• Title/Summary/Keyword: Qualitative.Quantitative Study

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Indigenous psychological analysis of elderly parents care among adolescents and their parents (청소년과 부모 세대의 노부모 부양인식에 대한 토착심리 탐구)

  • Young-Shin Park;Young-Ja Park;In-Soon Nam
    • Korean Journal of Culture and Social Issue
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    • v.23 no.3
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    • pp.409-449
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    • 2017
  • The main purpose of this research is to investigate the qualitative nature of Korean adolescents and their parent's perception of elderly parents care. In addition, this research exams the quantitative differences between the two generations in term of their elderly parents care self-efficacy and attitude towards caring for their elderly parents. Further, an examination of the parental influence upon their children's elderly parents care self-efficacy and attitude towards caring for their elderly parents. There were 2,460 participants in this study, with 820 adolescents, and 820 fathers and 820 mothers. The results of the study were as follows: First, in terms the participants perceptions of "the most difficult aspect of caring for elderly parents", the most representative response for adolescents was financial difficulties, while for parents differences in opinions. When it came to "the best aspect of caring for elderly parents" the most representative response for adolescents was harmonious family, while for parents good for children's upbringing. When it came to "actual acts (behavior) of elderly parents care" the most representative response for adolescents was living together with their elderly parents, while for parents looking after their elderly parents. When it came to "the best method of caring for their elderly parents" the most representative response for both adolescents and parents was providing a peace-of-mind for their elderly parents, followed by the second most frequent response of adolescents living together with their elderly parents, and for parents talking with their elderly parents. When it came to "how one feels when not caring for their elderly parents" the most representative response for both groups was a feeling of indebtedness. Second, for the quantitative analyses of the differences between the two generations, the parents showed a lower level of elderly parents care self-efficacy and a higher level of negative attitude towards caring for their elderly parents, when compared to the adolescents. Third, for the parental influence upon the adolescents' elderly parents care self-efficacy and attitude towards caring for their elderly parents, the only significant influence found was the mothers' elderly parents care self-efficacy.

Optimization of Tube Voltage according to Patient's Body Type during Limb examination in Digital X-ray Equipment (디지털 엑스선 장비의 사지 검사 시 환자 체형에 따른 관전압 최적화)

  • Kim, Sang-Hyun
    • Journal of the Korean Society of Radiology
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    • v.11 no.5
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    • pp.379-385
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    • 2017
  • This study identifies the optimal tube voltages depending on the changes in the patient's body type for limb tests using a digital radiography (DR) system. For the upper-limp test, the dose area product (DAP) was fixed at $5.06dGy{\ast} cm^2$, and for the lower-limb test, the DAP was fixed at $5.04dGy{\ast} cm^2$. Afterwards, the tube voltage was changed to four different stages and the images were taken three times at each stage. The thickness of the limbs was increased by 10 mm to 30 mm to change in the patient's body type. For a quantitative evaluation, Image J was used to calculate the contrast to noise ratio (CNR) and signal to noise ratio (SNR) among the four groups, according to the tube voltage. For statistical testing, the statistically significant differences were analyzed through the Kruskal-Wallis test at a 95% confidence level. For the qualitative analysis of the images, the pre-determined items were evaluated based on a 5-point Likert scale. In both upper-limb and lower-limb tests, the more the tube voltage increased, the more the CNR and SNR of the images decreased. The test on the changes depending on the patient's body shape showed that the more the thickness increased, the more the CNR and SNR decreased. In the qualitative evaluation on the upper limbs, the more the tube voltage increased, the more score increased to 4.6 at the maximum of 55kV and 3.6 at 40kV, respectively. The mean score for the lower limbs was 4.4, regardless of the tube voltage. The more either the upper or lower limbs got thicker, the more the score generally decreased. The score of the upper limps sharply dropped at 40kV, whereas that of the lower limps sharply dropped at 50kV. For patients with a standard thickness, the optimized images can be obtained when taken at 45kV for the upper limbs, and at 50kV for the lower limbs. However, when the thickness of the patient's limbs increases, it is best to set the tube voltage at 50 kV for the upper limbs and at 55 kV for the lower limbs.

Evaluation of Applicability of Food and Nutrition Standards for Child Care Setting in the Seoul Metropolitan Government (서울시 영유아 공공급식 식품영양관리 기준의 적용 가능성 평가)

  • Jeon, Hye-Min;Kim, Kirang;Yi, Hae-Yeon;Hwang, Ji-Yun
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.46 no.8
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    • pp.997-1011
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    • 2017
  • This study aimed to evaluate the applicability of "food and nutrition standards for child care setting in the Seoul Metropolitan Government" using quantitative and qualitative surveys and lay the groundwork for future expansion. To evaluate the understanding and applicability of each item of the standards and utilize goodness of fit as an evaluation item to improve practicality of the child care center's health foodservice, we surveyed 82 child care centers, kindergartens, and community children centers in Seoul by e-mail through the Seoul Metropolitan Government in November 2015. Using focus group interviews with directors of child care centers and kindergartens as well as dieticians of child care support centers who had conducted public foodservice in Seoul, the appropriateness of each standard was finally reviewed, and amendments to extend this standard were derived. Results of the survey show an understanding of 86.9% and an applicability of 80.7%. Moreover, the applicability of the evaluation items for assessing improvement of health foodservice practices at the child care center was 82.6%. Qualitative evaluation of the applicability of standards through focus group interviews identified four factors for extended application: necessity of a guideline for separate food ingredient suppliers, conformity of the basis and purpose of the item, consideration of contextual situations, and necessity of establishing a Seoul-level foundation. Therefore, guidelines for the standards should be suggested for those providing public food services for children. Furthermore, separate guidelines categorized by items that food ingredient suppliers need to provide should be mandatory or recommended. Evaluation of the applicability of the standards suggests that revising and supplementing the guidelines in order to extend the standards can contribute to health promotion and a sustainable environment for children using public foodservice. Follow-up studies and supports are needed for sustainable food and nutrition management programs.

An Exploration For Future Emerging Technologies by Science Mapping and a Dynamic Portfolio Setting for Government R&D Strategy (과학지도 작성을 통한 미래기술 발굴 및 정부R&D의 동적 투자방향성 설정 연구)

  • Yang, He-Young;Son, Suk-Ho;Han, Min-Kyu;Han, Jong-Min;Yim, Hyun
    • Journal of Technology Innovation
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    • v.19 no.3
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    • pp.1-29
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    • 2011
  • Korean government built "2040 Science and Technology Future Vision" in order to show positive future scenarios and suggest a long-term guideline for a progress in science and technology. The S&T Future Vision was built based on an analysis of global megatrends and a prospect of domestic social change. After building S&T Future Vision, the "Government R&E Strategy"s was established as a follow-up action plan. The Government R&D Strategy consists of lists of future emerging technologies for future leadership, government R&D investment status and investment portfolio plans. Exploring future emerging technologies aggressively and making a governmental R&D strategic policy are requirements for national competitiveness, leadership in the world. Therefore search and selection for future emerging technologies is getting more and more important recently. Generally qualitative methodologies have been used such as expert-panel discussion method and portfolio analysis with expert valuation method in order to explore future technologies. These experts-based qualitative methodologies are well defined but lacking in some objectivity because size of expert-panels has limitations. We suggest a quantitative methodology, science mapping method to compensate this shortcoming in this study. There is another limitation related governmental R&D strategy which is that general R&D portfolios are static until a point of technology realization. We also propose a dynamic R&D investment portfolio which present different portfolios at a intermediate point and a point of technology realization. We expect this try with science mapping method and a dynamic R&D portfolio could strengthen strategic aspect of government R&D policy.

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A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

A Review on the International Trends for Establishing Post-2020 National Targets Relevant to Protected Areas - Focused on the CBD Decisions and Aichi target-11 Achievement Status - (Post-2020 국가 보호지역 목표 설정을 위한 국제동향 고찰 - 생물다양성협약 결정문 및 글로벌 목표 성취현황 분석을 중심으로 -)

  • Heo, Hag Young
    • Korean Journal of Environment and Ecology
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    • v.34 no.6
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    • pp.601-609
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    • 2020
  • This study aims to draw suggestions for establishing the Post-2020 national policy direction and goals related to protected areas in Korea by analyzing the trends of major discussion issues on protected areas in the Convention on Biological Diversity (CBD) and reviewing the achievement progress of the Aichi target-11. Regarding the CBD decisions on protected areas, two decisions (Decisions II/7 and II/8) were adopted in 1995, and then the Program of Work on Protected Areas (PoWPA), which presented an ideal blueprint for protected areas, was adopted at the 7th Conference of the Parties (COP) in 2004. At the 10th COP in 2010, the "Strategic Plan for Biodiversity 2011-2020 and the Aichi Biodiversity Target" (Decision X/2) was adopted along with the Decision X/31, which presented ten key issues related to protected areas. The global outcomes of the Aichi Target-11 include 15% of the earth's land area and 7.4% of the ocean being designated as protected areas. In Korea, 16.63% of the land and 2.12% of the ocean have been designated as protected areas. However, the outcomes of the effective and equitable management, protection of areas important to biodiversity and ecosystem services, and identifying "Other effective area-based conservation measures" (OECMs) and linking them with protected areas have been found to be significantly short of global goals. The first draft of the Post-2020 Global Biodiversity Framework (Post-2020 GBF) prepared in January 2020 presented multi-step objectives. They included protecting at least 60% of particularly important sites for biodiversity through protected areas and other effective area-based conservation measures, at least 30% of the entire land and sea areas, and at least 10% of them under strict protection by 2030. The Updated Zero drafted in August 2020 concisely set out one quantitative goal of at least 30% of the globe by 2030, adding qualitative goals that these areas should be protected and conserved through "well connected and effective system of protected areas and OECMs at least 30 % of the planet with the focus on areas particularly important for biodiversity." Based on the draft Post-2020 GBF's targets related to protected areas and Korea's national targets reflecting the current state of Korea and established national plans, we suggest the national targets "to protect and conserve at least 30% of the land area and 10% of the marine area and to strengthen the means of qualitative achievement by establishing sub-targets through an effective system of protected areas and OECMs by 2030.".

Quantitative Descriptive Analysis and Principal Component Analysis for Sensory Attributes of Commercial Milk Preserved at Different Temperature (보존온도를 달리한 상업적 우유제품의 묘사적 관능분석 및 PCA 분석)

  • Chung, Seo-Jin;Noh, Bong-Soo;Ju, Jong-Cheol;Lee, Min-Hyang;Park, Seung-Yong
    • Journal of Dairy Science and Biotechnology
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    • v.29 no.2
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    • pp.25-35
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    • 2011
  • The objectives of this study were to evaluate the sensory characteristic quality of commercial milk brands selling in the market under the preservation at the temperature of $7^{\circ}C$ and $10^{\circ}C$ stored during the period of shelf-life. Quantitative descriptive analysis after developing of descriptive terms and cluster characterization by PCA analysis over a total of 128 LTLT, HTST, UHT and UHT-ESL milks, were conducted by 8 trained panelists. A total of fourteen attributes; three aroma attributes (grassy, milky, cultured milk aroma) and seven flavor/taste attributes (sweet, salty, sour, milk, cooked, cheesy, paper board) and one aftertaste attributes (rancid flavor) and one texture attributes (viscous), were developed as descriptive terms. Significant differences (P<0.01) in the sensory attributes; sweet, milky, cheesy etc. in UHT milk and sour, cheesy, paper board, rancid etc. in UHT-ESL milk were also found between the two different temperatures within the shelf life, but both type of pasteurized milk samples (LTLT and HTST) showed significant differences (P<0.01) in the attributes, such as cultured milk aroma, salty, sour, cheesy, rancid in LTLT milk and grassy, milky, salty in HTST milk and difference (P<0.05) in cultured milk aroma for HTST milk. Therefore, from the viewpoint of not only hygienic quality but also sensory characteristics, it is required for the better acceptance of milk consumers to amendment on the regulation in relation to the preservation standard of pasteurized milk as well as UHT milk to lower than $7^{\circ}C$.

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

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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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.

Motives for Writing After-Purchase Consumer Reviews in Online Stores and Classification of Online Store Shoppers (인터넷 점포에서의 구매후기 작성 동기 및 점포 고객 유형화)

  • Hong, Hee-Sook;Ryu, Sung-Min
    • Journal of Distribution Research
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    • v.17 no.3
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    • pp.25-57
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    • 2012
  • This study identified motives for writing apparel product reviews in online stores, and determined what motives increase the behavior of writing reviews. It also classified store customers based on the type of writing motives, and clarified the characteristics of internet purchase behavior and of a demographic profile. Data were collected from 252 females aged 20s' and 30s' who have experience of reading and writing reviews on online shopping. The five types of writing motives were altruistic information sharing, remedying of a grievance and vengeance, economic incentives, helping new product development, and the expression of satisfaction feelings. Among five motives, altruistic information sharing, economic incentives, and helping new product development stimulate writing reviews. Store customers who write reviews were classified into three groups based on their writing motive types: Other consumer advocates(29.8%), self-interested shoppers(40.5%) and shoppers with moderate motives(29.8%). There were significant differences among three groups in writing behavior (the frequency of writing reviews, writing intent of reviews, duration of writing reviews, and frequency of online shopping) and age. Based on results, managerial implications were suggested. Long Abstract : The purpose of present study is to identify the types of writing motives on online shopping, and to clarify the motives affecting the behavior of writing reviews. This study also classifies online shoppers based on the motive types, and identifies the characteristics of the classified groups in terms of writing behavior, frequency of online shopping, and demographics. Use and Gratification Theory was adopted in this study. Qualitative research (focus group interview) and quantitative research were used. Korean women(20 to 39 years old) who reported experience with purchasing clothing online, and reading and writing reviews were selected as samples(n=252). Most of the respondents were relatively young (20-34yrs., 86.1%,), single (61.1%), employed(61.1%) and residents living in big cities(50.9%). About 69.8% of respondents read and 40.5% write apparel reviews frequently or very frequently. 24.6% of the respondents indicated an "average" in their writing frequency. Based on the qualitative result of focus group interviews and previous studies on motives for online community activities, measurement items of motives for writing after-purchase reviews were developed. All items were used a five-point Likert scale with endpoints 1 (strongly disagree) and 5 (strongly agree). The degree of writing behavior was measured by items concerning experience of writing reviews, frequency of writing reviews, amount of writing reviews, and intention of writing reviews. A five-point scale(strongly disagree-strongly agree) was employed. SPSS 18.0 was used for exploratory factor analysis, K-means cluster analysis, one-way ANOVA(Scheffe test) and ${\chi}^2$-test. Confirmatory factor analysis and path model analysis were conducted by AMOS 18.0. By conducting principal components factor analysis (varimax rotation, extracting factors with eigenvalues above 1.0) on the measurement items, five factors were identified: Altruistic information sharing, remedying of a grievance and vengeance, economic incentives, helping new product development, and expression of satisfaction feelings(see Table 1). The measurement model including these final items was analyzed by confirmatory factor analysis. The measurement model had good fit indices(GFI=.918, AGFI=.884, RMR=.070, RMSEA=.054, TLI=.941) except for the probability value associated with the ${\chi}^2$ test(${\chi}^2$=189.078, df=109, p=.00). Convergent validities of all variables were confirmed using composite reliability. All SMC values were found to be lower than AVEs confirming discriminant validity. The path model's goodness-of-fit was greater than the recommended limits based on several indices(GFI=.905, AGFI=.872, RMR=.070, RMSEA=.052, TLI=.935; ${\chi}^2$=260.433, df=155, p=.00). Table 2 shows that motives of altruistic information sharing, economic incentives and helping new product development significantly increased the degree of writing product reviews of online shopping. In particular, the effect of altruistic information sharing and pursuit of economic incentives on the behavior of writing reviews were larger than the effect of helping new product development. As shown in table 3, online store shoppers were classified into three groups: Other consumer advocates (29.8%), self-interested shoppers (40.5%), and moderate shoppers (29.8%). There were significant differences among the three groups in the degree of writing reviews (experience of writing reviews, frequency of writing reviews, amount of writing reviews, intention of writing reviews, and duration of writing reviews, frequency of online shopping) and age. For five aspects of writing behavior, the group of other consumer advocates who is mainly comprised of 20s had higher scores than the other two groups. There were not any significant differences between self-interested group and moderate group regarding writing behavior and demographics.

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School Experiences and the Next Gate Path : An analysis of Univ. Student activity log (대학생의 학창경험이 사회 진출에 미치는 영향: 대학생활 활동 로그분석을 중심으로)

  • YI, EUNJU;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.149-171
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    • 2020
  • The period at university is to make decision about getting an actual job. As our society develops rapidly and highly, jobs are diversified, subdivided, and specialized, and students' job preparation period is also getting longer and longer. This study analyzed the log data of college students to see how the various activities that college students experience inside and outside of school might have influences on employment. For this experiment, students' various activities were systematically classified, recorded as an activity data and were divided into six core competencies (Job reinforcement competency, Leadership & teamwork competency, Globalization competency, Organizational commitment competency, Job exploration competency, and Autonomous implementation competency). The effect of the six competency levels on the employment status (employed group, unemployed group) was analyzed. As a result of the analysis, it was confirmed that the difference in level between the employed group and the unemployed group was significant for all of the six competencies, so it was possible to infer that the activities at the school are significant for employment. Next, in order to analyze the impact of the six competencies on the qualitative performance of employment, we had ANOVA analysis after dividing the each competency level into 2 groups (low and high group), and creating 6 groups by the range of first annual salary. Students with high levels of globalization capability, job search capability, and autonomous implementation capability were also found to belong to a higher annual salary group. The theoretical contributions of this study are as follows. First, it connects the competencies that can be extracted from the school experience with the competencies in the Human Resource Management field and adds job search competencies and autonomous implementation competencies which are required for university students to have their own successful career & life. Second, we have conducted this analysis with the competency data measured form actual activity and result data collected from the interview and research. Third, it analyzed not only quantitative performance (employment rate) but also qualitative performance (annual salary level). The practical use of this study is as follows. First, it can be a guide when establishing career development plans for college students. It is necessary to prepare for a job that can express one's strengths based on an analysis of the world of work and job, rather than having a no-strategy, unbalanced, or accumulating excessive specifications competition. Second, the person in charge of experience design for college students, at an organizations such as schools, businesses, local governments, and governments, can refer to the six competencies suggested in this study to for the user-useful experiences design that may motivate more participation. By doing so, one event may bring mutual benefits for both event designers and students. Third, in the era of digital transformation, the government's policy manager who envisions the balanced development of the country can make a policy in the direction of achieving the curiosity and energy of college students together with the balanced development of the country. A lot of manpower is required to start up novel platform services that have not existed before or to digitize existing analog products, services and corporate culture. The activities of current digital-generation-college-students are not only catalysts in all industries, but also for very benefit and necessary for college students by themselves for their own successful career development.