trans conformer of the Oxa amide than that of the Pro amide. The changes in charge of the prolyl nitrogen and the decrease in electron overlap of the C$\^$∼/ N bond for TS structures seem to play a role in lowering rotational barriers of the Oxa amide compared to that of the Pro amide. The calculated preferences for cis conformers in the order of Oxa > Pro amides and for trans-to-cis rotational barriers in the order of Pro > Oxa amide in water are consistent with experimental results on Oxa-containing peptides. The pertinent distance between the prolyl nitrogen and the N$\^$∼/ H amide group to form a hydrogen bond might indicate that this intramolecular hydrogen bond could contribute in stabilizing the TS structures of Oxa and Pro amides and play a role in prolyl isomerization.

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Consumer Preferences for Tea-Related Smartphone Applications: Focus on 20's Consumers ('차(茶)' 관련 스마트폰 앱에 대한 소비자 선호도와 특성: 20대를 중심으로)

  • Yoo, Yang-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.352-361
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    • 2015
  • Tea is one of the three most consumed drinks in the world along with coffee and cocoa, and it represents culture and tradition. There are more than 1,000 tea-related smartphone applications registered in the Apple App Store and Google Play. This study examined, for the consumers of the 20's, if there are differences in consumer preferences for tea-related applications based on gender, age, tea consumption amount and tea drinking duration. Based on surveys of 169 tea consumers, this study found that there were significant differences in consumer preferences for tea-related applications based on age and tea drinking amount. The applications of 'tea places,' 'entertainment,' and 'tea timer' were preferred by the consumers of 20's and 'etiquette,' 'tea ceremony,' 'teaware,'and 'tea information recording' were favored by the consumers of 30's and older. The consumers with higher drinking amount showed higher preferences for tea etiquette related applications. There were no significant differences for tea-related applications based on gender and tea drinking duration. The result of the study is expected to contribute to the development of tea related applications with higher appeals to consumers as well as traditional Korean drinks.

The Development and Validation of a Children's Play Disposition Scale (아동 놀이성향척도 개발 및 타당화 연구)

  • Sung, Jihyun;Byun, Hye-weon;Nam, Ji-hae
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.606-620
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    • 2017
  • The purpose of this study was to develop and validate a Children's Play Disposition Scale(CPDS) which could be used to evaluate children's play patterns and preferences. The participants of this study were parents of 437 5-7-year-old children (age range from 51months to 106months). Preliminary items were developed through a review of relevant research, multiple intelligence theory and scales, confirmation of item adequacy and content validity. After the content validity was confirmed by experts, these items were edited down to a final list of 27 items representing 6 factors identified by exploratory factor analysis. The 6 factors of the scale consists of initiative, linguistic activity, logical-mathematical activity, art and craft, physical activity, and sensitivity respectively. Concurrent validity was established by using correlations between each factor of the CPDS and sub-factors and the total scores of Multiple Intelligence Checklist for preschoolers (Multiple Intelligence Institute Co., Ltd, 2008) and Multiple Intelligence Checklist for elementary schoolers (Multiple Intelligence Institute Co., Ltd, 2007). In addition, the reliability of each factor, as measured by Cronbach's ${\alpha}$, ranged from .53 to .79. The CPDS provides the developmental and educational information for strengthening children's developmental forte and for supporting children's developmental weakness. This scale can be used on developing children's play contents and guiding play methods in the future.