Rental services have recently come to be provided in which people can experience traditional Korean culture in the form of Hanok villages, allowing everyone can easily rent and wear hanbok, a traditional Korean garment, regardless of gender and age. Users of hanbok rental services share photos of themselves wearing hanbok on social media, contributing to the increasing popularity of hanbok experiences. However, the trend of wearing hanbok has no become established in people's daily lives, apart from the specific places that offer hanbok experiences. To promote hanbok as everyday clothes, hanbok design should be developed to provide wearers with both convenience and emotional satisfaction. Using 28 emotion words that express consumers' emotions toward hanbok that were extracted from previous studies, this study measured consumers' emotions toward different types of hanbok with on a seven-point Likert scale. Emotion words and categories that obtained scores of five points or above, signifying a rating of "felt fairly" or higher in relation to specific hanbok types were extracted. This study also examined differences in the average scores for emotional categories according to hanbok types and gender. The results indicated that only average scores for the "favorable feeling" category showed a significant difference between men and women. Finally, differences in the average scores for emotional categories were examined by classifying hanbok types: traditional (e.g., baenaet-jeogori, saekdong-jeogori, traditional hanbok for adults, and traditional wedding clothes) and modern (e.g., daily hanbok for children, for women, and for men). The results indicated significant differences between traditional and modern hanbok in six emotional categories (i.e., the cheerful, esthetic, harmonious, fresh, favorable, and stable feeling). This study derived analytic results for terms related to emotions that hanbok wearers feel according to types of hanbok. The findings can be used by hanbok retailers and rental services to provide consumers with greater emotional satisfaction.
This study aimed to check the role of SNS upward comparison and SNS usage motivation in the effect of contingent self-esteem on inferiority feelings by verifying the link between each variable in young adults. Depending on passed studies, a study model for the relationship of each variable was founded and the moderated mediation effect was checked. We performed a survey on 400 young adults using SNS through an online survey, and finally, a total of 351 data were employed for analysis. The outcome of the analysis was as follows. First, contingent self-esteem, SNS upward comparison, SNS usage motivation, and inferiority feelings were all affirmed to reveal a positive correlation. Second, contingent self-esteem had an important impact on inferiority feelings, which was mediated by SNS upward comparison. Third, the relationship between SNS upward comparison and inferiority feelings was moderated by SNS usage motivation. Finally, SNS usage motivation moderated the indirect effect of contingent self-esteem on inferiority feelings via SNS upward comparison. Based on the results of this study, we presented the psychological and emotional implications that can experience the inferiority feelings in young adults.
Ali Sundoro;Dany Hilmanto;Hardisiswo Soedjana;Ronny Lesmana;Kevin Leonard Suryadinata
Archives of Craniofacial Surgery
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v.24
no.3
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pp.111-116
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2023
Background: In Indonesia, the prevalence of cleft lip and palate increased from 0.08% to 0.12% between 2013 and 2018. Children with cleft deformities typically undergo staged surgery. However, the coronavirus disease 2019 (COVID-19) pandemic has had negative impacts on the healthcare sector, including the suspension of elective procedures; this has raised concerns about the safety of performing surgery and the functional consequences of delaying treatment, the latter of which is associated with poor prognosis. The purpose of this study was to report the characteristics of clefts treated by the Bandung Cleft Lip and Palate Center team during the pandemic period. Methods: This brief comparative study based on a chart review was conducted at the Bandung Cleft Lip and Palate Center. We statistically evaluated data from all patients treated between September 2018 and August 2021. Frequency analysis was performed to analyze the average number of each procedure by age before and during the COVID-19 pandemic. Results: Data from 18-month periods before (n= 460) and during (n= 423) the pandemic were compared. Cheiloplasty procedures were examined (pre-pandemic, n= 230; pandemic, n= 248); before the pandemic, 86.1% were performed according to the treatment protocol (patient < 1 year old), and this proportion non-significantly dropped to 80.6% during the pandemic (p= 0.904). Palatoplasty procedures were also compared (pre-pandemic, n= 160; pandemic, n= 139); the treatment protocol (patient 0.5-2 years old) was followed for 65.5% of procedures before the pandemic and 75.5% during the pandemic (p= 0.509). Additionally, 70 (mean age, 7.94 years) revision and other procedures were performed before the pandemic and 36 (mean age, 8.52 years) during the pandemic. Conclusion: The cleft procedures performed at the Bandung Cleft Lip and Palate Center did not significantly change during the COVID-19 pandemic.
This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.
E-commerce is gradually upgrading from traditional text and image formats to short video and livestreaming formats. Livestreaming e-commerce enriches the content and forms of information dissemination and product display, enhances the consumer's shopping experience, and gradually becomes the mainstream new consumer scene. However, there are many negative phenomena in the development of livestreaming e-commerce, such as false propaganda, counterfeit goods, and various negative events, which seriously affect the level of consumer trust in livestreaming e-commerce. Trust is the core competitive factor of livestreaming e-commerce. Based on previous research on trust theory and combined with the characteristic elements of "people, goods, and scenes" of livestreaming e-commerce, this article constructs a trust model for livestreaming e-commerce, proposes hypotheses, and proves through empirical research that factors such as store characteristics, livestream host characteristics, brand image, product information, platform reputation, livestreaming situation, and trust tendency have a significant positive impact on consumer trust. Based on the research conclusions, this article provides insights and management suggestions, such as emphasizing the construction of store characteristic indicators, creating desirable livestream host characteristics, focusing on product brand building and selection, maintaining the display of product information, selecting suitable livestreaming platforms, and creating rich content for livestreaming situations.
This study was conducted to derive a model of a sustainable politics and administration system that will enhance human happiness. A new long-term sustainable development model has been established based on the experience of the politics and administration system over the past thousands of years. Currently, the democratic political system and the bureaucratic administrative system dominate, but they are facing many problems. In this study, we analyzed the politics and administration system experienced by human society, and derived a model of a politics and administration system that is ideal for the present and future societies and is sustainable in the long term. The necessary condition should be a model that can solve the problems of the current politics and administration system. It must be a model that is faithful to the characteristics and essence of modern society. And as a sufficient condition to ensure long-term sustainability, it must be based on the common principles of human society. After analyzing the problems of the current system and analyzing the conditions required for the new system, the axioms that are the basis of the politics and administration system were presented. Based on the axioms, the structure and operation model of a new politics and administration system were derived. The derived model was named as a servicism politics and administration system. It is a dynamic model in which two opposing opponents recognize each other's contradictions and balance them dialectically in the space-time dimension.
The Journal of the Convergence on Culture Technology
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v.9
no.2
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pp.349-355
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2023
This study attempted to investigate the effect of competitive anxiety on injury psychology according to the athletic career of tennis athletes at Chinese universities. To study the method, 208 athletes enrolled in a four-year university (0 university, 0 university) located in A City, Hanam Province, were surveyed for a total of three weeks from the end of January to the beginning of February 2023. To verify the research model, frequency analysis, exploratory factor analysis, reliability analysis, and correlation analysis were conducted using SPSS Statistics 25. And independent sample t-test and one-way ANOVA were conducted to find out the differences in variables according to general characteristics, and multiple regression analysis was conducted to verify hypotheses through the concept of measurement. As a result of the study, first, it was found that there was a significant difference in the athletic career of tennis athletes at West China University. Second, the non-standardized coefficient of competition anxiety was found to have a positive (+) effect on exercise weaponry. Third, the non-standardized coefficient of competition anxiety was found to have a positive (+) effect on anxiety and anxiety. Therefore, it was found that other competitive anxiety in the exercise career had an effect on injury psychology. Since competition anxiety according to the athletic career of tennis athletes at Chinese universities affects injury psychology, it suggests that a psychological program that can control competition anxiety and injury psychology of athletes should be developed and introduced to athletes.
Park, Da Sol;Yoo, Eun Young;Park, Ji-Hyuk;Hong, Ickpyo;Kim, Jung-Ran;Park, Hae Yean
Therapeutic Science for Rehabilitation
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v.11
no.1
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pp.49-68
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2022
Objective : This study aimed to conduct a Delphi survey of occupational therapists with experience in elderly occupational therapy to derive items about the 'Elder Leisure Value Assessment Tool'. Methods : This study was conducted in two stages. The first stage was the collection of preliminary questions, and the second stage was the Delphi survey. In the first stage, a literature review and analysis of the 2019 National Leisure Activity Survey were conducted. The modified Delphi technique of the Delphi investigation was implemented in two rounds. Results : In the preliminary item collection phase, 39 items were selected for leisure value assessment and 45 were listed for the participating leisure activities. Subsequently, a Delphi survey of 25 professional groups resulted in 38 leisure value assessment items and 45 participating leisure activities. Conclusion : The questions drawn from this study are meaningful because they can identify specific leisure activities that the elderly participate in, as well as the various values that the elderly consider important when participating in such activities
In the present study, we apply the multiple cue probability learning (MCPL) paradigm to examine consumer learning from feedback in repeated trials. This paradigm is useful in investigating consumer learning, especially learning the relationships between the overall quality and attributes. With this paradigm, we can analyze what people learn from repeated trials by using the lens model, i.e., whether it is knowledge or consistency. In addition to introducing this paradigm, we aim to demonstrate that knowledge people gain from repeated trials with feedback is robust enough to weaken one of the most often examined contextual effects, the asymmetric dominance effect. The experiment consists of learning session and a choice task and stimuli are sport rafting boats with motor engines. During the learning session, the participants are shown an option with three attributes and are asked to evaluate its overall quality and type in a number between 0 and 100. Then an expert's evaluation, a number between 0 and 100, is provided as feedback. This trial is repeated fifteen times with different sets of attributes, which comprises one learning session. Depending on the conditions, the participants do one (low) or three (high) learning sessions or do not go through any learning session (no learning). After learning session, the participants then are provided with either a core or an extended choice set to make a choice to examine if learning from feedback would weaken the asymmetric dominance effect. The experiment uses a between-subjects experimental design (2 × 3; core set vs. extended set; no vs. low vs. high learning). The results show that the participants evaluate the overall qualities more accurately with learning. They learn the true trade-off rule between attributes (increase in knowledge) and become more consistent in their evaluations. Regarding the choice task, there is a significant decrease in the percentage of choosing the target option in the extended sets with learning, which clearly demonstrates that learning decreases the magnitude of the asymmetric dominance effect. However, these results are significant only when no learning condition is compared either to low or high learning condition. There is no significant result between low and high learning conditions, which may be due to fatigue or reflect the characteristics of learning curve. The present study introduces the MCPL paradigm in examining consumer learning and demonstrates that learning from feedback increases both knowledge and consistency and weakens the asymmetric dominance effect. The latter result may suggest that the previous demonstrations of the asymmetric dominance effect are somewhat exaggerated. In a single choice setting, people do not have enough information or experience about the stimuli, which may lead them to depend mostly on the contextual structure among options. In the future, more realistic stimuli and real experts' judgments can be used to increase the external validity of study results. In addition, consumers often learn through repeated choices in real consumer settings. Therefore, what consumers learn from feedback in repeated choices would be an interesting topic to investigate.
Kim, Min-Jee;Kim, Young-wook;Kim, Jun-hyeok;Kim, Ga-hee;Choi, Hong-seok;Moon, Kwangtae
Therapeutic Science for Rehabilitation
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v.12
no.4
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pp.53-65
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2023
Objective : This study aimed to identify the experiences and practices of occupational therapists in mental health and provide interventions for improving body function in individuals with mental illness. Methods : Data were collected from mental health therapists between November 7 and November 14, 2022. A survey was distributed via email and 46 responses were analyzed using descriptive statistics and correlations. Results : The majority were female (58.7%), aged 20-30 years (84.8%), working in mental health centers (41.3%), and undergoing mental health occupational therapy training (91.3%). They had 1-3 years of mental health experience (65.2%) and were commonly involved in programs (71.1%), case management (62.2%), and administration (57.8%). Interventions for physical functioning were common (73.9%), including group interventions (41.2%), such as stretching, aerobic exercise, and walk training, and individual interventions (38.1%), such as walking, stretching, and aerobic exercise. Conclusion : Occupational therapists play a crucial role in enabling individuals with mental illness to engage in daily life activities. However, relevant studies in this field are lacking. This study emphasizes the importance of mental health occupational therapy and the need for evidence-based services for physical function improvement interventions to provide more effective treatments for mental illnesses.
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