• Title/Summary/Keyword: 효의식

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Analysing the Effect of Parking Information using the Micro Simulation Method (주차정보 제공에 따른 주차대기시간의 효과분석에 관한 연구(미시적 시뮬레이션 방법을 이용하여))

  • 김은경;노정현;김강수
    • Journal of Korean Society of Transportation
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    • v.21 no.5
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    • pp.19-29
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    • 2003
  • The purpose of this study is to analyse the effect of the parking information on the waiting time using the simulation method. Stated Preference survey has been implemented to construct the parking lot choice model. A queue simulation is carried out to investigate the effect of various parking information on the waiting time. The results show that providing parking information is likely to increase the utilization of parking place and to decease the waiting time of individual vehicle. Furthermore, as the parking demand increases, the detailed and quantitative parking information such as "5 minutes delay" is more effective than qualitative parking information such as "available".

Cultural Capital and Expanded Musical Consumption -From What to How (문화자본과 확장된 '문화소비' -무엇을 소비하는가에서 어떻게 소비하는가로)

  • Kim, Eun-Mee;Kwon, Kyung-Eun
    • Korean journal of communication and information
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    • v.69
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    • pp.111-138
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    • 2015
  • The purpose of this study is to suggest that cultural consumption practices are changing with social and media changes and re-conceptualize 'cultural consumption' beyond attendance or exposure to high culture genres. We look at four types of musical consumption - news reading, posting a review, amateur participation, interaction with others - as expanded musical consumption. We expect expanded musical consumption to be closely associated with cultural capital than with attendances at musical events since high-culture events gets popularized, musical information abundant and cultural interaction easier. We explore the question of the relationship between inherited cultural capital and cultural consumption using recent survey data. More evident are positive relationships between cultural capital and production than attendance.

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A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

Implementation and Evaluation of Blended PBL Systems for Information Communication Ethics Education (정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 구현 및 평가)

  • Lee, Jun-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.83-91
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    • 2011
  • The purpose of this thesis was to implement effective blended PBL(Problem-Based Learning) systems for information communication ethics education. Online learning and face-to-face classes were systematically combined for achieving the teaching-learning goals. And the main module for online learning run on Moodle, an open source learning management system. To examine educational effectiveness of the proposed systems, an experimental study was conducted through the method to the subject of two class in the second-grade of university located in ${\bigcirc}{\bigcirc}$ city. For experiment 60 students(treatment group=30, control group=30) are participated. And they were assigned to one of ten subgroups, comprising of six students, respectively. The results of this study are follows, First, the education using proposed blended PBL method is more effective in cultivating consciousness of information communication ethics than the education using face-to-face PBL learning method. Second, learners who participated in the proposed blended PBL more experienced various effects of PBL, such as (1) Improvement of problem solving ability, (2) Understanding of cooperative learning than the other learners who participated in the face-to-face PBL.

Restoration Effects Confirmed in the Environmental Forests Created on the Bases of Ecological Principles (생태학적 원리를 적용하여 창조된 환경림에서 확인된 복원 효과)

  • 이창석;이안나
    • Korean Journal of Environmental Biology
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    • v.22 no.1
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    • pp.220-226
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    • 2004
  • The restoration effects in two sorts of forests created and managed on the bases of ecological principles in Sihwa industrial complex and Mt. Surak respectively were evaluated in both viewpoints of species composition and diversity. Species composition of the forests created based on the ecological design was move similar to that of the natural forests compared wit h the forests constructed by applying the landscape architectural method. The increased species diversity in the ecologically created forest reflected the effect as well. Black locust plantation managed by applying the ecological principle showed move similar species composition to the surrounding natural forest than the forest left without any management. Furthermore, the former forest showed higher species diversity than the latter one. The methods, which create and manage a forest based on ecological principles, revealed several problems, such as lack of specialty of project operators and inspecting officers, construction regulations without the ecological background, absence of the endemic young trees to be introduced in diverse natural environment, etc. Preparation of guidance for ecological planting and systematic environmental education including revision of construction regulation were recommended as the measures to solve such problems.

The Time-course of Interaction between Perceptual and Conceptual Representation System (시간경과와 처리유형에 따른 지각적 표상체계와 의미적 표상체계의 상호작용)

  • 김성일;이정모
    • Korean Journal of Cognitive Science
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    • v.11 no.3_4
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    • pp.45-55
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    • 2000
  • This study was conducted to examine whether conceptual representational system was implicitly accessed while processing semantically similar but perceptually dissimilar pictures either conceptually or perceptually, The results indicated that the priming effects for the semantically similar picture pairs were found in conceptually driven processing but the effect was not found in data-driven processing. In addition. the semantic priming effect was found with 24 hour delay between the stimuli, The comparison of the recognition ratio and priming effects indicated that the priming effect was largely affected by semantically similar pictures. but recognition was relatively u unaffected, The results suggest that both Perceptual Representational System (PRS) and Conceptual Representational System (CRS) be involved during conceptually driven processing, but both PRS and CRS function independently during explicit recognition.

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브랜드자산 강화요인의 영향성에 관한 연구

  • Gang, Seok-Jeong
    • Journal of Global Scholars of Marketing Science
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    • v.5
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    • pp.145-170
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    • 2000
  • 브랜드는 단순히 출처를 표시하고 품질을 보증하며 나아가 광고선전을 담당하는 기능을 하는 도구가 아니라 이를 바탕으로 기업에게 가치를 제공하는 매우 중요한 자산으로 부각되고 있다. 기업은 마케팅 활동을 통해 브랜드 이미지를 개발하고 소비자의 태도를 변화시키며, 자사의 브랜드자산을 증가시켜 브랜드의 시장성과를 높일 수 있을 뿐만 아니라 시장에 대한 진입 장벽 효과를 갖게 하고, 브랜드 탄력성을 높이는 등 전략적 가치를 보장받을 수 있다. 이러한 이유로 기업에 있어서 새로운 마케팅 전략의 수단으로 브랜드의 중요성이 높아지고 있으며, 또한 자사의 기업가치를 증대시키기 위해서는 강력한 브랜드자산을 창출하는데 전력을 다해야 할 것이다. 이러한 브랜드자산을 강화하기 위한 수단으로서의 브랜드인지도, 브랜드충성도, 지각된 품질, 브랜드 연상, 광고효과의 역할은 현재와 같은 글로벌 경쟁 시장상황에서 매우 의미가 있다고 본다. 특히 인터넷의 등장으로 더욱 가속화되고 있는 정보화시대에 있어서 광고의 역할이 많은 비중을 차지할 것으로 보인다. 본 연구에서는 브랜드인지도, 브랜드충성도, 지각된 품질, 브랜드연상, 광고효과가 브랜드자산 강화에 어느 정도의 영향을 미치는가를 연구하고자 한다. 그리고, 국내 중형승용차 시장에서 선두를 달리고 있는 현대의 소나타 브랜드에 대한 소비자들의 의식을 설문조사를 통하여 브랜드자산을 강화시키는 요인에 대한 영향을 실증 분석하였다. 본 연구의 결과를 토대로 한 브랜드자산에 대한 마케팅에 있어서 전략적 시사점은 다음과 같다. 첫째, 기업들은 자사의 브랜드인지도를 높여서 소비자의 마음속에 자사의 브랜드가 장기간 기억될 수 있도록 브랜드인지도에 대한 전략적인 관리가 요망된다. 둘째, 소비자들이 자사의 브랜드가 경쟁브랜드보다 더 강력한 연상이 형성되도록 집중적인 마케팅 노력을 기울여야 할 것으로 보인다. 셋째, 제품품질을 향상시켜 소비자들의 지각된 품질수준을 높이는 노력이 요구된다. 넷째, 주로 단기간 작용하는 광고의 긍정적 효과를 위해서는 지속적인 광고의 실행이 요망된다. 끝으로, 분석결과에서도 알 수 있듯이 브랜드충성도가 브랜드자산 강화에 결정적인 영향을 미치기 때문에 마케팅관리자는 마케팅조사를 통해 브랜드충성도의 변화를 추적하고, 자사 제품에 대한 반복구매 및 브랜드태도의 측정을 함께 실시하여 더 높은 브랜드충성도를 소비자들이 가질 수 있도록 전략적인 방안을 강구하여야 할 것이다. 본 연구에서 나타난 결과를 요약하면 브랜드충성도가 가장 많은 영향을 미치는 것으로 나타났으며, 브랜드연상, 지각된 품질, 광고효과, 브랜드인지도 순으로 모두다 영향을 미치는 것으로 나타났다. 따라서 기업에서는 브랜드자산을 강화하기 위해서는 5가지 요인들에 대해 체계적이고 보다 세밀한 관리방안을 수립하여야 할 것으로 판단된다.

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Effects of Conceptual Context on Implicit Memory (의미적 맥락에 대한 처리가 암묵기억에 미치는 영향)

  • 연은경;김민식
    • Korean Journal of Cognitive Science
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    • v.13 no.4
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    • pp.9-21
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    • 2002
  • Four experiments were conducted to examine whether maintaining the same conceptual context across study and test would affect performance on a perceptual implicit memory task. The sense-specific theory of priming (Lewandowsky et al., 1989) predicts greater priming from a match in conceptual context across study and test compared with a condition in which the conceptual context is mismatched, whereas the transfer-appropriate-processing view (e.g., Blaxton, 1989) predicts no difference. In experiment 1 and 2, little or no effect of varying context was observed on a implicit task. In experiment 3 and 4, a process-dissociation procedure (proposed by Jacoby, 1991) was used to separate automatic influences from consciously controlled influence in implicit memory, which was measured by Korean word completion task. The results showed that conceptual context effect was observed in consciously controlled parts of implicit memory. These results suggest that only consciously controlled processing parts of implicit memory is sensitive to conceptual context.

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Recovery of Leisure in Competitive Speed Society (속도경쟁사회에서 여가회복을 위한 성찰)

  • Ji, Hyun-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.448-456
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    • 2012
  • This study is to explore what kinds of leisure we really need in our competitive speed society and what the true leisure should be like. The present researcher analyzed the concept of serious casual leisure and its implications on our social values. The conclusions of this study are as follows: First, we might have made a mistake paying too much attention to serious leisure while ignoring the value of casual leisure, because serious leisure has been thought to produce positive effects on self-development and social integration. It is important to note that casual leisure could not only satisfy human's need for balance in life and also contribute to her/his physical and psychological wellbeing. Second, In order to correct an error of sticking to the dichotomy of serious casual leisure, the concept of fast slow leisure, which defines leisure based on the way of its presentation, was also discussed. Third, the way of life which we considered unproductive should be reconsidered as it has a meaning in itself.

Instructional Innovation Using e-PBL (e-PBL을 적용한 수업혁신)

  • Kwon, Hyuk-il
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.241-249
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    • 2022
  • This study intended to explore the instructional effects of e-PBL which means an expansion of availability of PBL using technology. To achieve the goal of this study, a major selective subject was redesigned systematically so that e-PBL activities could be implemented for 4-weeks during the entire semester. Participants' reactions to the e-PBL experience during the experiment period were collected and analyzed. Results of analysis showed that participants could overcome the difficulties and frustrations at an early stage, adapted and assimilated to the e-PBL based instructional environment progressively, and satisfied at the e-PBL activity experiences in overall. They participated in solving the authentic problems with ownership and could solve them effectively and efficiently through frequent communication and collaboration with teammates. Results of this study showed the possibility of instructional innovation of a teacher development institute through e-PBL. Follow-up studies which extend the analyses of the effects of e-PBL based on this study are necessary to additionally verify the effects of e-PBL.