• Title/Summary/Keyword: 여가행동

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Application of the Neural Network to Predict the Adolescents' Computer Entertainment Behavior (청소년의 컴퓨터 오락추구 행동을 예측하기 위한 신경망 활용)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.39-48
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    • 2013
  • This study investigates the predictive model of the adolescents' computer entertainment behavior using neural network with the KYPS data (3449 in the junior high school; 1725 boys and 1724 girls). This study compares the results of neural network(model 1) to the logistic regression model and neural network(model 2) with the exact same variables used in logistic regression. The results reveal that the prediction of neural network model 1 is the highest among three models and with gender, computer use time, family income, the number of close friends, the number of misdeed friends, individual study time, self-control, private education time, leisure time, self-belief, stress, adaptation to school, and study related worries, the neural network model 1 predicts the computer entertainment behavior more efficiently. These results suggest that the neural network could be used for diagnosing and adjusting the adolescents' computer entertainment behavior.

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A study on Middle-aged Women's Concern of Appearance and Buying Behavior of Cosmetics - With Special Reference to Women in their Fifties in the Kyungnam Region - (중년여성의 외모관심도 및 화장품 구매행동에 관한 연구 -경남지역의 50대여성을 중심으로-)

  • Lee, Sang-Young;Lee, Young-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.201-211
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    • 2009
  • Korean middle-aged women, who are securing economic stability of their own along with the national economic growth, have had much concern in their outward appearance. Especially, middle-aged women's concern of appearance triggered by their various social/leisure activities and appreciation of aesthetic sense leads to the interest in their outward appearance, thus naturally stimulating their purchasing sentiments. This paper attempts to identify the level of middle-aged women's concern of appearance and analyze how this level of concern affects their behavior in purchasing cosmetic products. Our analytical findings include: 1. From the t-test and distributional analysis of points of each factor on the group, the high-interest type 1 (108 persons) and low-interest type 2 (91 person) in terms of 'concern of appearance' turned out to exist. 2. Five factors of cosmetics-purchasing behavior were derived that are fashion-leading type, compulsive buying type, brand-dependent type, pondering type, planned buying type and loyal-to-brand type. 3. Cosmetics-purchasing behavior varied according to the subjects' level of concern of appearance.

Predicting Factors on the Increase in Computer Entertainment Behavior with Data Mining (데이터마이닝을 이용한 컴퓨터 오락추구 행동 상승의 예측요인)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.47-55
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    • 2017
  • The purpose of this study is to investigate the predicting factors on the increase in computer entertainment behavior with the sample from KYPS data. The results of the Decision Tree model revealed that: (1) Neighbor supervision, self-belief, parent attachment, life satisfaction, and peer attachment were significant for the increase in computer entertainment behavior. (2) Neighbor supervision, class participation and leisure satisfaction were significant for male students' increase in computer entertainment behavior. (3) Optimistic disposition, teacher attachment, and peer attachment were significant for female students' increase in computer entertainment behavior. These results suggest that meaningful factors and their divers interactions should be considered in methods and programs for regulating and preventing the increase in computer entertainment behavior.

Analysis of Transportation Mode Choice Behavior Based on Accessibility : Focused on Chungnam-Weihai route (접근성에 따른 운송수단 선택행동에 관한 분석 : 충남-위해구간을 중심으로)

  • Choi, Jung-kyu
    • Journal of Korea Port Economic Association
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    • v.32 no.4
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    • pp.183-192
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    • 2016
  • The purpose of this study is to analyze the choice behavior of the mode of transportation for travel from Korea to China. Discrete choice analysis is utilized to establish the factors that affect travelers' choice and to quantify the importance of these factors in transportation mode choices. The proposed choice models were constructed by using stated-preference (SP) data obtained from Chungcheongnam-do. This study also examined different choice behavior in order to capture any previously unobserved differences in the residence area. Results showed that the access time and frequency attributes are the most significant factors, while the travel time attributes are the least significant factors for travelers' choice behaviour. The insights of the results described in this research provide some practical suggestions to transportation providers for planning and strategic management endeavors in the future.

The Impact of Service scape at Resort on Perceived Value, Satisfaction and Action Intention: As A Case of Sanya Atlantis in China (리조트의 서비스스케이프가 지각된 가치, 만족도, 행동의도에 미치는 영향: 중국 싼야 아틀란티스의 사례를 중심으로)

  • Qiongao Mei;Giyoung Chung
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.27-39
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    • 2024
  • Modern tourists prefer resorts with various facilities for health, leisure, sports, and cultural activities. The tourism industry strives to diversify entertainment programs to meet consumer needs. This study identifies servicescape as a primary competitive advantage and aims to propose effective marketing strategies and strategic insights to maximize tourists' perceived value and enhance satisfaction. To achieve this research objective, an online questionnaire survey was administered to customers with prior experience at the Atlantis Resort in Sanya, China, followed by statistical analysis using the SPSS 23.0 software. The findings indicate that servicescape, by providing optimal value to customers within the service industry, exhibits a positive correlation with customer satisfaction and constitutes a critical factor for the success of tourism enterprises.

Does WGB (Work-Growth Balance) Improve Innovative Behavior? (일·성장 균형(WGB:Work-Growth Balance)은 혁신 행동을 향상시키는가?: Process Macro를 활용한 대인 조화와 창의적 노력의 간접 효과를 중심으로)

  • Tak, Kyung-Woon;Suh, Sang-Hyuk
    • Journal of Korea Technology Innovation Society
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    • v.20 no.3
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    • pp.754-780
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    • 2017
  • This study was conducted to investigate whether WGB (Work-Growth Balance), an area of WLB (Work-Life Balance) improves Interpersonal Harmony, Creative Effort and Innovative Behavior in the organization, and whether Interpersonal Harmony and Creative Efforts have indirect effects on the relationship between WGB and Innovative Behavior. To test the hypothesis of this study, PROCESS Macro by Hayes (2013) was used. The results showed that WGB, Interpersonal Harmony, and Creative Effort influenced Innovative Behavior and WGB were variables that influenced Interpersonal Harmony. The variables influencing Creative Effort turned out to be WGB and Interpersonal Harmony. The indirect effect of Interpersonal Harmony and Creative Efforts was also confirmed in the relationship between WGB and Innovative Behavior. In addition, the magnitude of the effect between parameters was examined through Process Macro analysis. It turned out that there is a synergy relationship between WGB, Interpersonal Harmony, Creative Efforts and Innovative Behaviors. In future, more researches on WGB among various industries as well as mediating variables are expected. Further research is needed to study the various parameters of WGB and innovation behavior, and to Balance of Work-Family and Balance of Work-Leisure.

Structural Relations among Infants' Temperament, Fathers' Parenting Participation, and Infants' Social and Emotional Behavior Development (영아의 기질, 아버지의 양육참여와 영아의 사회·정서 행동발달간의 구조적 관계)

  • Ryu, Ji-eun;Sin, Ae-sun;Kim, Kyung-hu;Song, Mi-jeoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.9
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    • pp.279-291
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    • 2016
  • The objective of this study is to determine the structural relationships among the infant's temperament, father's involvement in child-rearing, and the infant's social and emotional behavior. To this end, research was conducted with 330 parents of infants aged 1 and 2 in 55 day care centers located in J city and I city, Jeollabukdo. Frequency analysis, reliability analysis, correlation analysis, confirmatory factor analysis, and structural model equation analysis were conducted using SPSS 21.0 and AMOS 21.0. First, the results of the structural model equation analysis showed that the infant's temperament had a negative correlation with leisure and guidance, while it had a positive correlation with activity and impulsivity, which are external manifestations of their social and emotional behavior. Father's involvement in child-rearing had a negative correlation with the adaptability and mood aspects of the child's temperament, and also with general anxiety, an internal aspect of his or her social and emotional behavior. Social and emotional behavior had a positive correlation with the approach avoidance aspect of the infant's temperament. Second, according to the results of the analysis of the route between the variables, infant temperament was found to be a significant route, having a statistically negative correlation with father's involvement in child-rearing. The results of this study showed that infant's temperament and father's involvement in child-rearing had effects on the infant's social and emotional behavior, and suggested the importance of having a proper understanding of the educational implications of the father's involvement in child-rearing, in terms of its effects on the infant's social and emotional behavior.

Latent Profile Analysis of Senior Lifestyle Profile: A stringent study of similarity and differences (시니어세대 라이프스타일 잠재프로파일 유형과 관광 행동 연구)

  • Seo In-seog;Kim Young-mi;Oh Hyun-sung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.899-910
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    • 2023
  • The majority of research on lifestyle has been conducted based on a variable-centered approach. However, over the last decades, there is a growing body of research on lifestyle in terms of a person-centered approach. Hence, this study identifies senior generations' profiles based on the combination of the five realms of lifestyle. More specifically, this study utilized a Latent profile analysis(LPA) to explore both quantitatively and qualitatively distinct types of senior generation' lifestyle profiles. As a result, the five distinct types of senior lifestyle profiles were identified and these five profiles were then contrasted with traveling attitude and behavioral intention(traveling intention). In addition, this study attempted to identify similarity in the patterns of relations with theoretical antecedent, correlate and outcome variables. Results showed that even though senior generation belonging to profile groups pertaining to the high level of all five types of lifestyle were associated with a high level of attitude and behavior intention, there was no differences among the profiles. This means that regardless of the patterns of senor generation lifestyle profiles, there was no similarity. Nevertheless, it should be considered that senior generation consider a security when making a travel ling decision regardless of the patterns of lifestyle profiles. This results suggest that senior generation' traveling satisfaction is more likely obtained with the experience of safety and convenience during their travel. At last, this study discusses some implication tourism theory related to lifestyle, practices and future research on tourism profiles.

An Analysis of Relation between Exercise Addiction and Affect to Sociodemographic Characteristics (사회인구학적특성에 따른 운동중독과 정서의 관계)

  • Hyun, Sung-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.129-138
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    • 2010
  • The purpose of this study was to analyze the difference between Exercise addiction and Affect, and addiction-related potential was investigated. In addition, exercise addiction prevention and positive exercise was to identify. The participants of the study included 312 tennis club member who were more than 20 years old and lived in seoul city. The survey was analyzed by SPSS PC+ for window (version 12.0) which is a statistical analysis program to produce the computational results of this study. Based on the survey, this study could draw such results as follows: First, exercise addiction, gender and age on partial variables were statistically significant differences. A male positive addictions, exercise desire were higher than in female. 50s in the withdrawal symptoms of the variables that showed statistically significant difference participation, and period, frequency, time of exercise addiction showed that in withdrawal symptoms, positive addictions domain in a statistically meaningful differences. Second, social demographic domain in the presence of gender showed significant correlation exercise desire were and exercise participation time in the positive addictions showed significant correlation. Participation frequency and the time involved in retaining all the positive affect and negative affect have found a high correlation. Third, the influence of relation between exercise addiction and affect of tennis participants, exercise desire, positive addiction, showed in a statistically positive affect and negative affect meaningful influence on it.

Comparison and Analysis of FPS Mobile Game Interaction Design (FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구)

  • Wang, Shi-Yu;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.31-37
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    • 2020
  • The rapid development of the mobile internet has gradually changed the carrier of electronic games from PC to mobile. mobile games have become an excellent choice for many people to spend their spare time and enjoy life. Among many types of mobile games, Number of users of FPS games has increased rapidly in recent years. Based on the 《Emotional Design》 proposed by Donald Norman, this article compares the interaction design of China's most popular FPS game 《Game for peace》 and Korea's most popular FPS game 《PUBG》, and analyzes their similarities and differences, and then use that as a basis to summarize the three levels of emotional design-Visceral level, Behavior level, and Reflection level, which is the user interface, interaction mode, and interaction experience in interaction design Emotional expression on the two games. This theory provides suggestions for interactive design in the information industry such as mobile games.