• Title/Summary/Keyword: Intention of action

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Effects of Regret in Consumer Failure Situation: Moderation of Self-Compassion (소비자 실패 상황에서 후회의 효과: 자기자비의 조절 효과)

  • Lee, Seongsoo;Woo, Seok Bong
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.119-126
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    • 2019
  • In this study, we examined whether the intention to choose varies according to the experience of the regret of consumers when experiencing a failure in the status quo or non-status quo, and how self-compassion plays a moderating role in this relationship. A experiment was conducted to achieve the purpose of the study. First, this study also confirmed that regret was a mediator between dissatisfaction with choice outcomes and behavioral intentions. Second, like previous studies, this study confirmed the effect of status quo in general. However, it can be seen that the effect depend on self-compassion. Or, the regrets of those with high self-compassion and their future behavioral intentions did not change significantly whether it was wrong due to maintaining on or changing of the status quo. On the other hand, those with low self-compassion showed the bigger differences, so they were typically showing the status quo effect.

Reinterpretation of Behavior for Non-compliance with Procedures : Focusing on the Events at a Domestic Nuclear Power Plants (절차 미준수 행동의 재해석 : 국내 원전 사건을 중심으로)

  • Dong Jin Kim
    • Journal of the Korean Society of Safety
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    • v.39 no.1
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    • pp.82-95
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    • 2024
  • Analyzing the aftermath of events at domestic nuclear power plants brings in the question: "Why do workers not comply with the prescribed procedures?" The current investigation of nuclear power plant events identifies their reasons considering the factors affecting the workers' behaviors. However, there are some complications to it: in addition to confirming the action such as an error or a violation, there is a limit to identifying the intention of the actor. To overcome this limitation, the study analyzed and examined the reasons for non-compliance identified in nuclear power plant events by Reason's rule-related behavior classification. For behavior analysis, I selected unit behaviors for events that are related to human and organizational factors and occurred at domestic nuclear power plants since 2017, and then I applied the rule-related behavior classification introduced by Reason (2008). This allowed me to identify the intentions by classifying unit behaviors according to quality and compliance with the rules. I also identified the factors that influenced unit behaviors. The analysis showed that most often, non-compliance only pursued personal goals and was based on inadequate risk appraisal. On the other hand, the analysis identified cases where it was caused by such factors as poorly written procedures or human system interfaces. Therefore, the probability of non-compliance can be reduced if these factors are properly addressed. Unlike event investigation techniques that struggle to identify the reasons for employee behavior, this study provides a new interpretation of non-compliance in nuclear power plant events by examining workers' intentions based on the concept of rule-related behavior classification.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

A Study on the Dependence of Mobile Instant Messenger (모바일 인스턴트 메신저 의존도에 관한 연구)

  • Kim, Jae-Jon;Lee, Yunhee;Nho, Hee-Ock;Park, Kyung-Ja
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.225-246
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    • 2014
  • With the recent establishment of a ubiquitous environment and the paradigm shift to a smart society, the use of mobile devices, such as smart phones and tablet PCs, has become widespread. Thus, the trend is gradually shifting from using Web-based Instant Messenger to using Mobile-based Instant Messenger. Mobile Instant Messenger refers to a service that allows instant messaging as well as data sending and receiving between individuals with exclusive application programs(mobile Apps), which can be used in portable devices-such as smart phones-with wireless Internet access. Korea's portal sites, telecommunication companies, and even big companies have all rushed into the MIM market to join the competition. The reason so many companies are showing interest in the MIM business is because it is rising as a core platform to substitute portal sites in the mobile society, and MIM is perceived as the best means to attract and secure users. The intention to reuse or use continually was considered an important factor in maintaining a dominant position amidst such fierce competition, and consequently, most research thus far has reflected such thought. However, the frequent or long-term use of a system alone cannot indicate the definite success of the system, nor guarantee its dominant position in the market. On the contrary, MIM dependence, which goes beyond simple repetitive use and indicates a state where users actually or emotionally depend on a specific system, can better explain the user action. However, not much research has been conducted on dependence. The research results showed that lively message, concise message, message responsiveness, and social belonging significantly affected perceived usefulness. Message responsiveness, Link, and social belonging significantly affected flow. Flow significantly affected MIM dependence, and perceived usefulness did not affect MIM dependence. This study has proven that lively message, concise message, message responsiveness, Link, social belonging and perceived usefulness are important antecedents and mediating factors of MIM dependence. Moreover, this study is significant in that it explains the overall process of MIM dependence, and expands on the variety and scope of research that can be applied to MIM-related studies.

The Relationship among Brand Equity, Corporate personality, Attachment and Consumer behavior (관광목적지의 브랜드자산, 자아일치성, 애착 및 행동의도간의 관계)

  • Seo, Kyung-Do;Lee, Jung-Eun
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.313-320
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    • 2013
  • In this study of tourism destination brand equity and self-consistent interstellar significant attachment relationships and brand equity and behavioral intention was to determine the effect on the relationship. First, the tourism destination brand equity of the self-consistent sex tourists will have a significant impact is to test the hypothesis of a multiple regression analysis was conducted brand equity, loyalty, self image and gender matched only indicates the relationship was significant. Second, self Correspondence tourist destination tourists will have a significant effect on attachment. In order to verify the hypothesis that the multiple regression analysis was conducted for self-Correspondence attachment was significantly related shows. Third, the attachment of tourist destinations for travelers of action also will have a significant impact on. Hypotheses multiple regression analysis was conducted to attachment behavior also shows significant relationship was about.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Recent Trends in Human Pose Estimation Based on a Single Image (단일 이미지에 기반을 둔 사람의 포즈 추정에 대한 연구 동향)

  • Cho, Jungchan
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.5
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    • pp.31-42
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    • 2019
  • With the recent development of deep learning technology, remarkable achievements have been made in many research areas of computer vision. Deep learning has also made dramatic improvement in two-dimensional or three-dimensional human pose estimation based on a single image, and many researchers have been expanding the scope of this problem. The human pose estimation is one of the most important research fields because there are various applications, especially it is a key factor in understanding the behavior, state, and intention of people in image or video analysis. Based on this background, this paper surveys research trends in estimating human poses based on a single image. Because there are various research results for robust and accurate human pose estimation, this paper introduces them in two separated subsections: 2D human pose estimation and 3D human pose estimation. Moreover, this paper summarizes famous data sets used in this field and introduces various studies which utilize human poses to solve their own problem.

A Study on the Influence of the Perception of Personal Information Security of Youth on Security Attitude and Security Behavior (청소년의 개인정보보안 인식이 보안의도와 보안행동에 미치는 영향에 관한 연구)

  • Park, KyungA
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.4
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    • pp.79-98
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    • 2019
  • In this paper, the security behaviors and attitudes related with the personal information of teenagers were investigated using empirical data based on rational behavior theory and protection motivation theory. An experiment for teenagers was conducted on Excel and the statistical packages (i.e., SPSS 21.0 and SmartPLS2.0.M3) to see how self-efficiency, security attitude, security intention and individual innovation affect their security behaviors. The experimental results showed that the security behaviors and attitudes of teenagers between internet and information devices are closely related, and the social influences can affect personal self-efficacy and security attitudes. Finally, we can know that teenagers should recognize the importance of security and protect their personal information safely through continuous education and training so that they can be linked to security behaviors.

Factors Influencing Acceptance of Hedonic Ubiquitous Services (헤도닉 유비쿼터스 서비스의 수용에 영향을 미치는 요인에 관한 연구)

  • Yoo, Ho-Sun;Kim, Min-Yong;Kwon, Oh-Byung
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.1-21
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    • 2012
  • Conventional studies on technology acceptance have focused on information technology for utilitarian value and hence based on 'theory of reasoned action'. Correspondingly, the studies depend on perceived usefulness and perceived ease of use as rational decision making elements. However, in ubiquitous society, innovative technologies are applied to non-task area, as well as task-oriented area. Therefore, users are more influenced by affective factors than cognitive factors in causing their usage intention. In line with those discussions, we cannot make sure that the conventional technology acceptance model could fully explain the current u-service acceptance phenomenon. Hence, to overcome the limitations of the prior technology acceptance studies, we propose an amended TAM which includes one hedonic factor and two factors on ubiquitous computing technology : ubiquity and intelligence.

Burnout and Coping Strategies among Tourism Service Employees (관광서비스 종사원의 소진 현상과 대처 전략)

  • Kim, Pan-Young;Song, Sung-In
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.103-115
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    • 2008
  • The purpose of this paper is that investigates a model of burnout and coping strategy employees in out-bound travel agency. So, we investigated the relationship between burnout variables(emotional exhaustion, depersonalization, reduces personal accomplishment) and employee's job satisfaction, intentions to resign. And we suggest that coping strategies will control the relationship between burnout and job attitude. We used social support, self esteem, and leisure involvement as a coping method. Data obtained from survey of frontline employees working in the several outbound travel agencies in Seoul, Korea. In the result, it has strong relationships between burnout and job-relative components. Perceived burnout phenomenon has negatively effect on job satisfaction and positively effect on resign intention. Coping variables controled in the relationship between burnout and job satisfaction. In the practical implications, managers can take an action as like a social support to reduce employee's burnout. And employee has activity hobby for reducing the burnout.