• Title/Summary/Keyword: Fun

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Hybrid Fungal Genome Annotation Pipeline Combining ab initio, Evidence-, and Homology-based gene model evaluation

  • Min, Byoungnam;Choi, In-Geol
    • 한국균학회소식:학술대회논문집
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    • 2018.05a
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    • pp.22-22
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    • 2018
  • Fungal genome sequencing and assembly have been trivial in these days. Genome analysis relies on high quality of gene prediction and annotation. Automatic fungal genome annotation pipeline is essential for handling genomic sequence data accumulated exponentially. However, building an automatic annotation procedure for fungal genomes is not an easy task. FunGAP (Fungal Genome Annotation Pipeline) is developed for precise and accurate prediction of gene models from any fungal genome assembly. To make high-quality gene models, this pipeline employs multiple gene prediction programs encompassing ab initio, evidence-, and homology-based evaluation. FunGAP aims to evaluate all predicted genes by filtering gene models. To make a successful filtering guide for removal of false-positive genes, we used a scoring function that seeks for a consensus by estimating each gene model based on homology to the known proteins or domains. FunGAP is freely available for non-commercial users at the GitHub site (https://github.com/CompSynBioLab-KoreaUniv/FunGAP).

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The Impact of Workplace Culture on Employee Retention: An Empirical Study from Lebanon

  • USHAKOV, Denis;SHATILA, Khodor
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.12
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    • pp.541-551
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    • 2021
  • One of the most important aspects of any firm is to motivate its employees to go the extra mile. In order to do work properly, people must be motivated. The total effectiveness and efficiency of workers, as well as a company's performance, is directly related to the degree of motivation of those who work there. On the other hand, demotivated personnel do not put much effort and, when they get a better opportunity, leave their places of employment. For Survey, this study used online Google forms to collect data from September 2021 to October 2021. The target demographic for the research was those who worked for Lebanon's private businesses. The poll was conducted in English, the second language of Lebanon. Furthermore, 179 workers (N = 179) were utilized for this research. The research suggests that fun events and support for fun managers enable workers to connect informally and help people know each other better, creating an environment that promotes friendship building. Based on these connected reasons, fun activities and the support of managers for fun are considerably linked to turnover.

Effect of Perceived Technological Innovativeness on Revisit and Word-of-Mouth Intention in Augmented Reality Store -Focusing on Curiosity and Fun- (증강현실 매장의 인지된 기술혁신성이 재방문 및 구전의도에 미치는 영향 -호기심과 재미를 중심으로-)

  • Kim, Terry Haekyung;Lee, Hee Yun;Namkoong, Hyun;Choi, Seo Yeun;Yang, Heesoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.676-690
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    • 2020
  • This study proposes a research model that examines the impact of perceived technological innovativeness on curiosity and fun, which influence revisit and word-of-mouth intentions for an augmented reality store. Data was collected from 189 female consumers in their 20s and 30s living in the Seoul metropolitan area using a convenient sampling method. The results of the study were summarized as follows. First, perceived technological innovativeness was found to have positive effects on curiosity and fun. Second, curiosity had a positive relationship with fun. Third, curiosity had positive effects on revisit and word-of-mouth intention toward the augmented reality store, while fun had no effect on revisit and word-of-mouth intention. Fourth, curiosity mediated the relationship between perceived technological innovativeness and revisit intention, and between perceived technological innovativeness and word-of-mouth intention. The introduction of innovative technology in the offline store leads to a positive response through curiosity rather than fun; therefore, it is suggested that fashion companies develop and utilize augmented reality content that stimulates more curiosity.

The Relationship between Participation Motivation, Fun factor, Leisure satisfaction and continued exercise of elderly sports (노인 스포츠 참여동기와 재미요인, 여가만족 및 운동지속의 관계)

  • Kim, Hwa-Ryong;Seong, Moon-Jung
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.807-819
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    • 2020
  • The purpose of this study is to investigate the relationship between the motivation to participate in sports for elderly, the factors for fun, leisure satisfaction, and exercise persistence. In order to analyze the data, a total of 200 questionnaires were distributed to senior citizens participating in sports programs at the Senior Citizen Welfare Center in Seoul, and a total of 183 copies (91.5%) of data were used as valid samples excluding 17 unfaithful responses. For data processing, frequency analysis, confirmatory factor analysis, Cronbach's α, concentration validity, discriminant validity, concept reliability, correlation analysis, and structural equation model verification were performed using IBM AMOS 21.First, the motivation to participate in sports for the elderly influenced the fun factor. Second, the motivation to participate in sports for the elderly influenced leisure satisfaction. Third, the motivation to participate in sports for the elderly influenced the exercise continuation. Fourth, the fun factor of sports for the elderly influenced leisure satisfaction. Fifth, the fun factor of elderly sports influenced the exercise continuation. Sixth, the satisfaction of sports for the elderly affected the exercise continuation.

Fun Factors of New Media Content for Kids (유아용 뉴미디어 콘텐츠의 재미 요소)

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.

The Effect of the Fun Factors of Beauty Workers on the Attitude of Job and Self-Efficiency (뷰티종사자의 재미요인이 직무열의 및 자기효능감에 미치는 영향)

  • Kang, Se-Ryung;Lee, Young-Jo
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.279-289
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    • 2020
  • The purpose of this study is to investigate the effect of beauty workers' fun factors on job enthusiasm and self-efficacy. In order to achieve the purpose of this study, 324 beauty workers in Seoul and Gyeonggi region were selected as the study subjects. The data processing to identify the purpose of the study was to analyze the frequency of the demographic variables of the study subject, verify the reliability of each factor, and analyze the factors, and the correlation analysis between the fun factor, job enthusiasm and self-efficacy was used. Multi-regression was conducted to find out the effect of the variables, and the following research results were derived through such a research procedure. First, the fun factor of beauty workers was crazy about job enthusiasm. Second, the fun factor of beauty workers influenced self-efficacy, and third, job enthusiasm had an effect on self-efficacy.

The Characteristics of Relational Quality and Buying Behavior Depending on Consumer's Internet Shopping Value - Focused on Clothing Purchase - (소비자들의 인터넷 쇼핑가치에 따른 관계품질 및 구매행동특성 - 의류제품 구매를 중심으로 -)

  • Ji, Hye-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.1
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    • pp.63-75
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    • 2009
  • This study aims to find out the dimension of consumers' shopping values in internet clothing purchase, and the relation of their relational quality with shopping malls and their shopping behavior depending on the type of their shopping values. For this purpose, this study surveyed 343 male and female consumers in their 20s or 30s for empirical analysis who have ever purchased clothing through internet shopping malls. Respondents are selected using the convenience sampling through internet survey in July 2008. For statistical analysis, descriptive statistics, factor analysis, ANOVA analysis, Duncan test, and $X^2$-test are carried out using SPSS for Windows 12.0. The results are as follows. First, consumers' shopping value dimensions in internet shopping for clothes are found 4 factors of fun, economic utility, information, and shopping convenience. Second, based on shopping value dimensions, consumers are categorized into an practicality-seeking, an economic utility/fun-seeking, a fun-seeking, and an information/fun-seeking group. Third, there are significant differences in relational quality, customer loyalty, favorable word of mouth, and repurchase intention depending on shopping value-based consumer types. In particular, the economic utility/fun-seeking and information/fun-seeking group have higher values on relational quality and shopping behavior variables than other groups. Thus internet shopping mall businesses need to recognize these group of consumers as their core customers and develop programs to maintain a long-term relationship with them.

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The Relationship among Fun Seeking, Self-Efficacy, Interest in Physical Activity and Actual Physical Activity of Male College Students (남자 대학생들의 재미추구 성향, 자기효능감 및 운동에 대한 흥미와 운동량 간의 관계)

  • Suh, Kyung-Hyun
    • Korean Journal of Health Education and Promotion
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    • v.25 no.1
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    • pp.1-12
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    • 2008
  • Objectives: The researchers investigated the relationship among fun seeking, self-efficacy, interest in physical activity and actual physical activities of male college students, in orders to provide valuable information to professionals in health promotion. Methods: The participants were 316 male college students whose ages ranged from 18 to 30(M=22.53, SD=2.09). The questionnaires and psychological tests used in this research included the following: sub-scale of Korean Version of BAS/BIS Scale, The General Self-Efficacy Scale, International Physical Activity Questionnaires, & sub-scale of The Intrinsic Motivation Inventory for physical activity. Results: Results indicated that male students who had moderate level of fun seeking were more likely to engage in physical activities than those who showed low or high level of fun seeking. And students with the strong self-efficacy were more likely to do physical activity than with the weak self-efficacy, especially high level of physical activity. Male students who had greater interest in physical activity were more likely to engage in physical activities than those who were not interested in physical activity. A regression analysis revealed that interest in physical activity accounted for the most variance; it accounted for around 14.5% variance of actual physical activity with self-efficacy. The interaction effect of self-efficacy and interest in physical activity was significant for actual physical activity. Conclusion: This study reiterates the roles of self-efficacy and the interest in physical activity on physical activity, and found that non-linear relation of fun seeking to physical activity. These results may provide useful information for health practitioners.

Development and Validation of a Fun Perception Scale for the Korean Employees (직장인의 일에 대한 재미지각척도 개발 및 구성타당도 검증)

  • Cheongyeul Park ;Youngmi Sohn ;Chungwoon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.2
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    • pp.241-260
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    • 2011
  • This study was to develop the fun perception scale measuring what conditions employees experience fun feeling in work and to examine the construct validity of it. For this, the pre-studies(open-ended questionnaire, in-depth interviews, literature survey, pre-survey) were conducted to develop the preliminary questions of fun scale. In main study, 250 employees(male: 125, female, 125) were responded to a questionnaire consisted of 40 questions of fun perception scale extracted by pre-studies. The results were as follow. First, through the item analysis, factor analysis and reliability analysis, 7 factors composed of 29 items were extracted: 'self-determination', 'extrinsic reward', 'goal achievement', 'pleasure in the process', 'contribution to the company', 'worthless', 'challenge'. Cronbach's alpha reliability coefficient of each factor was suitable. Secondly, EFA was conducted to test the construct validity of fun scale with AMOS 16.0. Several goodness of fit indexes were used to assess model fit: X2/df, TLI, CFI, RMSEA. The results were revealed that all the indexes were acceptable with no additional modification. Based on these findings, the theoretical and the practical implications of fun perception scale were discussed.

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Fun Factors of a Reality Show Program (리얼리티 쇼 프로그램의 재미에 관한 연구 - '슈퍼스타 K' 프로그램을 중심으로)

  • Joo, Chungmin;Bae, Yunjeong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.97-108
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    • 2014
  • The purpose of this study was to investigate the factors behind the popularity of Superstar K, a reality show, among the viewers. For that purpose, the study conducted an in-depth interview with six viewers that watched the show in the first round and eight more in the second round. The interview results show that the show's fun elements include program "formation," "organization," "edition," "hosting style," and "appeal factors," which differentiated it from other shows. Superstar K made the viewers enjoy the show by thoroughly planning and providing a range of fun elements from program planning to edition and transmission.