• 제목/요약/키워드: Motive to Use

검색결과 202건 처리시간 0.023초

로하스 패션 디자인 개발 연구 -파티웨어를 중심으로- (LOHAS Fashion Design Development -Focus on Party Wear-)

  • 조민영;박혜원
    • 한국의류학회지
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    • 제33권11호
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    • pp.1733-1743
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    • 2009
  • The LOHAS trend is based on a present and future culture with a sustainable influence on the life of modem humans. This study examines the LOHAS trend to create a design that is practical and reflects a notion of LOHAS in quality. Design making is selected with three sub-themes under the concept 'With Us, Nature & High Touch' and the dress design that is suitable to the type and purpose of the parties following the concept. Theme A, "Neo-Classicism" is for a reception party. It made efficient use of 'Type of environmentally friendly material practical use + Type of multi-function design + Type of order production + Type of society morals design'. Theme B, "Between Virtual & Reality" is for a wedding reception. It made efficient use of 'Type of environmentally friendly material practical use + Type of multifunction design + Type of retrenchment design + Type of order production + Type of society morals design'. Theme C, "Arty Illusion" is for a cocktail party. It made efficient use of 'Type of Re-design + Type of nature motive practical use + Type of the higher sensitivity pursuit design + Type of order production + Type of society morals design'. This study explained that nature, environment, and a sense about society are put to practical use in fashion design through the creation of a fashion design to apply a LOHAS fashion design notion and a special quality.

계층적 분석방법을 활용한 IPTV 선택요인의 중요도 분석 (The Importance Analysis of the Selection Factors for IPTV using AHP)

  • 하귀룡;이경탁
    • 한국콘텐츠학회논문지
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    • 제9권12호
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    • pp.814-825
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    • 2009
  • 본 연구의 목적은 계층적 분석방법을 통해 IPTV를 선택하는데 있어서 개인들이 중요하게 고려하는 요인을 분석하는 것이다. 미디어 이용 및 수용, 정보시스템 그리고 기술수용과 관련된 문헌을 토대로 IPTV 선택요인을 크게 품질수용 요인, 사회적 영향 요인, 이용동기 요인, 개인 심리적 요인이 네 가지로 분류하였다. 분석결과 사용자들은 품질수용 요인을 가장 중요하게 고려하는 것으로 나타났고, 그 다음으로 이용동기 요인, 개인 심리적 요인, 사회적 영향 요인의 순으로 나타났다. 응답자들이 IPTV선택에 있어서 품질수용 요인이 상대적으로 가장 중요하다고 선택한 것은 IPTV가 가지고 있는 특성을 반영한 것이라 할 수 있다. 상위 요인에서는 이용동기 요인이 품질수용 요인에 이어 두 번째로 중요한 요인으로 나타났지만 하위요인에서는 이용동기의 하위요인이 상대적으로 중요하게 나타났다. 15개 하위요인 중에서는 이용동기 요인의 하나인 경제성이 가장 중요한 요인으로 도출되었다. 그 뒤를 이어서 편의성, 정보성, 차별성, 자기 효능감, 혁신성, 상대적 이점의 순으로 나타났다. 차후 연구에서는 다른 분석방법을 이용하여 IPTV 이용의도를 분석함으로써 보다 확장된 결과를 얻을 수 있을 것이다.

페이즐리 숄 디자인에 관한 역사적 고찰 -카슈미르 숄을 중심으로- (A Historical Study on the Paisley Shawl Design -Focus on Kashmir Shawl-)

  • 김희선
    • 한국의상디자인학회지
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    • 제7권3호
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    • pp.39-52
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    • 2005
  • This paper is to study about paisley shawl and paisley motif to focus on Kashmir shawl. Kashmir shawl and paisley shawl of Europe can be identified by the use of 'pine cone' motif. Early 19th Europe textile manufactures began imitating the Kashmir shawl, the motif began to be called 'paisley', after Paisley, Scotland, one of the largest producers of imitation Karshmir shawls. This study is to analyze on origin of shawl and paisley motif at the theoretical background. And main issues are to study on organization of the Kashmir shawl indusry, weaving technic and producing process, development of motif, change of size and border design of shawl, difference of Woven Kashmir shawl, Patchwork shawl and hml shawl, causes of decline to shawl industry, differences of between Kashmir and European shawl etc. The result of this study can help to understand correct and accurate information, knowledge of paisley motif and paisley shawl.

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만성 질환자의 대체요법 이용 실태 조사연구 (A Study on Use of Alternative Therapy in Chronic Ill Patients)

  • 이여진;박형숙
    • 기본간호학회지
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    • 제6권1호
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    • pp.96-113
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    • 1999
  • This retrospective descriptive study was conducted to survey the use of alternative therapy by chronicly ill patients. The subject of this study were 205 chronicly ill patients at Pusan National University Hospital. The data for this study were patient record. The data were gathered from August, 1 to September, 30 1998 and analyzed through SPSSWIN program for frequency, percentile and $x^2-test$. The important results of this study are as followings. Of population-sociological characteristics on studied objects, sexual distribution showed a similar percentage male 47.8% and the female 52.2%. Age distribution showed that the 60-69 year old group made up 31.5%, and was the highest. Of religion Buddism was the most frequest. The diagnosis distribution showed cancer at 28.8% and coronary artery disease at 16.1%. According to the results of the study, 51.2% of subjects had used alternative therapy. The most common type of alternative therapy was dietary and nutritional therapy, 40.2%, the place of use, home, 44.0%, duration, less than 3 months, 51.5%. The most common motive was a recommendation by friends or family. The degree of satisfaction after the use of alternative therapy was high for 21.0%, and slight for 53.3%. The reaction after the use of alternative therapy was increasing power for patients with coronary artery disease and cancer, sugar control for those with DM, and pain control for those with chronic arthrits. The study showed that for chronicly ill patients, age, religion, diagnosis name have an important effect on the use of alternative therapy. In conclusion, chronicly ill patients showed high-use of alternative therapy but they did not used alternative therapy as a healing method. Therefore we must provide an education program nurses and physicians. And we must provide more information or healing method's and support chronicly ill patients.

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국가 수준의 중학교 ‘기술 .가정 1’교과의 멀티미디어 교육자료 개발 연구 (Development of the Multimedia Teaching Materials for “Technology - Home Economics 1” Subject in Middle School in National Level.)

  • 윤인경;김진수;이수정;신순인
    • 한국가정과교육학회지
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    • 제15권1호
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    • pp.43-55
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    • 2003
  • A purpose of this study is to develop multimedia materials of “Technology and Home Economics” subject matter in a national level. Researchers. writers. examiners. deliverers and developers in order to develop multimedia materials were organized of us with 40 People. First. we analyzed the textbooks of "Technology $.$ Home Economics" subject matter and made the idea design Second we got storyboards based on the idea design. Finally. we developed the 1021 multimedia materials based with storyboards. The developed materials were uploaded to the Edunet website. If the materials developed in this study are utilized. students of middle school will be get easily educational motive. and teachers are able to use the multimedia materials to the Technology $.$ Home Economics 1" subject instruction.

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온라인게임 충성도에 미치는 영향요인에 관한 연구 (An Exploratory Investigation Of Player Loyalty To Online Games)

  • 조남재;백승익;류경문
    • 한국경영과학회지
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    • 제26권2호
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로 (An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education)

  • 김기윤
    • 품질경영학회지
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    • 제49권3호
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    • pp.405-420
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    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.

페이스북 이용동기가 페이스북 광고 확산 행동에 미치는 영향에 관한 연구 (The Effect of Motives for Using Facebook on Facebook Advertising Diffusion Behavior)

  • 최민욱
    • 디지털융복합연구
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    • 제14권12호
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    • pp.85-93
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    • 2016
  • 본 연구에서는 소비자의 능동성이 확대되어가고 있는 광고 및 마케팅 환경에서 페이스북 이용 시 소비자가 광고를 확산시키는 현상에 관심을 가지고 연구를 진행하였다. 특히 수용자의 대표적인 능동적 미디어 이용 개념이자 상호작용과 같은 대인적 동기가 주용 이용동기인 페이스북 이용동기가 페이스북 광고 확산행동에 미치는 영향을 파악하고자 하였다. 이를 위하여 페아스북 이용동기 항목 추출을 위한 사전조사를 거쳐 대학생 243명을 대상으로 설문조사를 실시하였다. 페이스북 광고 확산행동 경험자와 비경험자의 페이스북 이용동기 차이를 살펴본 결과, 페이스북 광고 확산행동 경험자가 비경험자에 비하여 페이스북 이용동기가 전반적으로 크게 나타났으며, 발견된 페이스북 광고 확산행동 관련 수용자 특성들이 페이스북 광고 확산행동을 실제로 예측하는 변인인지 검증하기 위하여 로지스틱 회귀분석을 실시한 결과, '자기표현' 동기가 측정된 페이스북 광고 확산행동 모두에서 유의하게 나타났다.

조선기자재 관련 기계금속업체의 품질.환경경영시스템 평가: 인증심사결과 사례연구 (Quality.Environment Management System Evaluation of Machinery and Metal Manufacturing Companies Related to Marine Equipment: a Case Study Using Audit Results)

  • 박동준;강병환;김호균
    • 품질경영학회지
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    • 제37권2호
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    • pp.12-21
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    • 2009
  • Organizations worldwide have implemented quality management system, ISO 9001:2000 and environmental management system, ISO 14001:2004. Researches have been conducted regarding occupational health and safety management system, integration of these management systems, and extension to corporate social responsibility and sustain ability management system, ISO 26000. This paper examines quality and environment management systems for machinery and metal companies using audit results. We perform statistical tests to see if there are any significant differences of minor nonconformities for requirements of ISO 9001:2000 and ISO 14001:2004 based on implementation motive, operating periods, and organization's size. We also present causes and reasons for statistical differences and minor nonconformities to use as references for implementing efficiently quality management system and environment management system.

농촌정주생활권내의 마을 비보숲의 실태에 관한 연구 - 전북 진안군 지역을 중심으로 - (A Study on the Groves for making enclosed Village in Rural Human Settlement Circle)

  • 박재철
    • 한국조경학회지
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    • 제26권3호
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    • pp.152-161
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    • 1998
  • The purpose of this study was to identify remained real state of groves of enclosed village in human settlement circle. That was practiced in case of Chinan-Gun region which traditional elements had well been conservated. 48 village groves were found by site survey, reference and interview in Chinan-Gun region. 27 groves of 48 village groves were clarified as complementing village grove by classification of grove character. It was identified through survey that many were partially destructed by development and human use. The results of this study showed general, socio-behavioral characteristics, characteristics of forest state and vegetation structure of complementing village groves. Length, area, form, type, motive, location, relationship of those were analyzed to identify general characteristics. Facilities, human behavior and ownership of those were analyzed to identify socio-behavoral characteristics. Dominent species, appearing rate, height, width, density and biodiversity of upper trees were analyzed to identify forest state and vegetation structure. Interrelation of each factor were analiged and comparative review with previous studies was achieved.

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