• Title/Summary/Keyword: Investigating Types

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Analysis of Types for Emotional Design Elements Favored by Galaxy Phone

  • Lee, Youngju;Kong, Jinyell
    • Journal of Communication Design
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    • v.39
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    • pp.82-90
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    • 2012
  • The present study is focused on investigating the subjective viewpoint of users favoring Galaxy phones as an element for emotional experience designs, and Q methodology used for the study of subjectivity has revealed 3 types. The first type is a type pursuing reasoned actions with high expectations for the emotional quality through direct and indirect experiences of Galaxy phones. They were shown to place an emphasis on portability and usability while having a low preference for the shape of external forms and materials. The second type is a type pursuing planned actions with an emphasis on individual subjective perceptions as well as both of physical sensation and usability. They were distinguished as a type preferring pleasure and efficiency experienced by its use. The third type is a type pursuing differentiated personalities with an emphasis on messages they want to deliver to other people through the products owned by an individual. They were identified as a type emphasizing display of personalities through differentiation in aesthetic elements.

An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games (온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구)

  • 엄명용;김태웅
    • Journal of Technology Innovation
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    • v.12 no.1
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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Case Study of Geophysical Surveys for Investigating the Volume of Bed Sediments (하상토 부존량 조사를 위한 물리탐사 사례 연구)

  • Yoon, Jong-Ryeol;Kim, Jin-Man;Choi, Bong-Hyuck
    • The Journal of Engineering Geology
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    • v.17 no.4
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    • pp.615-621
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    • 2007
  • Seismic refraction survey which is assumed to be effective for investigating of the amount of bed sediment was applied to two sites having different soil types. The ten lines of seismic surveys were carried out in the areas of the levee near the Wolchon Bridge, Yongin and the Damam levee, Yecheon. At the same time, two borehole data were obtained to be used in classifying geological formations on the inverted seismic sections. As the results of interpolating the depths of geological formations and the surface elevation values, it is possible to estimate the volume of the bed sediments at $24,000m^3\;and\;56,000m^3$ in Yongin and Yecheon, respectively.

An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구 : 상호작용성과 현존감을 중심으로)

  • Kim Taeung;Um Myoungyoung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.200-218
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

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Harmony Matters in Alarm Design: Investigating the Impact of Consonance on Alarm System

  • Ilgang Mukko Lee;Yunsun Alice Hong;Juhyun Jay Lee;Kwanghee Han
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.406-416
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    • 2023
  • Alarm system performance is a critical aspect of safety. While existing research has extensively examined the influence of acoustic attributes on alarm performance, consonance's impact remains largely uncharted territory. This study bridges this research gap by investigating the effect of consonance on alarm systems. We extend our investigation to encompass not only the sound characteristics of the alarm but also the acoustic qualities of the surrounding environment, recognizing their potential impact on alarm efficacy. Prior studies consistently link consonance to annoyance levels, resulting in a negative user experience. Thus, we explore the relationship between consonance and alarm system performance, with a particular focus on modulating annoyance as an explanatory factor. Utilizing an oddball paradigm, we categorized standard and oddball sounds into consonant and dissonant types, creating four sound combinations. Participants were asked to respond to the irregularly presented oddball sounds while ignoring the constantly presented standard sounds. Our results reveal significant differences between groups, with the Standard Consonant/Oddball Dissonant (SC/OD) group displaying notably slower response times than the Standard Dissonant/Oddball Consonant (SD/OC) group. This reaction time variation aligns with differences in annoyance levels, as the SC/OD group reports higher annoyance, suggesting that reaction time discrepancies may be linked to increased arousal due to heightened annoyance.

A Study on Hoojo-dang in Gunja-ri, Yeaan (예안(禮安) 군자리(君子里)의 후조당(後彫堂) 연구(硏究))

  • Seo, Chi-Sang
    • Journal of architectural history
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    • v.11 no.4 s.32
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    • pp.21-34
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    • 2002
  • Hoojo-dang is the Beol-dang of Gwangsan Kim's family in Gunja-ri, Yeaan This study aims to reconstruct the architectural drawings of the building through actual measurement, and by investigating documentary records of Kim's family, to trace and infer when the building was originally constructed. In doing this, it enables to identify and describe the architectural types and characteristics. The results are as follows, 1) Hoojo-dang was established in 1567 by Kim Bu-pil(1516-1577). From the beginning, Hoojo-dang, Byeol-myo(family shrine) and Ju-sa(shrine kitchen) were situated in the separate area from An-chae(main building). Later the Ik-rang(additional transept part) of Hoojo-dang was added to its main body as a room for entertainment. 2) The types of floor plan and windows of Hoojo-dang are similar to those of the lecture halls of Dosan-seowon, Sosu-seowon and Yeaan-hyangyo nearby. The main reason for the similarity of floor plan and window types in those buildings is that the students of the great Korean Confucian, Lee Hwang in 16th, managed and controlled those constructions. 3) The separate area composed of Hoojo-dang, Byeol-myo and Ju-sa was mainly designed for satisfying Confucian ceremonial principles. In addition, there are lifting doors designed for elevating the spatial flexibility.

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Effects of Advertising depending upon Type of Advertising and Form of Advertising Model

  • Yang, Hoe-Chang;Ahn, Ho-Keun;Han, Sang-Ho
    • Journal of Distribution Science
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    • v.11 no.11
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    • pp.77-82
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    • 2013
  • Purpose - This study investigated whether there are differences in advertising effects depending on the type of advertising, divided into public service announcements (PSA) and commercial advertisements, and the form of advertising model. Research Design, Data, and Methodology - By investigating the difference in advertising effects due to the type of advertising and form of advertising model, the study was expected to reveal the optimal advertisements for achieving the desired advertising effects. The subjects were Jangan University students in their first and second year, with 102 copies of the survey questionnaire received for analysis. Results - The findings were different for the celebrities, professionals, and CEOs, except for the PSA; further, they were different among celebrities, professionals and the other types of model, except CEO, in commercial advertising. Simple regression results showed that both the professionals and CEO models had a positive impact on the effect of advertising in the case of the PSA. Conclusion - These results suggested that appropriate selection of the form of advertising model is a very important factor. Conversely, it has been suggested that the celebrity model is the most effective, reflecting the trend for commercial advertisements.

A Study on the Clothing Buying Behavior according to Lifestyle Type of Women in Their 50′s and 60′s -Focused on the Clothing Evaluation Criteria and Buying Place- (50.60대 여성의 라이프스타일에 따른 의복구매행동에 관한 연구 -의복평가기준과 구매장소를 중심으로-)

  • 한성지;양리나;김문숙
    • The Research Journal of the Costume Culture
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    • v.10 no.5
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    • pp.504-517
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    • 2002
  • The purposes of this study were to analyze the lifestyle of women in their 50's and 60's and to provide the basis fur the efficient strategy of silver market by classifying women in their 50's and 60's according to lifestyle types and investigating the effect of consumers' lifestyle and demographic characteristics on consumers' clothing evaluation criteria and buying place. In this study, a selfㆍadministered questionnaire was distributed to women in their 50's and 60's. 226 questionnaires of 350 were used in the following analysis. The data were analyzed with the SPSS package. The results of this study were as follows. First, lifestyle were analyzed to find out the underlying factors, and then the subjects were grouped according to factor scores by the cluster analysis. Four lifestyle types were defined. They were the traditional family-oriented, the ostentatious purchase, the economical material-oriented, the active economics-oriented type. Second, a consumer's clothing evaluation criteria were classified according to three characteristics - aesthetic, practical and ostentatious. A consumer's clothing evaluation criteria were significantly different depending on the consumer's lifestyle and demographic characteristics. All lifestyle types except ostentatious purchase type considered practical characteristic like easiness of washing/care, harmony with other clothing, quality and price. The higher education, income and clothing expense, the more a customer considered ostentatious characteristic like fashionability and reputation of brand in selection of clothing.

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Exposure Frequency of Job Related Trauma Types and PTSD Symptoms of Firefighters : The Moderating Effect of Anger Rumination (소방공무원의 직무관련 외상 유형에 노출된 빈도가 PTSD에 미치는 영향 : 분노반추의 조절 효과)

  • Jo, Insung;Sung, Gyhye;Lee, Kangsoo
    • Anxiety and mood
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    • v.14 no.1
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    • pp.1-6
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    • 2018
  • Objective : This study aimed at investigating the relationship between exposure frequency of job related trauma types and the PTSD symptoms severity of firefighters, in relation to the moderating effect that anger rumination plays in the association between those of them. Methods : We examined data from 116 firefighters from Gyeonggi-do. The following instruments were applied: the Life Events Checklist (LEC), the Korean version of the Anger Rumination Scale (K-ARS) and the Primary Care PTSD screen (PC-PTSD). Results : A higher exposure frequency of job related trauma types was associated with severe PTSD symptoms; we discovered, however, that anger rumination exacerbated their relationship. Conclusion : This study showed that anger rumination is one of the variables to exacerbate PTSD symptoms in firefighters. Therefore, the study emphasizes the need to consider the level of anger rumination when running a program to predict or mitigate PTSD symptoms in firefighters.

A Study on the Types and Characteristics of Global Fashion Clusters (글로벌 패션 산업 클러스터의 유형과 특성에 대한 연구)

  • Yun, So Jung;Lee, Ha Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.491-505
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    • 2019
  • This study analyzes global fashion clusters to provide insight for the domestic fashion market to form a competitive fashion cluster. We examine formation factors and operation types of the global fashion clusters to understand their characteristics. We also explore the effectiveness of each global fashion cluster by investigating the stage of development in fashion clusters. Fourteen cases of global fashion clusters are collected and analyzed. First, global fashion clusters show three types of formation and operation: self-formation, self-formation & government based development, and government, institute, and enterprise based formation & development. Second, the characteristics of global fashion clusters are based on functions related to space, learning, innovation, network, and knowledge. Third, there are four steps in the development stage of global fashion clusters: professional clusters, industrial clusters, learning clusters and innovative industrial clusters. In particular, innovative industrial clusters, the final stage of development, have high levels of effectiveness in terms of co-growth and collaboration among fashion-related businesses in fashion clusters. The results of this study can help guide the development of local fashion cluster in Korea.