• Title/Summary/Keyword: 내향성

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The Effect of Perceiver's Personality on Visual Evaluation of Clothing (지각자의 성격특성이 의복의 시각적 평가에 미치는 영향)

  • Hwang Mi-Sun;Lee Myoung-Hee
    • Journal of the Korean Society of Costume
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    • v.55 no.7 s.98
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    • pp.89-100
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    • 2005
  • The purpose of this study was to find out differences of visual evaluation according to perceiver's personality(introvert-extrovert) and clothing styles. Subjects were 120 women in age from 18 to 31 years in Seoul. The stimuli of 7 clothing styles were used for visual evaluation. Three dimensions of visual evaluation were derived by falters analysis: elegance, activity individuality, and fashionability. The pants suit was estimated low in activity individuality and fashionability, but the hip-hop style high in activity individuality. The skirt suit was rated high in elegance, but the 8th length pants low in elegance. Personality had significant influences on the evaluation of activity individuality. Extrovert women perceived all stimuli to be more active and individual than introvert. Fashionability factor had an interaction effect by personality and clothing expenses. The introvert women in low clothing expenses group evaluated the stimuli to be more fashionable than the introvert in high clothing expenses group. There were significant differences in preference of all clothing styles according to personality. Extrovert women liked 8th length pants more than introvert. The introvert women in low clothing expenses group liked the skirt suit less than the extrovert.

EP Augmenting / Reducing : Personality Correlates and Topographic Distribution (증감뇌유발전위와 성격의 상호 관계영상)

  • Lee, Sung-Hoon;Haier, Richard J.
    • Sleep Medicine and Psychophysiology
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    • v.2 no.2
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    • pp.165-170
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    • 1995
  • Augmenting-reducing evoked potentials(AREP) were studied in 38 college students to explore the topographic distribution between AR slope and personality. The Zuckerman Seeking Scale(SSS) and Eysenck Personality Questionnaire(EPQ) assessed personality. There was a significant positive correlation between AR slope and Extraversion-Introversion(E) in the frontocentral area ; the right posterior area showed a significant negative correlation with E. The Thrill and Adventure Seeking(TAS) subscale showed a significant negative correlation with slope in the right posterior temporal area. The average slope map of all subjects revealed a distribution showing more augmenting in frontocentral areas and more reducing in posterior areas.

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The Effect of Users' Individual characteristics and Social Influence on Cyber Ethics and Usage in Web 2.0 (웹 2.0 환경에서 사용자의 개인특성과 사회적 영향이 사이버 윤리성과 사용성에 미치는 영향)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.563-565
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    • 2013
  • The issue on cyber ethics cannot be solved within technical and legal boundaries. Therefore, this study intends to consider the antecedents affecting cyber ethics from the perspectives of individual characteristics and social influences. Specifically, the current research aims to investigate (1) the effect of individual characteristics(self-efficacy, locus of control) on cyber ethics in web 2.0 environment, (2) the impact of social influences(subjective norm, image, visibility) on cyber ethics, (3) the moderation effect of a user's personality(extroversion, introversion) between individual characteristics and social influences, finally (4) the interrelationship between cyber ethics and the type of web 2.0 service participation of users(consumption, production).

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An Analysis of Users Attitudes toward the Motivation of Mobile Messenger Emoticons - Moderating Effects of Individual Characteristics - (모바일 메신저 이모티콘의 이용동기에 대한 이용자의 태도 분석 - 개인성향을 조절 효과로 -)

  • Kwon, Mi-Jung;Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.407-417
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    • 2018
  • The purpose of this study was to investigate the motives for using emoticons on mobile messengers and determine whether an individual's character (extrovert/introvert) played a moderating role in the relationship between the motives and purchase intention. To achieve that, this study had 198 users in their 10s to 60s fill in a questionnaire and analysed the answers. The analysis first showed that the motives of using emoticons on mobile messengers were enjoyment, utility, simplicity, and general utility. It was also found that only enjoyment among all the motives had a significant effect on purchase intention. Finally, the analysis showed that the extrovert character of the individual using emoticons on mobile messengers played a moderating role in the effect on purchasing intention.

Correlation Between Web OPAC Use Patterns and MBTI Personality Types (Web OPAC 이용패턴과 MBTI 성격유형의 상관관계)

  • Kim, Hee-Sop
    • Journal of Korean Library and Information Science Society
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    • v.35 no.4
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    • pp.229-250
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    • 2004
  • The purpose of this study is to investigate the correlation between users' preferences of Personality types and their attitude towards patterns of Web OPAC use mainly focus on their search behaviour and their preferences for the interface. Data res collected through the MBTI test and self-designed online questionnaire. The original MBTI personality types were re-coded into 4 categories of preferences of personality types, that is, E(Extraversion), I(Introversion), S(Sensing), N(iNtuition), T(Thinking)-F(Feeling), and J(Judging)-P(Perception) and then analysed their correlation with patterns of Web OPAC use by Person's correlation coefficient (r) in SPSS Windows Ver. 11.0. It is noteworthy that 9 out of 28 factors of Web OPAC search behaviour and preferences for interfaces show statistically significant correlation with users' MBTI preferences of personality types.

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A Treatment for Incurved Toenails Using a K-D$^{(R)}$ (케이디$^{(R)}$를 이용한 내향성 발톱 변형의 치료)

  • Kim, Jong-Gu
    • Archives of Plastic Surgery
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    • v.37 no.2
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    • pp.191-194
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    • 2010
  • Treatments of severely incurved toenails cause anatomical changes and cosmetic problems, even though they provide adequate symptom relief. Incurved toenail patients treated with a K-D$^{(R)}$ (S&C Biotech, Seoul, South Korea) the new device for correcting curved nail deformity were investigated retrospectively. This study surveyed 12 patients(18 cases) who had been treated for severe ingrown toenails using K-D$^{(R)}$ from May 2008 to March 2009, and examined their subjective satisfaction before and after the treatment. The average age of the participants was 39 (ranging from 27 to 52), and 8 of them were male and 4 female. The treatment was applied after the patients were given a thorough explanation about the tool and the treatment, and questionnaire surveys were conducted before the treatment and after 3 months on the average from the treatment. In the survey, the respondents were asked about pain, restriction on activities, and the selection of shoes. For each item, symptoms with a given point were presented, and the respondents' scores were compared between the surveys before and after the treatment. According to the results of the questionnaire survey, pain increased from 14 out of 40 before the treatment to 39 after, activity restriction increased from 11 to 30, and shoe selection increased from 20 to 30. The average total score increased from 45 to 98, and this suggests a considerable enhancement in the patients' subjective satisfaction. The average period of the application of K-D$^{(R)}$ was $20.3{\pm}9.4$ days, and in all the cases, ingrown toenails were corrected within three weeks.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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COMPASIRON OF BEHAVIOR PROBLEMS AMONG CHILDREN OF KOREAN AND CHINESE ANCESTRY IN YUNBYUN REGION (중국 연변지구 한족과 조선민족 아동행동문제 비교분석)

  • Kim, Pong-Chin;Kim, Chul-Koo;Pyo, Mi-Ja;Choi, Soon
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.2 no.1
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    • pp.150-154
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    • 1991
  • 1012 Yunbyun children (500 of chinese and 512 of Korean ancestry) in kindergarten through sophomore in highschool were assessed using CBCL parental form and their data were compared to study differences in behavior problems among children of korean and chinese ancestry in Yunbyun. The results indicated that social withdrawal, depressive, somatic complaints and aggressive syndromes were fairey common among Yunbyun children of both korean and chinese ancestry and that compared to children in the u. s. and shanghai. Yunbyun children showed more social withdrawal but less aggressive behaviors. Internalizing syndromes such as uncommunicative, schizoid, obsessive and anxious syndromes were more prevalent among children of chinese ancestry, while hyperactive and aggressive syndromes were more prevalent among children of korean ancestry.

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The Importance of Robot Personality in a Museum Context (박물관 맥락에서의 로봇성격 설정의 중요성 연구)

  • Gu, Ji-Hyang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.184-197
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    • 2016
  • This study investigates human-robot interactions in a museum environment. Unlike robots in movies, robots in real life do not have 'personality,' but instead have a specific purpose and function. This research is primarily about the assignment of specific and appropriate personalities to robots in different contexts. Methods by which a definite personality can be imparted on a robot are discussed in this research. Previous research has addressed attempts to assign a robot personality based on the task context. However, the discussion of robot personality is incomplete. Therefore, we assumed that a robot's character was dependent on the characteristics of its location of use. We planned a $2{\times}2$ comparison of various robot personalities, i.e., introverted or extroverted paired with either a traditional museum or a process-oriented experiential experience. Based on Schmitt's (1999) strategic experiential modules, experiential factors were derived for each set of conditions. To achieve the objectives of the research, theoretical and empirical research were conducted simultaneously. The software JMP 9 was used to verify the research model and hypotheses.

A Study on Clothing Image Preferences Associated with Extroversion-Introversion, Gender, and Age (외향성-내향성, 성별 및 연령과 의복이미지 선호에 관한 연구)

  • 이명희
    • Journal of the Korean Home Economics Association
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    • v.36 no.12
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    • pp.105-114
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    • 1998
  • The objectives of this study were to classify the contents of clothing image preferences, and to examine how clothing image preferences vary according to extroversion-introversion, gender, and age. Subjects for the study were 627 men and women ranging in ages from teens to forties in Kwangju City, Korea. The results of the study were as follows; 1) Four factors of clothing image preference derived by factor analysis : F. 1 'peculiar image' ; F. 2 'noble image' ; F. 3 'bright image' ; F. 4 'sprightly imagel'. 2) The interaction between extroversion-introversion groups and gender groups was significant for sprigtly images. The men of extroversion group tended to prefer gentle images, while the women of extroversion group preferred sprightly images. 3) The women liked sprightly images more than the men, the liked gentle images more. Women in their 20's liked sprightly image most, but as they grew older they tended to prefer gentle images. 4) The extroversion groups liked peculiar images more than the introversion groups. Teens liked peculiar image more than the others, subjects in their 30's and 40's preferred commonplace images. 5) The extroversion groups liked noble images more than the introversion groups. Women in their 30's and 40's liked popular images more than female subjects in their teens and twenties. Women in their teens and twenties liked popular images more than did the men in the same age group. 6) The extroversion groups liked bright images more than the introversion groups. Men in their teens and 20's liked bright images more than did men in their 30's and 40's. This finding suggests that women liked sprightly and noble clothing images, and men liked commonplace and gentle images. As they grew older, they tended to like commonplace, popular, and gentle clothing images. The extroversion groups liked peculiar, noble, and bright images more than did the introversion groups. The results of this study mean that personality traits such as extroversion-introversion are characteristics that affect clothing preferences, and it is possible to infer people's personality by their attire.

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