• Title/Summary/Keyword: 3-way Interaction

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A Study on Job Satisfaction levels Among Employed Women; comparison Between Married and single women (취업여성의 직업만족도 연구)

  • 김용희;제미경
    • Journal of Families and Better Life
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    • v.5 no.2
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    • pp.11-27
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    • 1987
  • This study examined job satisfaction levels between employed single women and employed married women. The specific objectives of this study were; (1) to investigate differences in the level of job satisfaction between employed single women and employed married women; (2)to investigate the factors which influence the level of job satisfaction; (3)to investigate the relationship between job satisfaction and life satisfaction. the data used in this study included 441 working women from 290 (65.8 %) single women and 151 (34.2%) married women. Statistical analyses were conducted using frequencies, percentiles, mean , t-test , ANOVA, pearson's correlation and a stepwise multiple regression. The major findings were ; (1) at the P<.005 level, there was a significant difference in the job Satisfaction Index (JSI) between employed single and married women by using the t-test ; (2) Occupation, type of organization , job experiences, travel time from home to work. unionization, age, and health status were significantly related to the JSI by using the one-way ANOVA; (3) Thee was an interaction effect between income and marital status on the JSI, and between education and marital status on the JSI; (4) Using a stepwise multiple regression method, the order of variables as they were entered in the model were different between employed single and married women; (5) There was a positive relationship between the JSI and Life Satisfaction Index(r=.41)

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An Collaborative Filtering Method based on Associative Cluster Optimization for Recommendation System (추천시스템을 위한 연관군집 최적화 기반 협력적 필터링 방법)

  • Lee, Hyun Jin;Jee, Tae Chang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.19-29
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    • 2010
  • A marketing model is changed from a customer acquisition to customer retention and it is being moved to a way that enhances the quality of customer interaction to add value to our customers. Such personalization is emerging from this background. The Web site is accelerate the adoption of a personalization, and in contrast to the rapid growth of data, quantitative analytical experience is required. For the automated analysis of large amounts of data and the results must be passed in real time of personalization has been interested in technical problems. A recommendation algorithm is an algorithm for the implementation of personalization, which predict whether the customer preferences and purchasing using the database with new customers interested or likely to purchase. As recommended number of users increases, the algorithm increases recommendation time is the problem. In this paper, to solve this problem, a recommendation system based on clustering and dimensionality reduction is proposed. First, clusters customers with such an orientation, then shrink the dimensions of the relationship between customers to low dimensional space. Because finding neighbors for recommendations is performed at low dimensional space, the computation time is greatly reduced.

The Effect of Flexibility of Bridge and Plank Exercises using Sling Suspension on an Unstable Surface on while Standing in Healthy Young Adults

  • Yoo, Kyung-Tae
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.3
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    • pp.1-9
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    • 2016
  • PURPOSE: The purpose of this study was to identify the effects on flexibility of bridge and plank exercises using sling suspension on an unstable surface. METHODS: The subjects of this study were 20 healthy adults in their 20s (plank=10, bridge=10). Both types of exercise were performed three times per week for a period of four weeks. Each exercise was performed in the front and side direction. Exercise intensity was altered through the use of a sling, which was placed at the knee and ankle. Flexibility at trunk forward flexion and backward extension was measured. The trunk forward flexion was measured at sitting position. The trunk backward extension was measured at prone position. The data were analyzed by Two-way ANOVA. RESULTS: There were significant differences in the pre- and post-test for both the bridge and plank exercise groups. In the bridge exercise, significant differences were shown in the trunk forward flexion and the trunk backward extension (p<.05). In the plank exercise, a significant difference was shown in the trunk backward extension (p<.05). No significant differences were noted in interaction effect or the main effects in either group. CONCLUSION: Bridge and plank exercises on an unstable surface improve flexibility. The bridge exercise improves the flexibility of the forward and backward muscles of the trunk. The plank exercise improves the flexibility of the forward muscles of the trunk. This information would be useful in the development of exercise programs including bridge and plank exercises for improving flexibility and core stability.

Effects of Real Name Using on SNS User's Behavior and Continuous Use Intention (실명사용 SNS 사용자의 행태와 지속이용 의도의 영향)

  • Hwang, YeonHee;Kim, YoungBerm;Lee, SangHo
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.3
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    • pp.83-97
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    • 2020
  • Unlike the feature of SNS, which strengthens two-way communication and promotes interaction through consistent on/off line identity management, passive use of Facebook to unilaterally accept other people's opinions is being strengthened, and more people tend to use Facebook anonymously or pseudonym to enjoy freedom of expression. To illustrate this transformative use behavior, this study suggests an integrated model including psychological and behavioral variables such as self-esteem, real name use, and opinion expression to explore the effect on social relationship value perception and satisfaction. Studies have shown that self-esteem affects the use of real names and self-exposure, and that the satisfaction and sustainability of relationships have increased as real-name users expose more information about themselves.

T-shirt Color Preferences and Appearance Satisfaction Related to Extroversion. (티셔츠색 선호 외모만족도와 외향성과의 관계 -남녀 고등학생과 대학생을 중심으로-)

  • 유경숙
    • Journal of the Korean Society of Costume
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    • v.27
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    • pp.75-86
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    • 1996
  • The objectives of this study were to classify the T-shirts color preferences and to examine how T-shirts color preferences and appearances satisfaction vary according to sex school and extroversion. Questionnaire was comprised of four sections: 8 Likert type items of T-shirts color preference: 10 Likert type items of appearance satisfaction: 10 Likert type items of extroversion : and 2 demographic variables. Samples were 335 high school and college students in Kwangju Korea. The data were analyxed using factor analysis and three-way ANOVA. The results of the study were the followings 1. Three segments of T-shirts color preferences derived from factor analysis :F.1 'warm' F. 2 'dark' F.3 'commonplace' 2. Women in high extroversion group liked red color better than men and low extroversion group 3. There were not significant differences in blue and orange color preference according to sex school and extroversion. 4. Therer was interaction effect between sex and school on dark blue color preference. Women liked dark blue color better than did men. 5. Men liked green color better than did women. 6. Women and college students liked pink color better than did men and high school students. 7. College students liked yellow color better than high school students. 8. Men and middle level extroversion group liked purple color better than did women and high and low extroversion group. 9. Men and high level extroversion group had more appearance satisaction than women and low extroversion.

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All Sky Camera and Fabry-Perot Interferometer Observations in the Northern Polar Cap

  • Wu Qian;Killeen Timothy L.;Solomon Stanley C.;McEwen Donald J.;Guo, Weiji
    • Ocean and Polar Research
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    • v.24 no.3
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    • pp.237-247
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    • 2002
  • We report all sky camera and Fabry-Perot interferometer (FPI) observations of mesospheric gravity waves and a 12-hour wave at Resolute $(75^{\circ}N)$ and a joint observation of 10-hour wave with Eureka $(80^{\circ}N)$. All sky camera observations showed a low occurrence of mesosphere gravity waves during equinoxes, which is similar to the mid-latitude region. A slightly higher occurrence near solstice appears to indicate that gravity waves are not filtered out by the neutral wind in the winter. The FPI observation of a 12-hour wave showed amplitude variations from day to day. The phase of the wave is mostly stable and consistent with the GSWM prediction in the winter. The phase shifts with season as predicted by the GSWM. Four events of the 12-hour wave were found in spring with amplitudes larger than the GSW predictions. The FPls at Resolute and Eureka also observed a wave with period close to 10 hours. The 10-hour wave maybe the result of the non-linear interaction between the semi-diurnal tide and the quasi-two day wave. Further studies are under way. Overall, the combined Resolute and Eureka observation have revealed some new fractures about the mesospheric gravity wave, tidal wave, and other oscillations.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

Online Game Addiction and Adolescent's Delinquency: Verification of the Moderating Effect of Depression and Anxiety (청소년의 온라인 게임중독과 비행 간의 관계 : 우울과 불안의 조절효과 검증)

  • KO, Mi-Na
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.3
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    • pp.644-655
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    • 2015
  • This study was planned to examine the moderating effects of depression and anxiety and the relationship between online game addiction and adolescents' delinquency. Data were collected from children and youth's mental health advocacy research by National Youth Policy Institute. The subjects were 409 adolescents aged between 14 and 18. Correlational analysis and hierarchical regression analysis were conducted to test research hypotheses. Results of this study were as follows: first, online game addiction had a significant positive relations with adolescents' delinquency. Second, depression and anxiety were significant positive relations with each other. And depression and anxiety were significant positive relations with adolescents' delinquency. The result from hierarchical regression analysis showed that significant moderating effect of depression was found. But the result wasn't exhibited twithin hat the two-way interaction effects of depression. On the other hand, result from hierarchical regression analysis showed that significant moderating effect of anxiety wasn't found. In conclusion, this study proposed the need for counseling approach focused on 'depression' in order to reduce the adolescent's delinquency.

Transport Properties of Lennard-Jones Mixtures: A Molecular Dynamics Simulation Study

  • Lee, Song-Hi
    • Bulletin of the Korean Chemical Society
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    • v.29 no.3
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    • pp.641-646
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    • 2008
  • Equilibrium molecular dynamics simulations in a canonical ensemble are performed to evaluate the transport coefficients of several Lennard-Jones (LJ) mixtures at a liquid argon states of 94.4 K and 1 atm via modified Green-Kubo formulas. Two component mixture of A and B is built by considering the interaction between A and A as the attractive (A) potential, that between A and B as the attractive potential (A), and that between B and B as the repulsive potential (R), labelled as AAR mixture. Three more mixtures - ARA, ARR, and RAR are created in the same way. The behavior of the LJ energy and the transport properties for all the mixtures is easily understood in terms of the portion of attractive potential (A %). The behavior of the thermal conductivities by the translational energy transport due to molecular motion exactly coincides with that of diffusion constant while that of the thermal conductivities by the potential energy transport due to molecular motion is easily understood from the fact that the LJ energy of AAR, ARR, and RAR mixtures increases negatively with the increase of A % from that of the pure repulsive system while that of ARA changes rarely.

Interactive drawing with user's intentions using image segmentation

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.73-80
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    • 2018
  • This study introduces an interactive drawing system, a tool that allows user to sketch and draw with his own intentions. The proposed system enables the user to express more creatively through a tool that allows the user to reproduce his original idea as a drawing and transform it using his body. The user can actively participate in the production of the artwork by studying the unique formative language of the spectator. In addition, the user is given an opportunity to experience a creative process by transforming arbitrary drawing into various shapes according to his gestures. Interactive drawing systems use the segmentation of the drawing image as a way to extend the user's initial drawing idea. The system includes transforming a two-dimensional drawing into a volume-like form such as a three-dimensional drawing using image segmentation. In this process, a psychological space is created that can stimulate the imagination of the user and project the object of desire. This process of drawing personification plays a role of giving the user familiarity with the artwork and indirectly expressing his her emotions to others. This means that the interactive drawing, which has changed to the emotional concept of interaction beyond the concept of information transfer, can create a cooperative sensation image between user's time and space and occupy an important position in multimedia society.