• Title/Summary/Keyword: Fun

Search Result 920, Processing Time 0.034 seconds

Analyses of Brand Community Characteristics, Members' Behavioral Patterns & Participation Experiences, and Quality of Relationship according to Community Formation Orientation: Comparisons between Maker Oriented Community and Customer Oriented Community (브랜드 커뮤니티 형성과정에 따른 커뮤니티의 특징, 구성원의 행태와 참여경험 및 관계의 질에 대한 분석)

  • Yoo, Chang-Jo;Jung, Hye-Eun
    • Proceedings of the Korean Association for Survey Research Conference
    • /
    • 2005.12a
    • /
    • pp.187-220
    • /
    • 2005
  • The purpose of this study is to analyze supporters' community formation motives/ Process/consumption experiences and community characteristics. For this purpose, this study collected the data using ethnographic interview. participant observation, documents and media reports. The results of this study show that supporters communities' formation and diffusion process were influenced by individual characteristics(e.g., personality, hobby and etc.), community characteristics(e.g.,team performance, star player, facilities and etc.) and external factors(ex: media movement etc.) and supporters have experienced various emotions such as intimacy. cohesion, pride and so on through various activities at on-line and off-line site. Community characteristics were classified into we-ness, rituals/traditions, moral responsibility. We found that we-ness influenced emotional dimensions such as joy, pleasure, fun and excitement. rituals and traditions made members feel passion. hope. love and vitality. and moral responsibility provided satisfaction. enthusiasm anxiety. regret and so on. Also, emotional attachment and brand loyalty were increased by these experiential aspects of community consumption.

  • PDF

Effectiveness of Securities Market Plans, $1980{\sim}2004$ ($1980{\sim}2004$년 동안의 증시부양정책 및 증시규제정책의 실효성)

  • Lee, Jae-Ha;Hahn, Deok-Hee
    • The Korean Journal of Financial Management
    • /
    • v.23 no.2
    • /
    • pp.143-170
    • /
    • 2006
  • We explore how stock returns and volatility have been impacted by securities market stimulating and controlling plans during the 1980-2004 period, using return analysis, event study, and BFL tests. First, we examine effectiveness of the stimulating plans for a depressed market and the controlling plans for an overheated market with respect to different firm sizes and industries as well as the whole market. KOSPI, large-sized, finance, and manufacturing company stock prices significantly rise following stimulating plans, implying that the plans are quite effective. Controlling plans also seem effective as stock prices stop rising and tend to decline following the plans. Second, we test whether securities market plans have any further impact with respect to fun sizes and industries in addition to the impact on the entire market. Only large-sized stocks show additional response to stimulating plans, while small-sized, electrical-electronic equipment, distribution, and manufacturing industries are further impacted by controlling plans. Third, the results of BFL tests show that volatility does not change around the announcement dates of stimulating and controlling plans. It appears that securities market plans have no impact on volatility. Only stock returns respond to the plans.

  • PDF

Study on the Cases and Features of Chair Design Inducing the Participation of Users - Focused on the cases of chair design from 1966 up to now - (사용자 참여를 유도하는 의자디자인의 사례와 특성에 관한 연구 - 1966년부터 현재까지 디자인된 의자디자인의 사례를 중심으로 -)

  • Kim, Jin-Woo
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.2 s.61
    • /
    • pp.262-269
    • /
    • 2007
  • The blur phenomenon obscuring the boundary between the field of designers and that of users may be the key paradigm in the 21st century. However, we observed a number of chair design cases that could be considered as the results of blur pheonomenon in the furniture design field from mid 1960s. The backgrounds include the repulsion against the uniform functionalism, deliberation on the life in the future and the development of plastic materials and their processing methods. Under such backgrounds, the designers pursued the new and futuristic furniture design. In that process, what is about the "freedom" that the consumers as well as the designers should have in using the furniture was the important concept. This concept enabled the creation of chair design inducing the participation of consumers. They created various kinds of shapes, functions and structures that the consumers became interested in as if they had fun with toy blocks by mainly using the new material "plastic". In a formative aspect, the entire shape is classified into the organic shape and geometric shape. The unit types are divided into two kinds; type that the unit of simple shape is repeated only with size difference and irregular combination type of the units comprised of more than two shapes. In the functional aspect, some cases showed the transformation and expansion of the function more variously. Other cases changed the function of chairs to tables, cabinets, or objects. In the structural aspect, on the basis of the method assembling each unit, one method is to assemble using the hardware and the other is to assemble only with intrinsic units of chair. The chair design created by the blur phenomenon between the designers and the users as described above causes the blur phenomenon between the furniture and the space where the furniture is installed. Accordingly, it is expanding the furniture design sphere including the case that the furniture is not selected as the rifle article depending on the characteristics of interior space but it becomes the element leading the characteristics of space. This study aims to estimate the change of interior space and the furniture that my cause the blur phenomenon by examining the cases above appropriate for the paradigm of the 21st century. Furthermore, this study will enable the discussion oil the directions of future furniture design based on its results.

The Impact of the Organizational Culture Type Perceived by Cabin Crews on Job Stress: Focusing on the Mediating Effect of Empowerment (캐빈승무원이 지각한 조직문화 유형이 직무스트레스에 미치는 영향: 임파워먼트의 매개효과를 중심으로)

  • Park, Hye Sun;Kim, Jin Ah
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.11
    • /
    • pp.715-727
    • /
    • 2020
  • For the empirical analysis in this study, 335 cabin crews from large airline companies and budget airlines were interviewed using self-reporting questionnaires. The data was analyzed using the SPSS 23.0 and AMOS 23.0. First, of the organizational culture types, the relationship-oriented culture, hierarchy-oriented culture, and task-oriented culture were found to have negative impacts on job stress. Second, the innovation-oriented organizational culture, relationship-oriented culture, and hierarchy-oriented culture were found to have positive impacts on empowerment. Third, empowerment was found to have a negative impact on job stress. Fourth, as for the mediating effect of empowerment, the innovation-oriented culture, relationship-oriented culture, hierarchy-oriented culture, and task-oriented culture were verified to be all significantly mediated by empowerment in their relationship with job stress. As a result, it was shown that cabin crews of airline companies found their work more fun, interesting, and valuable in an organizational structure that was more oriented toward flexibility, rather than the hierarchical, task-oriented cultures that are more focused on control and order. It was also found that empowerment was a mediating factor in the relationship between organizational culture and job stress.

Elementary Students' and Teachers' Perception on Science-Related Career and Career Education (과학 관련 진로 및 진로교육에 대한 초등학생과 교사의 인식)

  • Lee, Hyunyi;Lim, Heejun
    • Journal of Science Education
    • /
    • v.44 no.1
    • /
    • pp.50-60
    • /
    • 2020
  • The purpose of this study is to investigate elementary students' perception on science-related career and teachers' perception on science-related career education. The subjects of this study were 196 5th and 6th elementary students and 100 elementary teachers. The results show that 28% of the students desire to have science-related career. More Boys desire science-related careers than girls, and more students with higher level of perception in their science achievement also do than lower level students. The reason students did not desired science-related career were that they were not interested in science and did not have fun in science. Students' perceptions in the factors of science-related career choice were mostly negative except socio-cultural factors. The results of teacher's perception show that 42% of the teachers conducted science-related career education. A lot of teacher did not conduct science-related career education since they perceived the career education were not necessary or important. Students' negative perception on the factors of science-related career choice and the teachers' low perception on necessity of science-related career education can negatively influence students' science-related career choice. The more efforts were required in order to increase positive perception on science-related career.

A Study on Library Use and Reading Tendency According to Cognitive Development: Focused on Fourth and Sixth Grade Students in an Elementary School (인지발달에 따른 도서관 이용과 독서성향 연구: 초등학교 4학년과 6학년을 중심으로)

  • Lee, Eunkyung;Kim, Giyeong
    • Journal of the Korean Society for information Management
    • /
    • v.34 no.3
    • /
    • pp.179-207
    • /
    • 2017
  • The purpose of this study is to analyze the effects of cognitive developmental stages on library behaviors, reading tendency and perception on the library of the elementary students. For this study, a cognitive development tests and a questionnaire survey was conducted with students in their fourth and sixth grades in three elementary schools in Seoul and statistical analysis was carried out with the survey data. As a result, sixth grade students with the higher cognitive development had more requests for library information services than fourth grade students did. However, sixth grade students use library less and preferred to focus on the books for fun and personal interests, comparing with the fourth grade students. Their high level of cognitive development did not always have a positive effect on library behaviors and reading tendency. In addition, perception on the library of sixth grade students was lower than that of fourth grade students and it was influenced by library behaviors and reading tendency. It was also influenced positively by frequent use of library, active support by librarians and reading curriculum-related books. Based on the analysis, it is suggested that school library service should be provided based on the development stage of the upper grades of elementary students.

The effect of the human voice that is consistent with context and the mechanical melody on user's subjective experience in mobile phones (휴대전화 상황에서 맥락과 일치하는 사람음과 단순 기계음이 사용자의 주관적 경험에 미치는 영향)

  • Cho, Yu-Suk;Eom, Ki-Min;Joo, Hyo-Min;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
    • /
    • v.12 no.4
    • /
    • pp.531-544
    • /
    • 2009
  • In the past, objective usability was one of the most important aspects when user used system. But nowadays user's subjective experiences are getting more critical element than objective usability in HCI(human-computer interaction). Most people own their mobile phone and use it frequently these days. It is especially important to make user's subjective experiences more positive when using devices like mobile phones people frequently carry and interact with. This study investigates whether the interfaces which express the emotion give more positive experiences to users. Researchers created mobile phone prototypes to compare the effect of mechanical melody feedback(the major auditory feedbacks on mobile phones) and emotional voice feedback(recorded human voice). Participants experienced four kinds of mobile phone prototypes(no feedback, mechanical melody feedback, emotional voice feedback and dual feedback) and evaluated their experienced usability, hedonic quality and preference. The result suggests that person's perceptional fun and hedonic quality were getting increased in the phone which gave the emotional voice feedback than the mechanical melody feedback. Nevertheless, the preference was evaluated lower in the emotional voice feedback condition than the others.

  • PDF

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
    • /
    • s.30
    • /
    • pp.59-86
    • /
    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.307-331
    • /
    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

PB Product Attributes' Effects on Consumption Emotion, Brand Attitude, and Brand Loyalty in General Supermarkets (종합슈퍼마켓 PB상품의 선택속성이 소비감정, 브랜드태도 및 브랜드 충성도에 미치는 영향)

  • Chun, Tae-Yoo;Choi, Sang-Beom;Park, No-Hyun
    • Journal of Distribution Science
    • /
    • v.12 no.11
    • /
    • pp.67-76
    • /
    • 2014
  • Purpose - PB (Private Brand) refers to the product for which the distribution company plans the production independently, consigns the production to the manufacturer, or attaches the self-developed trademark and sells it. To reinforce competitiveness in such a market environment, diverse products development, systematic management activities, and marketing efforts to analyze and understand the consumers' behavior regarding PB products are emphasized. Therefore, this study aims to investigate the relationships among PB product attributes, consumption emotion, brand attitude, and brand loyalty in general supermarkets. First, PB product attributes were defined using the five categories of perceived price, store image, familiarity, perceived service, and perceived quality, based on preceding studies. This study examined the influence of PB product attributes on consumption. Further, this study examined the relation among consumption emotion, brand attitude, and brand loyalty. This study provides more detailed and concentrated strategic implications. Research design, data, and methodology - In this study, the research model was designed to examine the relation among PB product attributes, consumption emotion, brand attitude, and brand loyalty. For the data collection method, the questionnaire survey comprised multiple items for each component and the direct interview method was employed. To collect data, the questionnaire survey was conducted for customers who personally visited the general supermarket after verifying the PB product purchase experience. The questionnaire survey was performed for one month, May 2014. A total of 300 questionnaires were distributed and 240 questionnaires were used for the analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0. Results - First, PB product attributes had a significantly positive effect on consumption emotion. The PB product attributes perceived by the customer at the point of service contact are important to form the positive consumption emotion. Second, consumption emotion had a significantly positive effect on brand attitude. Third, the consumption emotion had a significantly positive effect on brand loyalty. Such consumption emotion is an important factor in causing the positive evaluation on the brand attitude perceived by the customer. Fourth, brand attitude had a significantly positive effect on brand loyalty. The consumption emotion was positively represented to invoke the relational continuance behavior. The relational continuance behavior accompanies the repetition of purchase, word of mouth, and recommendation activities, and influences trust regarding the brand, for which the customer maintains the transaction continuously. Conclusions - The PB product attributes perceived by the customer at the point of service contact are important factors to form the positive consumption emotion. Based on this result, the discount store service provider would prepare the measures that can make the customer recognize the positive value, and make more detailed efforts. Consumption emotion is an important factor to cause the positive evaluation on the brand attitude perceived by the customer. Based on this result, the general supermarket must make efforts to provide fun or convenience in the purchase process for consumers.