• 제목/요약/키워드: positive interaction

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프라이드의 유형과 광고유형의 광고제품평가에 대한 상호작용효과 (The Interaction Roles of Ambient Pride Type and Advertisement Type on Product Evaluation)

  • 최낙환
    • 유통과학연구
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    • 제13권5호
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    • pp.61-70
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    • 2015
  • Purpose - This study investigates whether the effectiveness of self trait-advertisement versus communion-focused advertisement on product evaluations depends on a type of pride felt as ambient emotion. It also explores whether the mediating roles of cognitive and affective response to the effect of the advertisement type on product evaluation are moderated by types of pride such as hubristic pride or authentic pride. Research Design, Data, and Methodology - This research uses a restaurant service as the experimental object and employs a 2 (pride type: hubristic pride vs. authentic pride) × 2 (advertisement type: self trait-focused advertisement versus communion-focused advertisement) between-subjects design, with cognitive response and affective response as within-subject. Each experimental group consisted of 40 undergraduate students assigned to participate in the experiment. One questionnaire from the authentic pride and self-trait focused advertisement group and two questionnaires from the hubristic pride and communion-focused advertisement group were removed due to answer errors, resulting in a participant number of 157. The author conducts a 2 (pride type: hubristic pride vs. authentic pride) × 2 (advertisement type: self trait-focused advertisement versus communion-focused advertisement) ANOVA on advertised product evaluations, and to better understand the interaction effects, also conducts separate analysis of the hubristic and the authentic pride groups. Additionally, the study conducts mediated moderation analysis to check the mediation role difference of the cognitive response and the affective response to each advertisement on the interaction effects on product evaluations between the hubristic and the authentic pride groups. Results - The findings indicate that participants in the hubristic pride group more positively evaluate the product in self-trait focused advertisement, whereas participants in the authentic pride group more positively evaluate the product in communion-focused advertisements. In addition, the mediating role of cognitive response on the positive interaction effect of advertisement type and pride type on product evaluation is partially moderated by the pride type. However, the mediating role of affective response on the positive interaction effect of advertisement type and pride type on the product evaluation is not moderated by the pride type. Conclusions - The results of this study contribute to advertisement theory development by exploring interaction effects of ambient pride type and advertisement type on product evaluation, as well as to the theory of consumer behavior by exploring how pride type moderates the mediating roles of cognitive response on the positive interaction effect of advertisement type and pride type on product evaluation. From the perspective of the current research, advertisers should research what kinds of events consumers have experienced to increase the effectiveness of their advertisements, and use self-trait advertisements when consumers are grouped under ambient hubristic pride, and use communion-focused advertisements when consumers are grouped under ambient authentic pride. However, future research is necessary to discover the reasons why the mediating role of affective response to advertisements in the interaction effects of pride type and advertisement type on product evaluation is not moderated by pride type.

ALTERNATIVE PROOF OF EXISTENCE THEOREM FOR CERTAIN COMPETITION MODELS

  • Ahn, Inkyung
    • 충청수학회지
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    • 제13권1호
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    • pp.119-130
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    • 2000
  • We give alternative proof of the existence theorem for certain elliptic systems describing competing interactions with nonlinear di usion. The existence of positive solution depends on the sign of the principal eigenvalue of suitable operators of Schr$\ddot{o}$dinger type. If the sign of such operators are both positive, then system has a positive solution. The main tool employed is the fixed point index of compact operator on positive cones.

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ELLIPTIC SYSTEMS INVOLVING COMPETING INTERACTIONS WITH NONLINEAR DIFFUSIONS II

  • Ahn, In-Kyung
    • 대한수학회논문집
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    • 제12권4호
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    • pp.869-880
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    • 1997
  • In this paper, we give sufficient conditions of certain elliptic systems involving competing iteractions with nonlinear diffusion rates. The existence of positive solution depends on the sign of the first eigenvalue of operators of Schr$\ddot{o}$dinger type. More precisely, if the sign of such operators are either both positive or both negative, then system has a positive solution. The main tool employed is the fixed point index of compact operator on positive cones.

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수학적 모델링에서 집단창의성 발현사례 (Manifestation examples of group creativity in mathematical modeling)

  • 정혜윤;이경화
    • 한국수학교육학회지시리즈A:수학교육
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    • 제57권4호
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    • pp.371-391
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    • 2018
  • The purpose of this study is to analyze manifestation examples and effects of group creativity in mathematical modeling and to discuss teaching and learning methods for group creativity. The following two points were examined from the theoretical background. First, we examined the possibility of group activity in mathematical modeling. Second, we examined the meaning and characteristics of group creativity. Six students in the second grade of high school participated in this study in two groups of three each. Mathematical modeling task was "What are your own strategies to prevent or cope with blackouts?". Unit of analysis was the observed types of interaction at each stage of mathematical modeling. Especially, it was confirmed that group creativity can be developed through repetitive occurrences of mutually complementary, conflict-based, metacognitive interactions. The conclusion is as follows. First, examples of mutually complementary interaction, conflict-based interaction, and metacognitive interaction were observed in the real-world inquiry and the factor-finding stage, the simplification stage, and the mathematical model derivation stage, respectively. And the positive effect of group creativity on mathematical modeling were confirmed. Second, example of non interaction was observed, and it was confirmed that there were limitations on students' interaction object and interaction participation, and teacher's failure on appropriate intervention. Third, as teaching learning methods for group creativity, we proposed students' role play and teachers' questioning in the direction of promoting interaction.

서비스 산업의 브랜드 체험, 고객의 지각된 가치, 브랜드 지지행동의 관계 (The Relationships among Brand Experience, Customer Perceived Value, and Brand Support Behavior in Service Industry)

  • 정진봉;김규배
    • 유통과학연구
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    • 제17권2호
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    • pp.91-100
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    • 2019
  • Purpose - The importance of customer experiences has been increasing in retail industry as wells as theme park industry. The purpose of this research is to investigate relationships among brand experience, customer perceived value and brand support behavior in theme park industry. Furthermore, we tried to examine the moderating effects of interaction with customers in the relationships between brand experience and customer perceived value. Besides, we provided some implications for not only the theme park industry but also other service industries such as retail industry. Research design, data, and methodology - The research model has nine hypotheses, and we examined them empirically in this study. Five hypotheses were about relationships among theme park brand experiences, customer perceived value, and brand support behavior. The other four hypotheses were about the moderating effects of customer interactions in the causal relationship between brand experiences and customer perceived value. A total of 167 samples who had visited the theme park were surveyed and the hypotheses were tested with the statistical package programs such as SPSS 21.0 and AMOS 21.0. Results - The results of this study are as follows. First, it was proved that theme park visitors' sensory experience, emotional experience, and cognitive experience have significant positive effects on perceived value, although the hypothesis about the causal relationship between behavioral experience and perceived value is not supported. Second, the customer perceived value has a positive effect on brand support behavior. Third, customer interaction has a positive moderating effect between brand experiences and perceived value, except for behavioral experience. Conclusions - Based on the results of this study, there can be following significances and implications from both theoretical and practical perspectives. First, we confirmed the importance of experiential marketing in other service industries such as retail industry as well as the theme park industry. The marketing managers in these industries need to design various experience programs considering the various characteristics of experiences such as sensory, emotional, and cognitive experiences. Second, it will be necessary for the theme park managers to encourage active participation of customers, and raise the level of interaction between employees and customers.

집단간 긍정적.부정적 상호작용을 이용한 다중 집단 개미 모델 (Multi Colony Ant Model using Positive.Negative Interaction between Colonies)

  • 이승관;정태충
    • 정보처리학회논문지B
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    • 제10B권7호
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    • pp.751-756
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    • 2003
  • 개미 집단 최적화는 최근에 제안된 조합 최적화 문제를 해결하기 위한 메타 휴리스틱 탐색 방법으로, 그리디 탐색뿐만 아니라 긍정적 반응의 탐색을 사용한 모집단에 근거한 접근법으로 순회 판매원 문제를 풀기 위해 처음으로 제안되었다. 본 논문에서는 기존의 개미 집단 시스템의 성능을 향상시키기 위해 강화와 다양화를 통한 집단간 긍정적 상호작용과 부정적 상호작용을 수행하는 다중 집단 개미 모델을 제안한다. 이 알고리즘은 TSP 문제를 해결하기 위해 몇 개의 에이전트 집단으로 이루어진 ACS 집단간의 상호작용을 통해 문제를 해결하는 방법이다. 본 논문에서는 이 제안된 방법을 TSP 문제에 적용해 보고 그 성능에 대해 기존의 ACS 방법과 비교 평가해, 문제 해결의 질적 수준이 우수하다는 것을 실험을 통해 알아보고자 한다.

강화 이론에 근거한 교사 보조 로봇 인터랙션 디자인: 수행도와 반응률 측정을 중심으로 (The Interaction Design of Teaching Assistant Robots Based on Reinforcement Theory: With an Emphasis on the Measurement of Task Performance and Reaction Rate)

  • 곽소나;이동규;이민구;한정혜;김명석
    • 로봇학회논문지
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    • 제1권2호
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    • pp.142-150
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    • 2006
  • This study examines whether the reinforcement theory would be effectively applied to teaching assistant robots between a robot and a student in the same way as it is applied to teaching methods between a teacher and a student. Participants interact with a teaching assistant robot in a 3 (types of robots: positive reinforcement vs. negative reinforcement vs. both reinforcements) by 2 (types of participants: honor students vs. backward students), within-subject experiment. Three different types of robots, such as 'Ching-chan-ee' which gives 'positive reinforcement', 'Um-bul-ee' which gives 'negative reinforcement', and 'Sang-bul-ee' which gives both 'positive and negative reinforcement' are designed based on the reinforcement theory and the token reinforcement system. Participants' task performance and reaction rate are measured according to the types of robots and the types of participants. In task performance, the negative reinforcement robot is more effective than the other two types, but regarding the number of stimulus, the less the stimulus is, the more effective the task performance is. Also, participants showed the highest reaction rate on the negative reinforcement robot which implies that the negative reinforcement robot is most effective to motivate students. The findings demonstrate that the participants perceive the teaching assistant robot not as a toy but as a teaching assistant and the reinforcement interaction is important and effective for teaching assistant robots to motivate students. The results of this study can be implicated as an effective guideline to interaction design of teaching assistant robots.

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영아 신호에 대한 어머니의 민감성에 대한 조사연구 (The Descriptive Study on the Mother′s Responsiveness to Infant Cue)

  • 권미경
    • Child Health Nursing Research
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    • 제3권2호
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    • pp.117-130
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    • 1997
  • This research was to examine the mother's responsiveness to infant cue in order to improve interaction between mother and infant. The subjects were 144 mothers who gave birth to at general hospital or a public health center in Kangnung. The gestational age of infants was more than 38weeks and birth weight was more than 2500g. A questionnaire was developed by applying the content about infant cue in Barnard's NCAST program. This questionnaire was revised through the examination of expertis in this field. The questions were classified into 3 categories : 10 questions about engagement cue, 11 questions about disengagement cue, and 9 questions about general cue and reflex behavior. Each item measured the mother's responsiveness to infant cue using 5 scales : 2 positive responsiveness, 1 negative responsiveness, and 1 meaningless, 1 for in case which mother can't recognize the meaning of reaction. The result presented that mothers showed positive reaction to engagement cue. However, most mothers still didn't recognize that their infants can lead a mother-infant interaction and show active response in interaction. Mothers tended to treat them as Just passive objects. In disengagement cue, mothers tended not to give proper responsiveness to their infants when the infants desired feeding or not and they did not desire mother -infant interaction. In general cue and reflex behavior, the mother's reaction was positive and they took it granted as a infant's behavior. When each item was analyzed by the general characteristics of the subject, there was significant differences according to the mottler's age, birth weight, average house income, birth order, feeding type, nature of infant, and infant's age.

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인터랙티브 드라마의 시청동기, 몰입, 시청만족도, 시청충성도 간 관계에 관한 연구: 중국 시청자를 중심으로 (A Study on the Relationships among Audience Motivation, Viewing Flow, Satisfaction, and Loyalty in Watching Interactive Drama: Focused on Chinese Audience)

  • 두정;김성경;임성준
    • 아태비즈니스연구
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    • 제13권3호
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    • pp.157-170
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    • 2022
  • Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.

The Effect of Distance Lecture Quality on Self-Efficacy and Learner Satisfaction

  • Jung, Ji-Hee;Shin, Jae-Ik
    • 한국컴퓨터정보학회논문지
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    • 제26권7호
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    • pp.119-126
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    • 2021
  • COVID-19의 장기화에 따라 상당 기간 원격강의가 이어질 것으로 예상되는 현실에서 원격강의 품질과 학습자 만족에 영향을 미치는 요인에 관한 연구는 반드시 필요하다. 본 연구의 목적은 원격강의품질(시스템품질, 정보품질, 서비스품질, 상호작용품질)과 자기효능감 및 학습자 만족의 관계를 알아보고, 원격강의의 효과적인 운영을 위한 이론적, 실무적 시사점을 제시하고자 한다. 원격강의 수강 대학생을 대상으로 설문조사가 이루어졌으며 197개의 설문지를 실증분석에 사용하였다. 수집된 데이터의 분석을 위해 SPSS 25.0과 AMOS 21.0을 이용하였다. 그 결과; 첫째, 원격강의품질(시스템품질, 정보품질, 서비스품질, 상호작용품질)은 자기효능감에 긍정적인 영향을 미치는 것으로 나타났다. 둘째로, 원격강의품질(시스템품질, 정보품질, 서비스품질, 상호작용품질)은 학습자 만족에 긍정적인 영향을 미치는 것으로 나타났다. 셋째, 자기효능감은 학습자 만족에 긍정적인 영향을 미치는 것으로 나타났다. 분석 결과를 바탕으로 본 연구의 시사점과 한계점을 제시하였다.