• Title/Summary/Keyword: 매력도 차원

Search Result 63, Processing Time 0.167 seconds

A Study on the Image and Visual Preference for the Seongpanak Districtat at the Mt. Hallasan (한라산 성판악 등산로 주변 경관이미지 및 선호도 특성에 관한 연구)

  • Kim, Sei-Cheon;Huh, Joon
    • Korean Journal of Environment and Ecology
    • /
    • v.21 no.2
    • /
    • pp.134-140
    • /
    • 2007
  • The purpose of this study is to investigate the landscape image and visual preference for ridges of the Seongpanak district at Mt. Hallasan. For this, the evaluation of the artificial and natural landscape is compared through the medium of color slides. Data is analyzed through the descriptive statistics and spatial image is analyzed by factor analysis algorithm. Principle component analysis and Varimax Method are applied to extraction and factor rotation respectively. The results of this study can be summarized as follows : General visual imagesthe Seongpanak district at Mt. Hallasan are clean, beautiful and attractive. The degree of visual preference increased commensurately with the lower rate of artificial factors. Landscape Factors covering the spatial image are found to be 'aesthetic value', 'spatial scale', 'natural quality', and 'topography' factor, which account for 57.6% of the total variants. The aesthetic value variable is the most important factor in visual preference and the unnatural factors are found to present negative elements with visual preference.

인력 수급 계획 수립을 위한 시스템 다이내믹스의 활용 - UIT 도입에 따른 정보 보호 환경 변화를 중심으로 -

  • 박상현;연승준;김상욱
    • Korean System Dynamics Review
    • /
    • v.4 no.1
    • /
    • pp.93-119
    • /
    • 2003
  • 한 산업에서 인력 수급을 전망하는 것은 인력의 수요자인 기업의 측면에서는 안정적인 인력 확보 전략을 수립하기 위해서, 공급자인 산업 종사자들에게 있어서는 자신들이 앞으로 진출해야할 산업의 매력도를 파악하기 위해서, 그리고 정부 차원에서는 관련 산업에 있어서 중복 투자의 방지와 효율적이고 균형된 산업 발전을 위한 정책 수립을 위해서 매우 중요하다. 그러나 이러한 인력 수급 전망들은 종종 잘못된 시장 분석으로 인하여 인력의 과소 공급 또는 과잉 공급이라는 의도하지 않은 결과를 가져오는 경우가 있다. 이는 전체적인 시각에서 시장의 구조적 특성을 분석하기보다는 현상을 조사하는 수준에 머물거나 현재의 상황 또는 단일 산업만을 고려할 뿐 시간의 흐름에 따른 동태적 변화와 지연된 피드백의 효과, 그리고 관련 산업간의 유기적 연관관계를 반영하지 못한 채 단기적이고 단선적인 관점에서 인력 수급을 전망하는데 그 원인이 있다고 볼 수 있다. 특히, 다른 산업과의 연관 관계가 복잡하고 인력의 수요의 급증에도 불구하고 산업에서 요구하는 인력을 양성하기까지 많은 시간이 소요되는 첨단 산업 및 신생 산업에서의 경우 이러한 현상은 더욱 두드러지게 나타날 수 있다. 이러한 관점에서 본 논문은 변수간의 상호 동태적인 관계와 시간의 흐름에 따른 행태를 분석하는 데 용이한 SD 방법론에 기초하여 최근 빠르게 성장하고 있는 정보보호산업에서의 동태적인 인력 수급 모델을 구현하여 향후 국내 정보 보호 인력의 수급 행태가 어떻게 전개될 것인지를 분석해 보았으며 이를 통하여 동태적 시각에서 인력 수급 불균형 현상의 원인을 파악하고 문제해결을 위한 대안을 제시하고자 한다.

  • PDF

A Study on Harmony of Skin Color and Cohthes Colors based on Moon-Spencer's Colors Harmony Theory (문-스펜서의 색채조화론에 의거한 피부색과 복장색의 조화에 관한 연구)

  • Park, Young-Sil;Kwon, Mi-Jung;Lee, Jeong-Ok;An, Ok-Hee
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.8 no.6
    • /
    • pp.40-49
    • /
    • 1994
  • 본 연구의 목적은 문-스펜서 색채조화영역별로 피부색과 복장색의 배색이미지를 분석하여 피부색을 기준으로 한 복장색의 의복이미지를 파악하는 것이다. 연구결과 첫째, 피부색과 복장색의 배색은 3가지 차원의 인상으로 구성되었다(평가, 활동, 조화). 둘째, 문-스펜서의 색채조화론을 적용하여 시각적 평가의 차이를 분석한 결과 조화영역들은 비슷하게 지각됨을 알 수 있었다. 부조화영역간에는 평가차원과 활동차원이 달리 지각됨을 알 수 있다. 셋째, 샛체조화론의 적용으로 분류되는 조화영역별 배색이미지를 분석한 결과, 동일색상들의 배색은 대체로 미도가 높은 편이었다. 제2부조화색상들의 배색은 미도가 낮았다. 유사색상중 빨강색 계열의 배색은 미도가 높았으며 노랑색 계역의 배색은 미도가 낮았다. 제2부조화색 계열, 청녹색 계열의 배색은 미도가 높은 편이며 남색 계열, 보라색 계열의 배색은 대체로 미도가 높았다. 무채색 계열의 배색은 세련된, 아름다운, 사고싶은, 보기좋은, 마음에 드는, 조화된, 멋있는 피부색과 어울리는, 매력있는, 인물이 돋보이는 이미지를 가지고 있다.

  • PDF

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.6
    • /
    • pp.253-261
    • /
    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

  • PDF

An Analysis of Determinants Affecting Satisfaction of Usage of Live Commerce from the Perspective of User, Information Source and Platform (이용자, 정보원천 및 플랫폼 차원에서의 라이브 커머스 이용 만족도 영향 요인 고찰)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.3
    • /
    • pp.576-589
    • /
    • 2021
  • Live commerce as a new form of service that combines live streaming service with e-commerce is gaining a growing attention from many people with diffusion of a new trend of untact economy. In this context, this research examines what leads to user satisfaction of live commerce. In especial, this research conceptualized several determinants that might affect user satisfaction of live commerce from three dimensions of users, information sources and platforms. It also tested whether those factors had influences on user satisfaction of live commerce empirically. The sample in this study was responses of 218 people in their 20s and 30s who had experienced using live commerce. They were analyzed using a hierarchical regression analysis. The findings revealed that depression and innovativeness from the dimension of users, attractiveness of show host from that of information sources, and physical affordance and perceived interaction among users from that of platforms had significant influences on user satisfaction of live commerce.

A Study on Factors Influencing Perceived Overall Quality and Performance in Financial Services (금융 서비스의 지각된 전반적 품질에 미치는 영향 요인 및 성과에 관한 연구)

  • Hong, Seong Tae;Lee, Won-Jun;Kim, Chong-Dae;Kim, Byoung-Jai
    • Asia Marketing Journal
    • /
    • v.13 no.4
    • /
    • pp.191-212
    • /
    • 2012
  • With the introduction of the Capital Market Integration Act in 2009, the new competitive scope and paradigm is opened in Korean financial services market. The change of financial industry and institutions will lead to the behavioral change of customers who consume and choose financial services. While researches from the financial perspective have been conducted, works from the marketing or customer oriented approach has long been relatively ignored. The purpose of this study is to investigate influencing factors and process of financial services customers' choice behavior. More specifically, the main theme is how to enhance customer brand loyalty and purchase intention through the perception of overall quality of the service product. An integrated conceptual model including antecedents, mediating variables and consequences is established through comprehensive literature reviews of extant works on environmental change, customer behavioral change and choice behaviors. Hypothesis testing is done with SEM analysis. According to the results, the attractiveness of financial product, the reputation of financial firm, and self-brand image congruence among exogenous variables make a positive effect on perceived overall quality. And perceived overall quality has a significant effect on brand loyalty.

  • PDF

Contents Development of Urban Tourism Using Old Maps (고지도를 활용한 도시관광 콘텐츠 개발 방안)

  • Choi, Ji-Yeon;Lee, Yk-Su
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.10
    • /
    • pp.274-282
    • /
    • 2007
  • Although many korean cities are getting interested in promoting its attractiveness as a tourism destination, they have little distinguishing attractiveness. In order to reinvigorate competitive urban tourism, developing more charming tourism resources and studying urban contents including its historicity and regionalism regarded as an effective means. By examining old maps therefore, the purpose of this study is to indicate competitive contents of urban tourism focused on the case of Gangneung.

The Impact of On-line Game Attributes, Customer Satisfaction and Switching Barriers on Customer Loyalty (온라인 게임의 중요속성, 만족 및 전환장벽이 고객충성도에 미치는 영향)

  • Fan, Qing-ji;Kim, Won-Kyum
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.341-347
    • /
    • 2009
  • In this research, the object is to analysis the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time as mediating factors of relationship between customer satisfaction and customer loyalty, switching barriers, such as switching cost and attractiveness of alternatives are also analyzed. The results show that the challenge, social interaction, entertainment have significant effect on customer satisfaction. Customer satisfaction also effects customer loyalty. Another important result is, switching cost and attractiveness of alternatives take an intermediation role between customer satisfaction and customer loyalty.

  • PDF

The Effect on Image Perception of Male Wearer with Chromatic-Achromatic Colors and Area-Radio of Stripe Necktie (스트라이프 넥타이의 유채-무채 배색과 면적비가 남성복 착용자의 이미지 지각에 미치는 영향)

  • Sung, Nam-Suk
    • Science of Emotion and Sensibility
    • /
    • v.11 no.3
    • /
    • pp.325-338
    • /
    • 2008
  • This study aims to characterize the effect of different combinations of chromatic-achromatic colors and area-ratio of stripe necktie, and gender on the image of male wearer. The experimental materials developed for this study are a set of stimuli and response scales. The stimuli consist of 84 color pictures manipulated with every combination of 12 different colors and 7 different area-ratio. The 7-point scale designed for visual evaluation of image formation included 26 bipolar adjectives. The subjects were 2016 undergraduate students in Gyeongnam, Seoul, Busan, and Daegu areas. The results of this study were as follows.; The analyses of images of male wearer in terms of combinations of chromatic-achromatic colors and area-ratio of oblique stripe necktie reveal that the concerned factors are of five characteristic dimensions of youth-activity, ability, attractiveness, appeal, and warmness. In addition, it has been found that individual images of male wearer are affected by observer's gender as well as combinations of chromatic-achromatic colors and area-ratio of stripe neckties and that those images vary with every combination of each factor. The study results are highly expected to be used as useful sources in developing necktie designs.

  • PDF

The Influencing Factors on the Online-Based Interpersonal Relationships Formation of the SNS Users (SNS 사용자의 온라인기반관계 형성에 미치는 영향 요인)

  • Heo, Song-Ji;Kim, Ja-Young;Jang, Hee-Jin;Park, Su-E;Ko, Hye-Young
    • Journal of Korea Game Society
    • /
    • v.12 no.2
    • /
    • pp.101-113
    • /
    • 2012
  • In this paper, our goal is to investigate the influencing factors on the online-based interpersonal relationships formation of the SNS users. To achieve this, first, we collected the influencing factors on the online-based interpersonal relationships, conducted survey, and then we analyzed the data with the PLS(Partial Least Square) and structural equation. As a result, we verified the main cause of factors as personal, relational and environmental factors and 8 kinds of detailed factor as social attraction, physical attraction, informational post, reciprocality, similarity, contents quality, web appearance and perceived spatiality are the influencing factors on the online-based interpersonal relationships dimensions. Finally, these factors were proposed as the influencing factors on the online-based interpersonal relationships formation of the SNS users.