• 제목/요약/키워드: Other Behaviors

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Comparative analysis of the in vivo kinetic properties of various bone substitutes filled into a peri-implant canine defect model

  • Jingyang Kang;Masaki Shibasaki;Masahiko Terauchi;Narumi Oshibe;Katsuya Hyodo;Eriko Marukawa
    • Journal of Periodontal and Implant Science
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    • 제54권2호
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    • pp.96-107
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    • 2024
  • Purpose: Deproteinized bovine bone or synthetic hydroxyapatite are 2 prevalent bone grafting materials used in the clinical treatment of peri-implant bone defects. However, the differences in bone formation among these materials remain unclear. This study evaluated osteogenesis kinetics in peri-implant defects using 2 types of deproteinized bovine bone (Bio-Oss® and Bio-Oss/Collagen®) and 2 types of synthetic hydroxyapatite (Apaceram-AX® and Refit®). We considered factors including newly generated bone volume; bone, osteoid, and material occupancy; and bone-to-implant contact. Methods: A beagle model with a mandibular defect was created by extracting the bilateral mandibular third and fourth premolars. Simultaneously, an implant was inserted into the defect, and the space between the implant and the surrounding bone walls was filled with Bio-Oss, Bio-Oss/Collagen, Apaceram-AX, Refit, or autologous bone. Micro-computed tomography and histological analyses were conducted at 3 and 6 months postoperatively (Refit and autologous bone were not included at the 6-month time point due to their rapid absorption). Results: All materials demonstrated excellent biocompatibility and osteoconductivity. At 3 months, Bio-Oss and Apaceram-AX exhibited significantly greater volumes of formation than the other materials, with Bio-Oss having a marginally higher amount. However, this outcome was reversed at 6 months, with no significant difference between the 2 materials at either time point. Apaceram-AX displayed notably slower bioresorption and the largest quantity of residual material at both time points. In contrast, Refit had significantly greater bioresorption, with complete resorption and rapid maturation involving cortical bone formation at the crest at 3 months, Refit demonstrated the highest mineralized tissue and osteoid occupancy after 3 months, albeit without statistical significance. Conclusions: Overall, the materials demonstrated varying post-implantation behaviors in vivo. Thus, in a clinical setting, both the properties of these materials and the specific conditions of the defects needing reinforcement should be considered to identify the most suitable material.

중년 남성과 여성의 건강 관련 삶의 질에 따른 건강 및 식생활 특성: 2019년, 2021년 국민건강영양조사 자료를 이용하여 (Health and dietary characteristics of the men and women in their middle age according to health-related quality of life: using the Korea National Health and Nutrition Examination Survey data in 2019 and 2021)

  • 김사림;양윤정
    • Journal of Nutrition and Health
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    • 제57권3호
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    • pp.307-319
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    • 2024
  • 본 연구는 국민건강영양조사 2019, 2021년 자료를 활용하여 중년 남성과 여성의 건강 관련 삶의 질에 따른 건강 및 식생활 특성을 비교하기 위하여 진행되었다. 40-59세 성인을 대상으로 건강 관련 삶의 질을 측정하기 위해 HINT-8을 사용하여 총점에 따라 4군 (상, 중상, 중하, 하)으로 나누었다. 남성은 건강 관련 삶의 질이 낮을수록 소득이 낮고 미혼인 비율이 높으며 음주와 흡연하는 비율이 높았고 체형을 말랐거나 비만하다고 생각하는 비율이 높았고 최근 1년 동안 체중이 증가한 비율이 높았다. 여성은 건강 관련 삶의 질이 낮을수록 나이가 많고 교육 수준과 소득이 낮고 비만인 경우가 많았으며 체형 또한 비만하다고 생각하는 비율이 높았고 최근 1년 동안 체중이 증가한 비율이 높았다. 그리고 고지혈증과 고중성지방혈증 유병 비율이 높았다. 남성과 여성 모두 삶의 질이 낮을수록 채소/버섯/해조류 및 과일의 섭취 빈도가 적었다. 본 연구에서 중년 남성과 여성의 건강 관련 삶의 질과 관련된 요인에 서로 다른 특징이 있으므로 이에 맞는 정책의 개발이 필요할 것으로 생각되며, 본 연구결과가 중년의 건강 관련 삶의 질을 향상시키기 위한 기초자료로 이용될 수 있을 것이다.

중국 현지 소비자들의 식생활 라이프스타일 세분화에 따른 식행동 연구 (A Study on Dietary Behavior of Chinese Consumers Segmented by Dietary Lifestyle)

  • 오지은;윤혜려
    • 한국식생활문화학회지
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    • 제32권5호
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    • pp.383-393
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    • 2017
  • 연구는 중국 소비자들의 식생활라이프 스타일 요인에 따른 인구학적 특성을 구분함으로써 중국소비자들의 식행동의 차별성을 소비자 집단에 따라 세분화 하여 분석하고, 향후 타겟 소비자의 식품과 음식에 대한 속성과 특성 요구를 수용하는 상품개발을 위한 기초자료를 마련함을 그 목적으로 한다. 식생활라이프스타일에 대한 요인분석 결과 음식의 맛과 질을 중요시여기는 미식요인(Gourmet factor), 건강요인(Healthy factor), 편의요인(Convenience factor), 경제요인(Economic factor) 등 4개 요인이 추출되었으며, 식생활라이프스타일 요인점수에 따라 4개의 군집으로 분류되었다. 이들 4개 그룹은 차별화된 식생활라이프스타일 유형으로 특징지을 수 있으며, 그룹 1 미식경제군은 20대의 젊은이들의 구성비율이 높고 자취의 비율이 높으며, 외식횟수가 높으며 하루 세끼 식사를 규칙적으로 하는 비율은 상대적으로 낮았다. 이들은 식생활라이프스타일은 미식요인과 경제적 요인에 민감한 반면 건강요인과 편의요인에의 민감도가 낮았으며, 식행동에서도 규칙적이며 균형잡힌 식생활에 대한 실천이 가장 낮은 것으로 조사되었다. 즉 음식과 식품에 대하여 품질에 있어서 맛을 추구하지만 몸의 건강을 지키기 위한 식생활의 실천은 낮은 것으로 특징지을 수 있다. 그룹 2 두루관심군은 30대 구성 비율이 높았고 고학력층과 고소득층이 다른 그룹에 비해 높았다. 식생활라이프 스타일 요인 전반에 대한 추구성향이 타 그룹들에 비해 높아, 다양하고 새로운 음식, 외식과 삶에 대한 즐거움을 즐기는 미식을 추구하고, 건강과 관련되는 웰빙 식재료와 식품에 대한 추구도 높았다. 그러나 경제적인 요인인 쿠폰 활용, 가성비 등을 따지고 상대적으로 편의 식품을 적게 소비하며, 식행동 및 식습관에서도 다른 그룹보다 규칙적이며, 특히 유제품과 동물성 단백질의 섭취가 높고, 균형 잡힌 건강식을 섭취하는 식생활 고관심의 스마트 컨슈머의 성향을 보인다. 그룹 3 건강경제군은 40대 이상의 남성비율과 주부의 구성 비율이 높으며 소득수준이 다른 그룹에 비해 낮은, 가족형의 소비자군을 구성한다. 즉 식생활라이프스타일에서도 건강식품, 자연식재료 등에 건강성을 추구하고 식품구매에 있어서 경제적인 가성비를 추구하는 성향을 보이나 식행동 및 식습관 분석 결과 가공식품의 섭취가 다른 그룹에 비해 높은 경향을 보였다. 마지막으로 그룹 4는 30대 이상, 여성의 비율이 상대적으로 높았으며, 대학 이상의 교육수준도 다른 그룹에 비해 높았다. 이들은 가격과 편의성보다는 건강과 맛을 추구하는 그룹으로 중국의 중년여성들의 로하스 지향성이 가장 많이 나타나며, 영양지식을 실생활에 직접 활용하는 것으로 조사되었다. 중국인의 식생활은 최근 10년 사이 전통적인 농수산물의 소비에서 간편식이나, 서구식 식사 등으로 변화되고 있으며, 도시거주민 등을 중심으로 웰빙과 건강, 식생활에 대한 관심도도 높아지고 있다. 미식과 웰빙, 가성비와 간편식 등을 추구하는 식생활라이프스타일은 우리나라를 비롯한 일본, 유럽 등에서도 보편적인 식행동 등으로 나타나며 따라서 중국인들은 높아진 소득과 더불어 건강과 미식 등을 지향하는 다양한 식생활 행동패턴이 조사되었다. 본 연구에서 식생활라이프스타일은 유형별 집단으로 구별되며 차별적 특성을 나타내었고, 이들의 식생활라이프스타일에 따라 식행동 및 식습관은 유의적으로 차이를 보였다. 즉 소비자들이 유지하는 식생활은 그들이 유지하는 식생활에 대한 태도, 행동, 의견에 따라 차별됨을 알 수 있다. 이와 같은 식생활관련 라이프스타일은 소비자들의 삶의 가치와 의식이 반영되는 것이며, 그들만의 고유한 특성이 식생활에 반영되는 것을 알 수 있다. 유사한 식생활라이프스타일을 가진 집단은 세분화된 소비자 집단으로 구별될 수 있으며, 세분화된 집단별로 구매행동의 차이를 보이거나, 선호하는 상품의 유형과 특성에 차이를 보이며, 인구통계학적인 특성에 따라서도 구분되어 질 수 있다. 그러므로 향후 중국 소비자들을 대상으로 하는 식품이나 음식 상품의 개발에서 식품과 식생활에 관련된 미식적, 건강적, 편의적, 경제적인 요소가 주요한 차별점이 될 수 있으며, 중국인들은 과거와 다르게 식품의 건강성과 미식성 등을 고려하고 있고, 식생활라이프스타일 요인과 인구학적인 특성, 식행동 등으로 세분화된 타겟 소비자들의 수용성과 욕구를 고려한 본 연구의 결과가 상품개발 마케팅 활동자료로써 의미 있게 사용될 수 있을 것으로 사료된다. 그러나 본 연구는 중국의 지역적인 분류를 고려하지 않은 온라인을 활용하는 소비자들만을 대상으로 실시되어 조사대상자에 대한 연구한계를 가지고 있으므로, 향후 중국의 다양한 지역과 다양한 민족적 특성을 반영하는 연구가 진행되어야 할 것으로 사료된다.

첨단산업의 환경동태성이 공급체인의 결속에 미치는 영향: 유연성과 의존성의 역할 (The Effects of Environmental Dynamism on Supply Chain Commitment in the High-tech Industry: The Roles of Flexibility and Dependence)

  • 김상덕;지성구
    • 마케팅과학연구
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    • 제17권2호
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    • pp.31-54
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    • 2007
  • 첨단산업의 기업들은 환경의 변화에 효과적으로 대응하는 것을 기업 성패에 중요한 요인으로 여기고 있다. 하지만 첨단산업의 환경 동태성이 공급체인 구성원 간 관계 결속에 미치는 영향에 관한 연구가 부족하여, 환경 변화에 효과적인 대응을 어렵게 하고 있다. 본 연구는 첨단산업에서 환경 동태성이 공급체인의 결속에 영향을 미치는 메커니즘에 대해 규명하고 있다. 좀 더 구체적으로 말하면, 첫째, 첨단산업의 고객, 경쟁, 기술 동태성이 공급체인의 결속에 어떠한 영향을 미치는지, 둘째, 공급체인의 유연성과 의존성이 이러한 영향에 어떠한 조절효과를 가지는 지 실증하고 있다. 구조방정식 모형에 의한 가설검정 결과 첨단산업의 고객 동태성은 공급체인의 결속을 약화시켰지만 경쟁 동태성은 강화시키는 역할을 하였다. 한편 유연성과 의존성은 고객과 경쟁 동태성에 유의적인 조절 효과를 가졌다.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

의사들의 보고에 의한 근친간 아동성학대 연구 (A SURVEY OF INTRAFAMILIAL CHILD SEXUAL ABUSE BY PHYSICIANS' REPORTS)

  • 홍강의;강병구;곽영숙
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제9권2호
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    • pp.138-147
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    • 1998
  • 전국의 산부인과, 소아과, 가정의학과 및 응급의학과 전문의 7055명을 대상으로 근친간 성학대를 당한 15세 이하 아동을 진료한 경험에 대하여 조사하여 다음과 같은 결과를 얻었다. 1) 조사에 응한 의사들(1205명)중 157명(13.0%)이 진료시작 후 지금까지 근친간 성학대를 당한 만 15세이하 아동 315명을 진료한 경험이 있다고 응답하였고 이중 8명은 조사시점 1개월 이내에, 71명은 조사시점 1달이내에 경험하였다. 성학대의 아동진료를 보고한 157명 의사중 111명(70%)은 산부인과 전문의였다. 2) 가해자중 형제가 58명(36.9%)으로서 가장 많았고, 계부 32명(20.4%), 친부 26명(16.6%) 순이었고 가해자의 연령 분포상 10대가 70명(44.6%)으로서 가장 많았으며, 다음은 40∼59세(33.7%)이었다. 성별로는 대부분(98.7%)이 남자였다. 3) 피해 아동의 나이는 2세부터 15세까지 다양하였는데, 평균연령은 $12.1{\pm}3.3$세였고, 15세가 41명(26.1%)으로서 가장 많았다. 성별로는 모두 여자였고, 대부분 정상아동이였다. 4) 근친간 아동성학대 사실을 알게 된 경위는 행동이 이상해서 추궁하여 알게 된 경우가 45명(28.7%), 아동이 직접 이야기해서 알게 된 경우가 40명(25.5%), 임신으로 인해 알게 된 경우는 18명(11.5%)이였다. 아동이 근친간 성학대를 당한 후 병원에 오기까지 소요된 시간은 1개월 이상이 97명(61.8%)으로서 가장 많았으며, 근친간 아동성학대는 잘 알려지지 않은 채 장기간 지속되는 경향이 있음을 시사하였다. 5) 신체적 피해 상황은 회음부 손상이 93명(59.2%), 처녀막 파열이 90명(57.3%), 임신이 68명(43.3%)으로서, 임신 때문에 근친간 성학대가 발견되고 의사를 찾게 되었음이 두드러진 특성으로 보였다. 상기 결과는 상당수의 의사들이 근친간 성학대를 당한 피해 아동을 진료하고 있고 근친간 아동성학대는 사회적 문제일뿐 아니라 의학적으로도 중요한 문제이며 근친간 아동성학대의 예방과 치료를 위해서는 의사들의 적극적인 관심과 노력이 필요함을 시사한다. 또한 근친간 아동성학대는 가해자가 친족이라는 정의상의 차이점 외에 빈도와 의뢰이유, 발견방법, 신체적 후유증 및 학대의 원인등에서 가정외 아동성폭력과 매우 다른 양상을 보였음은 앞으로 아동성학대 연구에서 이들을 구분하여 연구할 필요성을 시사해준다.

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K-REITs(부동산투자회사)의 투자 유형별 특성 분석 (A Study on the K-REITs of Characteristic Analysis by Investment Type)

  • 김상진;이명훈
    • 한국산학기술학회논문지
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    • 제17권11호
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    • pp.66-79
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    • 2016
  • 최근 리츠 인가의 증가로 대두되는 사안은 경영활동에 드는 자금을 어떻게 조달하는지와 투자 자금을 효율성 있게 운용함으로써 기대 수익률과 경영 극대화를 목표 설정에 맞게 실현될 수 있는지 대한 문제로 귀결되는 듯하다. 이에 본 연구는 국내 리츠가 운용된 2002년부터 2015년(2007~2009년, 글로벌 금융위기 기간의 파급효과 기간은 제외하였음)까지 리츠의 사업현황, 투자, 재무 등 경영 전반에 관련 자료를 구축하여 투자 유형별 특성을 분석하고 리츠의 부채비율에 영향을 미치는 요인을 분석하였다. 분석결과 리츠의 최대주주 성향이 법인, 연기금, 공제회, 은행, 증권, 보험 등의 비중이 높게 나타나며 최근 최대주주와 주요주주의 비중이 상승하고 있다. 리츠 투자에서 기관투자자 역할이 증대되면서 기관투자자가 리츠성장을 견인한 것으로 보인다. 기관투자자에서 자주 목격되는 동시 투자자에게 다른 금융기관보다 더 높은 이자율을 지급된 것으로 분석되어, 리츠가 동시투자자에 대하여 유인과 보상을 병행한 것으로 판단된다. 부채비율과 관련 변수 간의 영향요인에 대하여 다중회귀분석을 수행한 결과 부채비율이 수익성과는 음(-)의 관계를 맺어 자본조달순위이론을 지지하며, 투자기회(성장성)는 음(-)의 관계, 자산 규모와는 양(+)의 관계를 맺어 상충이론을 따르는 것으로 분석되었다. 이와 같은 연구결과는 국내 리츠가 공모형 리츠보다는 사모형 리츠 위주로 운용되고 있어 타인자본 조달 시 주식시장의 자금조달보다는 유형자산(대부분 부동산)의 담보에 의한 차입으로 운영되고 있는 리츠시장을 반영한 것으로 보인다. 또한, 글로벌 금융위기 이후 타인자본을 리츠 사업에 적극적으로 활용하고 있으며, 최대주주의 비중과 성향, 투자상품에 따라 부채비율이 결정되고 있음을 보여준다.

고등학생의 건강 및 삶의 질에 대한 진단적 연구 - PRECEDE 모형을 근간으로 - (A Diagnostic Study on High School Students' Health and Quality of Life - Based on the PRECEDE model -)

  • 유재순;홍여신
    • 한국간호교육학회지
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    • 제3권
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    • pp.78-98
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    • 1997
  • Health education, as the most fundamental concept for national health promotion, alms for developing the self-care ability of the general public. High school days are regarded as the period when most important physical, mental and social developments occur, and most health-related behaviors are formed. School health education is one of the major learning resources influencing health potential in the home and community as well as for the individual student. High school health education in Korea has a fundamental systemic flaw in that health-related subjects are divided and taught under various subjects areas at school. In order to achieve the goal of school health education, it is essential to make a systematic assessment of the learner's concerns connected with his health and life, and the factors affecting them. So far, most of the research projects that had been carried out for improving high school health education were limited in their concerns to a particular aspect of health. Even though some had been done in view of comprehensive school health education, they failed to Include a health assessment of the learner. Therefore, in this study the high school students' concerns related to health and life were investigated in the first place on the basis of the PRECEDE model, developed by Green and others for the purpose of a comprehensive diagnostic research on high school health education. This study was done in two steps : one was the basic study for developing research instrument and the other was the main one. The former was conducted at five high schools in Seoul and Cheongju for 2 months-beginning in March, 1996. The students were asked to respond to questions related to their health and lives in unstructured open-ended question forms. On the basis of analysis of the basic study, the diagnostic instruments for the quality of life, health problems, health behavior and educational factors were constructed to be used for the collection of data for main study. An expert panel and the pilot study were used to improve content validity and reliability of the instruments. The reliability of the instruments was measured at between .7697 and .9611 by the Cronbach $\alpha$. The data for this study were collected from the sample consisted of the junior and senior classes of twenty general and vocational high schools in Seoul and Cheongju for two months period beginning in July, 1996. In analyzing the data, both t-test and $X^2$-test were done by using SAS-$PC^+$ Program to compare data between the sexes of the high school students and the types of high school. A canonical correlation analysis was carried out to determine the relationships among the diagnostic variables, and a multivariate multiple regression analysis was conducted by using LISREL 8.03 to ascertain the influences of variables on the high school students' health and quality of life. The results were as follows : 1) The findings of the hypothesis tests (1) The canonical correlation between the educational diagnosis variables and behavioral, epidemiological, social diagnosis variables was .7221, which was significant at the level of p<.001. (2) The canonical correlation between the educational diagnosis variables and the behavior variables was .6851, which also was significant (p<.001). (3) The canonical correlation between the behavioral diagnosis variables and the epidemiological variables was 4295, which was significant (p<.001). (4) The canonical correlation between the epidemiological diagnosis variables and the social variables was .6005, which was also significant (p<.001). Therefore, the relationship between each diagnosis variable suggested by the PRECEDE model had been experimentally proven to be valid, supporting the conceptual framework of the study as appropriate for assessing the multi-dimensional factors affecting high school students' health and quality of life. Health behavior self-efficacy, the level of parents' interest and knowledge of health, and the level of the perception of school health education, all of which are the educational diagnostic variables, are the most influential variables in students' health and quality of life. In particular, health behavior self-efficacy, a causative factor, was one of the main influential variables in their health and quality of life. Other diagnostic variables suggested in the steps of the PRECEDE model were found to have reciprocal relations rather than a unidirectional causative relationship. The significance of this research is that it has diagnosed the needs of high school health education by the learner-centered assessment of variety of factors related to the health and the life of the students. This research findings suggest an integrated system of school health education to be contrived to enhance the effectiveness of the education by strengthening the influential factors such as self-efficacy to improve the health and quality of the lives of high school students.

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대형 유통업체 윤리적 리더십의 선행변수에 관한 연구 : 할인점과 공급업체 간 관계를 중심으로 (A Study on Antecedents of Ethical Leadership of Power Retailers, : Focusing on the Relationship between Discount Stores and Their Suppliers)

  • 김상덕
    • 한국유통학회지:유통연구
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    • 제17권3호
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    • pp.59-92
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    • 2012
  • 본 연구는 최근 인사조직 분야에서 집중적인 조명을 받고 있는 윤리적 리더십을 유통경로 연구에 적용함으로써, 그 동안 그 중요성에 비해 덜 조명되었던 유통경로 내 조직 간 리더십에 대한 이해를 증진시키고자 한다. 특히, 본 연구는 비교적 최근 밝혀지기 시작한 윤리적 리더십의 선행변수에 초점을 맞춤으로 유통경로의 구성원 간 관계에서 윤리적 리더십이 형성되기 위해서는 어떻게 해야 하는 지를 규명하고자 한다. 이를 위해 본 연구는 조직의 성격특성과 관계유지전략이라는 두 가지 이론적 차원의 변수들과 실무자들과의 심층면접을 통해 중요하게 언급된 공급업체 관리활동 변수들을 실증하였다. 국내 6대 할인점에 상품을 공급하는 공급업체 295개 사의 납품 담당자를 대상으로 설문조사를 실시하였고, PLS(Partial Least Square) 구조모형 분석을 통해 분석한 결과, 대형 할인점의 조직특성 중 양심이, 관계유지 전략 중 개방전략, 갈등관리전략, 사회망전략이, 공급업체 관리활동 중 교육훈련과 공정한 보상이 대형 할인점의 윤리적 리더십을 강화하는 것으로 나타났다. 반면, 대형 할인점의 정서적 불안정은 윤리적 리더십을 약화시켰고, 친절성과 보장전략, 조직간 커뮤니케이션은 윤리적 리더십에 유의적인 영향을 미치지 않았다.

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무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석 (The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience)

  • 유철우;김용진;문정훈;최영찬
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.